54 CHOICES CREATION For each scene, shuffle the deck of cards
Created & developed by Anna & Dom Jordan
(including both jokers) and deal out a pile of
54 Choices is a collaborative story- The game begins with the
facedown cards in the centre of the table.
Creation stage.
telling roleplay game for 2-6 players. The number of cards dealt should be six
This is where you decide times the number of players, ie for a game
who you'll be, what sort of with 4 players, deal 24 cards.
story you'll be playing,
Players either choose who goes first, or
and what sort of world it takes place in.
each draw a random card from the
As a group, decide upon a setting and remaining cards not dealt - whoever draws
scenario, such as a medieval fantasy world, the highest card goes first. Play proceeds
The only limit on the setting is your where a kidnapped prince needs to be clockwise.
imagination. You could be a band of elves rescued. It's important for the scenario and
hunting a dangerous monster, superspies Each scene should focus on action, doing
your goal within it to be as clear and pre-
infiltrating a top secret base, paranormal your best not to get bogged down in
defined as possible. A simple quest or
detectives investigating a murder, moon- minutiae. Exposition, planning, and the like
mission will often play better than a complex
hopping thieves robbing a shuttle laden can happen in narration between the
one. For example, the prince has been
with valuable minerals - the options are 'scenes'.
taken by a tribe of dragon-worshipping
myriad. It just needs to be a scenario of goblins and he is imprisoned in Skull Tower, It's important for the first scene to begin 'in
action, challenges and excitement! in the centre of Piranha Lake; you need to media res'. Your characters may have spent
reach him, and safely bring him home. hours casing the museum, acquiring
54 Choices is a rules-light game that
equipment and planning the heist, but this
focuses on the creative storytelling of the Now spend some time to formulate your
should be established in your discussion of
players, who work together to spin a tale characters - as a group, you're the heroes
the scenario before play begins. The first
of adventure, each playing their own hired by the king to retrieve his son, but who
scene should begin with your characters
character. is your character specifically?
ziplining on to the museum roof.
Outcomes of player actions are decided Your characters should be reasonably well-
The more exciting, the better: being
through a very simple system that re- defined before the game begins - consider
accosted by thugs at a train station is good;
quires nothing more than a deck of cards. their backstory, personality, relevant experi-
starting off tied up in the back carriage as
ence, and so on.
To play 54 Choices you will need: the runaway train speeds towards the
• These rules collapsed bridge is better.
• A standard deck of 54 playing On a player's turn, they describe what they
cards (with two joker cards)
do. When they attempt something non-
trivial, they draw a card from the top of the
THE SCENES pile. By trivial, we mean actions that require
Once your setting, scenario and characters little brain-power or physical exertion, such
are decided upon, you're ready to play the as walking or speaking; it can be good to
discuss and agree as a group before the
Optional extras include paper, pens and game.
game starts the type of actions you consider
pencils; it can be fun to draw pictures of The game is usually played in four 'scenes',
trivial.
your characters and their adventures, and but a game can be as long or short as you
perhaps useful to make notes. wish.
If the card drawn is a black card, they have from the locked cupboard!" The active There's no requirement for the game to end
been successful. The lower the card, the player then continues their turn, reacting to after the fourth scene, of course - you can
more minor their success; the higher the the new development. play until you feel the story has reached a
card, the more incredible their action. Aces satisfying conclusion.
are high. The player describes their
successful action, then chooses to either
Tip: locked doors can be troublesome if you
continue their turn, or pass to the next have bad luck with the cards.
player's turn. If they pass, the player to their
After the final card in the scene pile has
left is next.
been turned over, the players can take no
Scenario generator tables
If the card drawn is a red card, the player further significant actions in this scene.
has failed in their attempted action. The Either the current player or the group as a If you’re stuck for ideas, the tables below can
lower the card, the more minor their failure; whole quickly resolve the scene through hopefully help. Shuffle the deck of cards and
the higher the card, the more disastrous narration. If the player characters had spent draw two at random, then check the tables for
your setting and scenario.
their action. Aces are high. The player to the the scene trying to catch a mysterious figure
right of the current player describes what fleeing through the sewers, and they've Note: these tables are intended for inspiration
goes wrong. It now becomes the turn of the failed to apprehend her by the time the card only! Embellishing the simple ideas presented
player to the left of the active player. pile is exhausted, she has escaped. The here can really help create a fun scenario.
resolving narration could include the Hearts Fantasy
If the card drawn is a joker, what happens
characters leaving the sewer to return to
depends on the most recently turned over Diamonds Sci-fi
their base of operations, to shower, debrief,
card.
and discuss the next step. Spades Historical
If the previously revealed card was red,
The cards used during this scene are then Clubs Contemporary
when the joker is turned over a 'Luckily'
shuffled back into the deck, and a new Joker Combine next red &
action happens. In this case, the active
scene pile is dealt. This new scene could black drawn
player describes something that will help the
take place the following day, with the
current situation, such as "Luckily, I put a
players following up on a clue gained while 2 Rescue someone 9 Hunt a beast or
flask of holy water in my jacket pocket this
chasing the figure in the sewer. It could being held captive monster
morning before setting off", or "Luckily, my
follow on more immediately from the 3 Retrieve an item 10 Capture a person
character spent 5 years learning Tai Chi
previous scene - perhaps they trudged that’s been stolen
when living next door to a Chinese master".
further through the pipes and discovered
They then describe how this bit of luck helps 4 Steal an item J Escape impending
some sort of secret hideout beneath the
their situation, then either continue their turn that’s being danger
city, which they now need to sneak into. protected
or pass it on to the next player.
If playing the game to the standard length, 5 Solve a murder Q Win a competition
If the last card revealed was black, turning
the fourth scene is the final one - try to set it
over the joker triggers a 'Suddenly' event. 6 Escape captivity K Deliver an item
up as an exciting climax, where success or
The player to the active player's right
failure are final. Once this scene ends, the 7 Prevent a A Safely escort
describes an unexpected, out-of-the-blue
adventure is over. As a group, briefly catastrophe someone
occurrence that shakes up the current situa-
narrate the outcome of the story - did your 8 Race someone to Jkr Prevent a business
tion. For example, "Suddenly, water begins
characters succeed? What became of them a location deal, a transaction,
to rush in through the doorway!" or
afterwards? or a marriage
"Suddenly, a figure in a gorilla mask bursts