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This game is about the secret history of the American Revolution, where the Founding Fathers (and Founding Mothers) donned clockwork power armor to battle the British and then, after independence had been won, with each other to determine the philosophical course this nation would take. It's over the top, and more than a little silly.
This is a card game, with different suits defining things the characters are particularly good at. There are 17 pre-generated historical figures to choose from, as well as number of Tories to serve as enemies.
Each game begins at the secret Masonic Grand Lodge of the Americas, where the characters receive a coded message about British movements. This is a cleverly-disguised adventure generator; you draw 5 cards and discern their meanings on a series of tables. The players then have to sort out what this means, interpreting the rather vague results to create their own mission. There's really no gamemaster in this game; those responsibilities are shares.
The character you play is also somewhat random. Each player is dealt a card, and starting with the high card each player declares who has volunteered for this mission and picks a character. You can elect to play the bad guys, and if no one does then the player with the low card has to play them.
On your turn, you play cards and narrate the action. Each suit, again, describes as type of action, so you have to narrate to fit the cards in play. Other players can play cards to attempt to add to or alter the narrative. When a scene is resolved, the next player lays down cards and narrates a scene, and so on until the mission is complete.
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