Fight With Spirit - Core Rulebook
Fight With Spirit - Core Rulebook
1–8+ SESSIONS
AGES 14+
USING THIS RULEBOOK
Fight with Spirit requires one person to be the facilitator. Examples of play. As you read through this book, you’ll
They help everyone navigate the rules and collaborate find lots of examples to help you better understand how
to build a shared story. If you’re reading this, there’s a to play the game. All the examples follow a single game
good chance that person is you. We really appreciate all group, made up of four people who have chosen to play
the hard work you do for your gaming group! the Dockside Demons.
• Edwin (he/him) plays the major character Lily, and
Ideally, the facilitator should read through this rulebook
a connection from a rival team named Ahmed.
before everyone meets up to play. During the session,
• Nadia (she/her) plays the major character Quinn,
they explain the rules and share the tips we’ve included
and a connection from a rival team named Peta.
to help players along. If there is time before you meet,
• Shani (she/her) plays the major character Max,
the other players can also read this rulebook to help
and a connection, Quinn’s younger sister Caitlin.
Fight with Spirit: A Sports Drama RPG them understand how to play.
• Tammy (they/them) is the facilitator and plays
© 2023 by Storybrewers Roleplaying, all rights reserved.
the remaining connections, including the other
members of the rival teams.
No part of this publication may be reproduced, distribut-
ed, or transmitted in any form or by any means, including
photocopying, recording, or other electronic or mechan-
ical means without the prior written permission of the
publisher, except for personal or non-commercial use.
First published in 2023 by Storybrewers Roleplaying. READING RULES NOT YOUR THING? NEW TO ROLEPLAYING?
Printed in PRC. Scan the QR code below to watch video explanations Check out our video guide, ‘Fight with Spirit - New to
of the game (with play examples). Let us take you Roleplaying Guide’ (5 mins) for a brief overview of the
ISBN: 978-1-922917-02-7 through the game play by play! basics to help you get started.
Typeset in Proxima Nova and Social Gothic.
Storybrewers Roleplaying
www.storybrewersroleplaying.com
CREDITS
Vee Hendro Game Design and Layout
Hayley Gordon Game Design and Writing
Melody Watson Editing
Lina Ngo Cover Art
Kai Rosales Internal Art, Character Art
Isa Enriquez Internal Art (p. 37) bit.ly/FWSresources youtu.be/TIsbLwP3pRY
Jabari Weathers Art Consulting
• 20 General
(Orange)
• 4 Rival
(Purple)
• 9 Special
30 Trait Cards 14 Condition Cards (Blue)
• 1 Out-of-
PLAYED BY Match
(Pink)
v NAME PRONOUNS
POSITION AGE/YR
as group or individual
• Take a condition or • Take a condition or • Take a condition or
place a fight in this slot place a fight in this slot place a fight in this slot
Complete a condition:
• Take 1 spirit
Complete a condition:
• Take 1 spirit
Complete a condition:
• Take 1 spirit Front Side sports (or both) in the
BACKSTORY TOKENS bottom-right corner.
RELATIONSHIPS
NOTES
+- 1
FROM MY TRAITS TROUBLE FIGHT SPIRIT
NAME
1 Momentum
Reveal your inner thoughts
about a secret hope or a
difficult question.
2 Difficulty Tiles
NAME
Marker
ENERGY CONNECTION Remember a moment that
brought you here
NAME
Flash back to a previous time
that fuels your motivation or
FOCUS PROWESS weighs heavily on you.
CYCLE OF PLAY OPENING CREDITS DAILY LIFE & EVENT MATCH ENDING CREDITS UPKEEP
v TEAM NAME
COLLABORATION
LAUGHING HEART
TEAM TEAM SPECIAL
LIGHT ON DETAIL
MODERATE DETAIL
RIVAL TEAMS
A LOT OF DETAIL
NAME
HIGH SCHOOL
COLLEGE / UNIVERSITY
NAME
WANT TO AVOID
NAME
TOURNAMENT
FEELINGS AROUND ROMANCE
Each player indicates: ADDITIONAL NOTES
Yes / No / Only if I initiate / Other (please specify)
TEAM
POSITION AGE/YR
CYCLE
OPENING CREDITS DAILY LIFE & EVENT MATCH ENDING CREDITS UPKEEP
X skip in
RELATIONSHIP
OPINION
• • • • • • • • • • • • • • • • • • • • • • • • • • • •
If you ever run out of sheets
• • •you
PLAYED BY
Match Deck
• • • • • • • • • • • • • • • • • • • • • • • • •
• • • • • • • • • • • • • • • • • • • • • • • • • •
can download and print more • • • • • • • • • • • • •
1 Connection Sheet Pad
• • • • • • • • • • • • •
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3
GET READY TO together and keep the game progressing. Responsibility
for creating story and drama is shared equally among ev-
eryone at the table.
Like many tabletop roleplaying games, Fight with Spirit is THE FACILITATOR As a player, your job is to:
about getting together in a group and telling a story. It’s a When you play Fight with Spirit, one person takes on the
• respect the decisions made in Collaboration and
highly collaborative game, where everyone works togeth- role of facilitator. The facilitator runs the game and helps
foster an open and cooperative environment
er to create a thrilling story and determine what happens. everyone collaborate to build a shared story. They’re not
• take action on your major character’s trait drives
in charge of making up the story—this is something all
• explore your character through highs and lows,
the players do together. Instead, they play the vital role of
knowing not everything will go your way
GAME SNAPSHOT bringing out the best in players and making sure the story
feels like a sports drama.
• contribute ideas about what might happen, and take
№ of Participants: 1 facilitator + 1*–4 players turns playing out these moments
Best session length: 3–4 hours • take initiative to complicate other characters’ lives
The facilitator isn’t the traditional game master. They
Best series length: 5–8 sessions and add to their story.
have no special narrative powers aside from playing rival
*If you’re playing with one facilitator and one player only, teams during matches. Their role is to help everyone work
see Playing with Two People on page 40.
recorded here.
OUR COACH
keeps track of team information and tournament progress. section, to record YES — USE NOT LIKE THIS!
NO — DON’T USE NOT LIKE THIS!
OUR PRACTICE AREA
NAME
The Arrows have years of victories behind when calibrating HIGH SCHOOL
COLLEGE / UNIVERSITY
Space for
shoulders. Driven by team pride and strength WANT TO AVOID
NAME
ADDITIONAL
in unity, they’re determined to uphold their
NOTES.
team’s place at the top.
CYCLE OF PLAY
TOURNAMENT
FEELINGS AROUND ROMANCE
Each player indicates: ADDITIONAL NOTES
Yes / No / Only if I initiate / Other (please specify)
section, detailing
WANT TO SEE
This year is different: they’re on a roll, and here different phases RND 3 – GRAND FINAL PTS
Southbeach Sharks – The Rising Newcomers OF PLAY I II III I II III I II III I II III I II
X
III
skip in
last cycle
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7
CHARACTER SHEET
NAME and
basic details PLAYED BY
character.
Each player creates and plays a MAJOR CHARACTER. The
Reference for
heart of a character is their TRAITS , which help determine
TRAIT / TRAIT / TRAIT /
completing
CONDITION CONDITION CONDITION
their motivations and relationships to other people inside 3 slots for TRAIT Complete a trait: Complete a trait: Complete a trait:
• Take 1 spirit • Take 1 spirit • Take 1 spirit traits and
and outside of their team. You create your major charac- and CONDITION • Take a condition or • Take a condition or • Take a condition or
place a fight in this slot place a fight in this slot place a fight in this slot
conditions,
ters and fill out their character sheet during Backstory. CARDS , placed Complete a condition: Complete a condition: Complete a condition:
additional fight
over your sheet. • Take 1 spirit • Take 1 spirit • Take 1 spirit
slot.
TRAIT CARDS (P. 22) BACKSTORY TOKENS
Traits define important details about your characters’ RELATIONSHIPS RELATIONSHIPS
NOTES
+- 1 Spaces for
dreams, ambitions, relationships, and life circumstances.
FROM MY TRAITS TROUBLE FIGHT SPIRIT
trouble, fight
section, to record NAME
Each major character starts the game with two traits and and spirit
your relationships DAILY LIFE MATCH MOMENTS
may add a third during play. At the core of each trait is
NAME
tokens.
to other
Take action towards Call a team meeting
your drives You’ve got something to say to
characters.
Complicate someone else’s
NAME call a meeting, it just can’t wait.
life (offer a trouble token)
and the narrative forward. If you’re ever unsure what your Show the busyness of life A brief and private moment
or your daily routine Say something important,
FROM TEAMMATE TRAITS away from the others.
the answers
NAME
that fuels your motivation or
weighs heavily on you.
your sessions to earn SPIRIT tokens which help you reach and match
FOCUS PROWESS
to your trait CYCLE OF PLAY OPENING CREDITS DAILY LIFE & EVENT MATCH ENDING CREDITS UPKEEP
new heights in your matches. Traits are unique; only one questions. moments.
character may have each trait.
TRAIT CARD
NAME of the trait.
CONDITION CARDS (P. 22)
The TRAIT DRIVE that motivates your character. Complete this
CONDITIONS explore the consequences or emotional
to earn 1 SPIRIT.
fallout of pursuing your trait drives. They can be new
struggles like feeling exhausted or worried for someone, A RELATIONSHIP QUESTION that connects your character to another
be positive motivations like feeling thankful, or simply de- major character or connection. Traits with orange questions create
cision points like being at a crossroads. You can choose relationships with other major characters, while traits with pink
to take a condition when you complete a trait drive, and questions create relationships with connections.
can complete your condition to earn an extra spirit token. BACKSTORY QUESTIONS, to define more detail about your character.
CONDITION CARD
NAME of the condition.
FIGHT TOKENS
NAME Priyanka Arora PRONOUNS she/her drama so everyone is on the same page.
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MATCH GAMES
Some match games are unique to particular teams.
TOURNAMENT
the in-fiction score. Instead, they tell you who is ahead, ADDITIONAL NOTES
and how much of a gap there is between the two sides. AFTER explores the consequences of the
Track points in the tournament section of your team sheet. characters’ choices.
10
RND 2 – SEMIS PTS
1
stop, and as a result, they win ties Match card VALUE
throughout the match. Track which ENERGY
team has momentum with the mo- ENERGY Match card SUIT
mentum marker. ENERGY
SETBACK
Why can’t you
keep up?
MATCH MOMENTS
MATCH MOMENTS are breaks in the action between
match games to reflect on the match, prepare for what’s
ahead, or explore other drama from relationships or traits.
Players can find the list of match moments to choose from
on their character sheet.
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COLLABORATION GROUP DECISIONS
WHAT HEART WILL OUR STORY HAVE?
Fight with Spirit is about friendships, feelings, and the diffi-
culties of growing up. It focuses on changing relationships
During Collaboration, your group makes important deci- There are two parts to Collaboration: and capturing moments when the future is unknown. It’s
sions about the tone and content of the story they’d like to better when you lean into the drama and complexity of the
• Group decisions: Choices you make as a group to
create. This helps ensure everyone is on the same page characters’ lives. Picking a tone helps guide your group
calibrate your story. Talk through each question
and feels comfortable during play. It’s simple and quick, to explore that drama in a way that is fun for everyone.
and select an option together. If you have trouble
but essential. Together, choose a heart for your story.
deciding, you can also call for a vote.
• Individual preferences: Questions that allow • A laughing heart: Comedic and larger than life, with
Go through Collaboration at the start of the game, with
everyone to make their personal needs known to moments of sincere connection. The world is vibrant
everyone present. Answer the questions in order, making
the group. Each player can say their answers out and surprising. Our futures lie waiting for us, and no
note of your group’s choices on the team sheet. Read the
loud if they feel comfortable to do so. Alternatively dream is out of reach.
questions out in full before deciding, so all players under-
if your group prefers, everyone can write their • A troubled heart: Vulnerable, soul-searching, and
stand the choices they are making.
answers individually on pieces of paper and the heartfelt. The world is by turns judgemental and
facilitator can combine them on the team sheet. supportive. We are our own worst enemies—can we
battle through our feelings?
At the end of each cycle of play in the upkeep phase, you
• A heavy heart: Dark, grim, passionate, and angry.
review the choices you made in Collaboration and may
The world is hostile and unkind. There’s a light at
make any updates or changes your group desires.
the end of the tunnel, but it fades easily from view.
VEERING OFF COURSE WILL WE USE THE ‘NOT LIKE THIS!’ MATCH GAME?
Failure can be a fun part of your character’s story, but it’s
Collaboration is an agreement between all players,
not always the story you want to tell. Not Like This! is a
and everyone should feel comfortable speaking up if
special match game that players can use to make a come-
they feel something in play conflicts with that agree-
back if they fall short. Play with this match game if you
ment. If this happens, the group should generally
want to always be able to reach inside yourself to level
rewind the mismatch and replay the moment in a way
the score rather than accepting defeat. It will give your
more respectful of the choices you made together.
story a more heroic feel. Even if you do choose to play
with this match game, you don’t have to use it if failure is
more interesting.
YOUR OWN SAFETY TOOLS • Yes
Fight with Spirit has built-in collaborative tools that • No
also help with player safety, such as Collaboration
and trouble token negotiation. However, along with
this you may also wish to use safety tools that your
group is familiar with. If you’re not sure where to start,
check out the TTRPG Safety Toolkit curated by Kien-
na Shaw and Lauren Bryant-Monk for an explanation
of common safety tools.
COLLABORATION QUESTIONS
COLLABORATION QUESTIONS
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BACKSTORY
BACKSTORY is a four-step character and team creation
process that must be done with the entire group present. STEP 1: TEAM
You may walk into your first session with a general idea of
the type of character you would like to play, but save de-
ciding on any specifics until you’ve gone through Backsto- Work your way through the details of your chosen team
ry with the other people you’ll be playing with. Depending to understand the starting situation and answer the ques-
on your preferred pace and level of detail, Backstory can tions to customise the team for your story.
take anywhere from an hour or less to an entire session.
Read each section out loud and record your answers on
your team sheet. Feel free to elaborate and add details to
bring your team to life.
1. TEAM Skip over the team special for now, you’ll come back to it
Answer some questions to flesh out your team. after you’ve created your characters.
2. MAJOR CHARACTERS
Choose traits, decide relationships, and answer
Backstory questions.
CONSENT AND PLAYER COMFORT
In Fight with Spirit, everyone shares responsibility
for creating a story together. Since players have the
3. CONNECTIONS power to take the story in any direction they wish,
Create and assign connections. consent is important. Collaboration and trouble token
negotiations help check for consent, but they don’t
cover every situation.
4. TEAM SPECIAL If you’re not sure whether you have another player’s
Fill out the details of your team special. consent, just ask. You can say ‘what do you think?’
or ‘is that okay with you?’ Remember, there is no
substitute for a free and open conversation.
If you see player consent being ignored or overrid-
den, step in at an appropriate time and encourage
dialogue. Players should always be respectful of each
other, even if their characters aren’t!
YOUR PROUD LEGACY TEAM COLOURS WHAT ARE YOUR RELATIONSHIPS WITH
The Ashpoint Arrows don’t just win, they dominate. Your • Regal red and spotless white THE RIVAL TEAMS?
team was a name to fear before you were even born and
is the renowned training ground of many pro players. Choose one for each rival team in your story:
The Arrows aren’t just known for their victories, but also WHO IS YOUR COACH?
• Wildcards: You can’t help but be fascinated by
their methods: the gruelling training, obsessive focus, • A former captain who was injured when they went pro
this team and their free, expressive play. It makes
and ‘Arrow-style’ play and tactics. You stepped into all • A retired superstar who draws a crowd
you itch to try some wild moves yourself.
of that knowing what was expected of you and how • A skilled foreign player seeking a new start
• Former teammates: Many of you played with each
much was riding on your shoulders. • A new hire with something to prove
other in out-of-school teams and you know each
other’s styles well. Old friendships and grudges
IT’S TIME TO PROVE YOURSELF WHAT IS YOUR PRACTICE AREA LIKE? still simmer.
• Local kids: You live near each other and many of
This year, you’ve made it into the starting lineup and all • Professional, cutting-edge, full of indecipherable
you played on the same junior teams. You have
eyes will be on you. The Arrows have won the regional high-tech equipment
community ties that go beyond this sport.
championship five years running, but this season things • Ageing but immaculately maintained, a monument
• Out for a fight: Your school won last year’s
don’t seem as easy as before. Strong teams have risen to the team’s past achievements
championship title against this team and they want
from the ashes or recruited elite players and you’ll have • Gleaming and extensive, propped up by rich
revenge.
to take them on. Can you continue to make your school parents and alumni, interrupted by constant tours
• Practice partners: You’ve played this team so
proud and prove yourself when it matters most? from donors
many times and know them inside out. Will it be
different when it’s the real thing?
Recommended traits for your first game: Fading Joy,
• Target threats: You consider each other to be
Final Year, In Their Shadow, My Parent was a Pro, Still
the only real threats in the competition. They’ve
Recovering.
earned your grudging respect.
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DOCKSIDE DEMONS
THE FALLEN CHAMPS
YOUR FALLEN TEAM TEAM COLOURS WHAT ARE YOUR RELATIONSHIPS WITH
Once, your school was the powerhouse of the region. • Midnight blue and deep gold THE RIVAL TEAMS?
But in your time on the team, you’ve never even made it
to the final rounds. For years, Dockside has been bleed- Choose one for each rival team in your story:
ing talent, funding, and passion to new schools opening WHO IS YOUR COACH?
• Leeched talent: Over the years, this school has
up in the area. You hear what other teams say about the • A former player from Dockside’s glory days
taken some of your top players. You just know
Demons, the same talk about how far you’ve fallen. Last • A old-timer seeking revenge on last year’s
they’re going to try it again.
year, your team captain couldn’t even bring themself to winners
• Big champs: You always see this school on TV
enter you into a major tournament. • An ex-pro who mysteriously retired
or in the magazines. There’s constantly cameras
• A supervising teacher who doesn’t really know sport
following them around.
• You don’t have one
YOUR COMEBACK IS NOW • Destined rivals: Your schools used to play every
year when you were both at your peak. Now, you
But this year things are different. Since the day school
WHAT IS YOUR PRACTICE AREA LIKE? hear they look down on you.
began, you and your teammates have practised your
• Former teammates: Many of you played with each
hearts out and given your all to make your team the • Decaying facilities still filled with memorabilia from
other in out-of-school teams and you know each
best it can be. You proudly showed your face again the glory days
other’s styles well. Old friendships and grudges
at the regional tournament and made it through the • Cramped and badly organised, half of it has been
still simmer.
first rounds, knocking out your early opponents. Now, reassigned to another school group
• Local kids: You live near each other and many of
you’ve reached the quarters, and many eyes are on your • A rented community space, a bus ride away from
you played on the same junior teams. You have
team for the first time in years. Now, you’ll show them all the school
community ties that go beyond this sport.
you’re back and better than ever.
• Practice partners: You’ve played this team so
Recommended traits for your first game: Fight Me!, Our
many times and know them inside out. Will it be
New Captain, Quitter Returns, Sibling With Potential,
different when it’s the real thing?
Tempting Offer.
YOUR NEW TEAM TEAM COLOURS WHAT ARE YOUR RELATIONSHIPS WITH
When you arrived at this school, there was no team to • Hot magenta and sandy yellow THE RIVAL TEAMS?
speak of. You longed to play, so you found others and
carved a path forward. At first it was hard to play togeth- Choose one for each rival team in your story:
er and you didn’t know each other’s styles at all. Your WHO IS YOUR COACH?
• Preliminary defeat: In your first tournament
team had just enough members to qualify, and even • A semi-pro player struggling to make ends meet
together, this team knocked you out in the
your own school barely acknowledged you existed. • A former captain from a rival team
opening round. It was a huge loss, you wonder if
Despite this, you believed you could become a force to • A disgraced coach who is back in the game
they still remember it.
be reckoned with. • An older friend or relative who turned down a
• Big champs: You always see this school on TV
pro offer
or in the magazines. There’s constantly cameras
• You don’t have one
YOUR BEST YEAR YET following them around.
• Former teammates: Many of you played with each
Things feel different this year. You’re starting to under-
WHAT IS YOUR PRACTICE AREA LIKE? other in out-of-school teams and you know each
stand each other’s approaches. When you play, you
other’s styles well. Old friendships and grudges
almost feel like a real team. You made it through the first • Half-constructed facilities still missing a roof, due
still simmer.
rounds of the regional tournament, knocking out your to be completed next year
• Local kids: You live near each other and many of
early opponents. Now you’re up against dangerous • An abandoned area you personally converted for
you played on the same junior teams. You have
teams with storied histories, and you’re sure they don’t training
community ties that go beyond this sport.
know your name. You’re ready to show them who you • An unusual space owned by a team member’s
• Practice partners: You’ve played this team so
are and let them know you’re here to stay. parents
many times and know them inside out. Will it be
different when it’s the real thing?
Recommended traits for your first game: Back From Dis-
• Target threats: You consider each other to be
grace, Blossoming Secret, Late Bloomer, Ready or Not,
the only real threats in the competition. They’ve
Shh, It’s a Secret.
earned your grudging respect.
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NEWCREST NEONS
THE TROUBLED TALENT
YOUR SUPERSTAR TEAM TEAM COLOURS WHAT ARE YOUR RELATIONSHIPS WITH
With your high-profile matches and top talent, there’s • Ultra violet and shimmering teal THE RIVAL TEAMS?
always buzz about the Neons. Yet despite your ability
to attract superstars, your team has a bad habit of losing Choose one for each rival team in your story:
in the final rounds. As eyes turn your way, your hunger WHO IS YOUR COACH?
• Small fries: You talk down to this team, but
for individual glory grows, and your team becomes more • A coach that’s been here for ten years, now under
secretly, you look up to them. You wish you had
and more selfish. As every Neon knows, if you don’t play new pressure
their teamwork and close bonds.
for yourself, then no one will. • A new coach brought in especially this year for the
• Former teammates: Many of you played with each
purpose of winning
other in out-of-school teams and you know each
• A sports scientist with a theoretical background
VICTORY, OR ELSE other’s styles well. Old friendships and grudges
finally moving to the front line
still simmer.
Your school gives your team extensive funding but • A team member’s sibling, taking a year off from
• Local kids: You live near each other and many of
you’ve never won a single championship. This year, their pro-career
you played on the same junior teams. You have
the pressure is on to fill that prized spot in the trophy
community ties that go beyond this sport.
cabinet. The school has threatened to reduce funding
WHAT IS YOUR PRACTICE AREA LIKE? • Out for revenge: You lost last year’s championship
and opportunities if they don’t see results. Whether that
to this team and you want a rematch.
means you finally learn to work together or practice until • Teeming with film crews shooting a six-part
• Practice partners: You’ve played this team so
your individual skills are indisputable… that’s up to you. documentary
many times and know them inside out. Will it be
• Splashed with street art and RGB lights, home to
different when it’s the real thing?
endless accelerated talent intensives
• Target threats: You consider each other to be
• Heavily sponsored, packed with free branded
the only real threats in the competition. They’ve
gear, equipped with an inexplicable photo booth
earned your grudging respect.
Recommended traits for your first game: It’s Like
Breathing, Replaced Too Soon, Scholarship Crunch,
Team Heartthrob, Thwarted Ambition.
2A: CHOOSE TWO TRAITS 2B: FORM RELATIONSHIPS 2C: ANSWER BACKSTORY QUESTIONS
Take a CHARACTER SHEET. Choose two traits for your Next, decide the relationships between the major char- Lastly, answer your traits’ Backstory questions and flesh
MAJOR CHARACTER from any trait available in the game, acters by answering all the orange relationship questions out your major character. Think about their personality,
with two restrictions: skipping over any pink relationship questions for now. past, and ambitions. Why did they come to this school?
Each of these questions is the basis of a relationship be- Why do they play this sport? What is their family life like?
• Your character must have at least one trait with an
tween the character whose trait it is and another major
orange relationship question.
character. Write these in the relationships section of your Encourage everyone to share ideas and work together
• No two characters may have the same trait.
character sheet. during this step, especially if their characters share a
Write down the names of your chosen traits in the first two relationship. They may also need to determine the details
slots on your sheet. Place the trait cards over these slots. By the end, each major character should have relation- of these relationships and the events relating to them.
ships with at least two other major characters—one from Why did Lily and Quinn become such good friends? How
Each major character starts with two traits, and may add a their own trait, and one from another player’s trait. The did Max and Ahmed’s relationship fall apart when Max left
third later during play. Choose traits that explore different process of forming relationships should always be a the team?
aspects of your character to give them depth and a create collaborative one, with players openly discussing which
a more layered and interesting story. options they believe will work best. Your major characters play for the same team and most
of them have known each other for a while. Their worlds
When everyone has chosen, briefly introduce your traits so Example—Want to be siblings? Edwin has the Sibling with are likely to weave together in more ways than expect-
you can begin to understand the characters. Don’t answer Potential trait, with the orange relationship question, ‘Who ed. Now is a great time to establish some of these links
any of the questions on the traits yet—you’ll do that later. is your sibling?’ and create a web of drama that will pay off in the story
While contemplating her own character, Shani looks to come. Perhaps you played on the same middle school
at Edwin’s trait card and says, ‘You need a sibling with team during an awful losing streak, or maybe they scored
RECOMMENDED TRAITS misplaced potential right? My character could be great for the winning goal against you last year.
FOR YOUR FIRST TEAM that. They have the Fight Me! trait and I’m thinking they’ve
If this is the first time you’ve played a particular team been getting into ugly scrapes lately over the team’s rep- Once everyone is finished, introduce your major character
each player should choose one of the recommended utation. Do you want to be family?’ in full. Ask questions to encourage other players to elab-
starting traits to enhance that team’s story. Their ‘That sounds perfect,’ replies Edwin. ‘Can’t wait to tell off orate on their characters’ personalities and relationships.
second trait remains a free choice. my hotheaded sibling.’ Edwin and Shani note this newly Everyone should now have a good understanding of the
formed relationship on their character sheets. story’s major characters.
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19
STEP 3: CONNECTIONS
20
OUR PRACTICE AREA
GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY
RIVAL TEAMS
CHECKPOINT: END OF BACKSTORY
At the end of Backstory, each player should have:
• a completed character sheet
• two traits, with all Backstory and relationship questions answered
• the connection sheet for the connection they are playing
• 2 trouble tokens, 1 fight token, and 1 spirit token
• contributed to the team special.
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THE RULES OF PLAY TOKEN LIMITS
You cannot gain fight or spirit tokens beyond the
maximum limits printed on your character sheet. If
you don’t have space for a token, you forgo gaining it.
When you play Fight with Spirit, you create a sports story If the emotional or narrative consequences of your trait Everything else happens as normal, including com-
with your friends. The rules are tools you use to tell that are still important, you can decide to take a CONDITION . pleting traits or taking conditions.
story. This section explains the rules you need to know Choose any available condition to replace the completed
throughout play. The next section outlines the cycle of trait. Write it down on your character sheet and place the
play that provides the story’s structure. The matches you condition card in the vacated slot. You can choose any
play have their own special rules which are explained unused condition, including one that you or someone else
later, see Matches on page 30. has already completed previously (sometimes you’re just
so furious that you’re furious all over again).
COMPLETING TRAITS Players will complete their traits at different times over the
Your characters’ TRAIT DRIVES represent their goals and course of a tournament. A trait can take anywhere from
motivations. As they act on these drives, they will eventu- one to six sessions to finish, depending on how much time
ally resolve them, completing their traits. Most drives can a player spends exploring its story. Most traits, however,
resolve in two ways. As you play, it will become clear to will be completed in two to four sessions.
you which option fits better for your character and their
story. You may only realise this moments before you com- Example—Feeling guilty. Shani’s major character Max
plete your TRAIT, or it may be apparent ahead of time. You takes revenge on his rival Ahmed, and in doing so com-
are the judge of when your trait drive is resolved. pletes the drive of his Fight Me! trait. She takes 1 spirit
token as a reward for completing the trait. However,
When you resolve a drive, you complete the relevant trait things are anything but peaceful. Max’s actions have not
and perform the steps below. You can complete a trait at only earned him the ire of Ahmed, but the anger of the
any point during the session, even mid-match. However, if whole team. Shani decides to take a condition. She looks
you’re in the middle of a dramatic moment, you may want at the option and chooses Guilty. ‘Max isn’t exactly happy
to for a convenient moment to do so. with his own actions either,’ she tells her group.
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BRINGING TROUBLES INTO PLAY
CREATING TROUBLES USING YOUR HONOURING THE TROUBLE’S INTENT
MAJOR CHARACTER OR CONNECTION When a player accepts a trouble, it should have both its
literal and intended effects on the story. For example, if
The easiest ways to create troubles are through the ac- Nadia offers Shani a trouble token for Max’s car to break
tions of your major character or the connection that you down so he will run late to tryouts, he must really be late.
control. To do this, think ‘how can my characters create a He cannot simply catch a rideshare and make it on time. If
problem for another major character or complicate their Shani really doesn’t want Max to be late, she should reject
trait drives?’ Once you have an idea, you can either set the trouble token.
a scene around it or take advantage of another scene in
which your characters both appear.
TIPS FOR CREATING TROUBLES
Example—Rival reveals all. Shani’s major character Max The best troubles bring interesting drama into the lives of
and his connection Ahmed are rivals from different teams, the major characters but leave plenty of space for
who have vowed to take each other down at any cost. the characters to respond. They pull on areas of life
Edwin thinks of the perfect way for Ahmed to complicate that are important to the affected character, such
Max’s life. Edwin offers Shani a trouble token, saying, ‘You relationships, goals and ambitions, or secret fears,
remember how Max abandoned his old team mid-match? and put them front and centre in the story.
I’ll offer you a trouble token if Ahmed spills the beans
about that to Max’s current teammates.’
‘I’ll take that,’ says Shani, accepting the token and swap-
ping it for a fight token. ‘Ahmed sure knows how to sow
some discord.’ They then play out the scene of Ahmed
approaching the team, who are gathered at the party, and
letting them in on Max’s secret. EXAMPLES OF TROUBLES
• Lily has received an offer to join the Arrows, but • Max is disappointed at his performance in a match
CREATING TROUBLES THROUGH hasn’t told anyone about it yet. Nadia offers a that just ended. Just as he’s taking a moment to
EVENTS OR CIRCUMSTANCES trouble token for Quinn to spot the paperwork in process his emotions, Tammy offers a trouble to-
Lily’s open locker. ken for a reporter to show up demanding answers.
You can also create troubles by suggesting events or cir- • Quinn is in the middle of an important practice. • Lily’s aunt Katrina (a connection) once played
cumstances that create complications for the characters. Shani offers a trouble token for Quinn’s sister pro soccer herself and has her own way of doing
To do this, think ‘what might happen here that could cre- Caitlin to call with an urgent problem. things. Tammy offers Lily a token for Katrina to
ate a problem for another major character or complicate • Quinn has had a crush on Lily since middle school. show up mid-practice and give Lily’s teammates
their trait drives?’ To bring this trouble to life, wait for the Edwin offers Nadia a token for Quinn and Lily to her honest (and critical) advice.
right moment then politely interrupt the scene and offer have to work together on a science project. • Quinn has been hiding her soccer-playing from
your token. • Tammy offers a trouble token for the coach to offer her parents. Shani offers a trouble token for a
Lily the chance to be captain next year—but only if parent-consent form to be required before each
she can gain support from the rest of the team. team member can play in the away finals.
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THE CYCLE OF PLAY
As you play Fight with Spirit, you progress through a tour-
nament in search of victory. Each round of the tournament PHASE 1: OPENING CREDITS
is handled in one CYCLE OF PLAY. The cycle consists of
the five phases below, played in order. You can use the Every TV show and anime starts with the opening credits. Example—Opening credits. Tammy, the facilitator, kicks
cycle of play tracker at the bottom of your team sheet to In this phase, you collaboratively create the OPENING off the opening credits. ‘The sun is high in the bright blue
mark your progress through the phases. CREDITS of your sports show. Think of each moment as a sky over Dockside, and we get this big expansive shot of
snapshot that flashes onto the screen during the opening. our run-down college. Then suddenly the sun is falling
Feel free to introduce any visuals that feel like they fit in and turns into a soccer ball and we are on the field during
1: OPENING CREDITS the opening credits of your story. Remember, the opening the Demons’ team practice. What I’d like to see now is a
credits don’t have to make sense—they exist to capture snapshot moment of each of your characters playing with
2: DAILY LIFE & EVENT the vibe of the characters and mood of the story. intense focus. Shani, what do we see of Max?’
The credits continue, until they have finished snapshots.
In the opening credits, the facilitator should: Tammy takes a moment to finish off the opening credits.
3: MATCH ‘Suddenly we’re back on the field in the middle of a tense
1. start with one or two visuals that reflect the story.
match. Max makes a tackle and steals the ball, passes it
4: ENDING CREDITS (e.g. the school gymnasium, a match in motion,
to Tori, who crosses it to Lily for the perfect finish. As Lily
or even a ball picked up by one of the major
goes to make the shot, the ball flies through the air and
characters)
5: UPKEEP 2. choose a snapshot from the list below or make
the credits cut. We are left wondering—did Lily make the
shot?’
their own, asking each player to describe that same
snapshot for their major character
Each cycle of play usually takes 3–6 hours to play through
3. choose a second snapshot and repeat as above
depending on how long you choose to spend on character
4. (optional) end the opening credits with a visual to
interactions and blow-by-blow sports action. It’s possible
represent the episode ahead.
that the end of your session and the end of a cycle might
not align. That’s fine, simply return to where you left off
next time you play. See Ending the Session on page 37.
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PHASE 3: MATCH PHASE 4: ENDING CREDITS
NEED INSPIRATION FOR EVENTS?
Matches are a big part of Fight with Spirit and take some In this phase, you narrate the ending credits of your sports
The best events are ones that feel at home in the time to play through. During matches, the relationships show. The ending credits are a reflective time to celebrate
context of your game and bring to life the struggles and emotions explored in the previous phase come to a quieter moments. Think of each moment as a snapshot
and passions of the characters. But it doesn’t hurt to head and spill out into sports drama. Only one team can that flashes onto the screen as the credits roll.
have some ideas to draw from! Here are some of our find victory and make it through to the next round of the
favourites (and ways you can spend a trouble token tournament. In the ending credits, the facilitator should:
if you need to add a little more drama):
1. introduce the ending credits with one or two visuals
This phase doesn’t just start with the whistle blowing. You
• An exhibition match. Spend a trouble token for that reflect the events of the cycle
also explore what happens in the lead up to the match and
a major character to be on the same team as a 2. choose a snapshot from the list below or make
after it ends.
bitter rival. their own, asking each player to describe that same
• A pool party. Spend a trouble token for a rival to snapshot for their major character
make an unexpected confession. BEFORE THE MATCH 3. (optional) wrap up the ending credits with a visual
• A media meet-and-greet. Spend a trouble that foreshadows the next episode.
It’s match day! Take the time to describe some details
token for a major character to be asked
about the coming match, including the venue, the vibe Example—Ending credits. Tammy narrates the credits.
questions about something happening in their
of the crowd, and any other details of interest (like the ‘Since we last saw our team at the soccer field, I think that’s
personal life.
weather or ground conditions). where our ending credits begin. Mellow music starts as
• A sports fundraising gala. Spend a trouble
we see a montage of the team packing their gear, waving
token to have a major character nominated for a
Next, everyone (including the facilitator) can choose to ini- goodbye, and going their separate ways. We follow each
high profile award.
tiate either a scene or vignette in the lead up to the match. team member over that afternoon. Let’s have a snapshot
• At the hotel before an away match. Spend a
This can take place any time that day, from preparing in of each of them reflecting on their match.’
trouble token for someone to wander into the
the morning to seconds before the match begins. It can The players narrate their snapshots, and Tammy takes
wrong room at the worst possible time.
be a great opportunity to complete a trait or play a trouble the chance to foreshadow the next episode.
• Shopping for much-needed gear. Spend a
token to earn extra fight or spirit for the match ahead. ‘So, you just described Max kicking the ball at the park.
trouble token for a major character’s parent
Once everyone is done, the match kicks off. To finish our credits, we see Max maybe kicks the ball a
to arrive on the scene and try to make all the
bit too hard and it goes rolling off. A pair of hands reach-
decisions.
es down to pick it up. And, dun-dun-dun... it’s Peta, the
• New Years festival. Spend a trouble token for MATCH Arrows team captain! It all ends with a still of Peta holding
an old tradition to get in the way.
The match begins! The rules for matches are explained out the ball with an amused expression on their face.’
• Watching a pro-match at a major character’s
in full in their own section, see Matches on page 30.
house. Spend a trouble token for their family
Trouble tokens cannot be offered during match games,
troubles to be revealed to the team.
but may be offered as usual before and after the match
and during match moments. ENDING CREDITS: EXAMPLE SNAPSHOTS
A snapshot of your character…
• …doing something relaxing
AFTER THE MATCH • …indulging in an everyday joy
Once the match is over, everyone (including the facilita- • …reflecting on the match
tor) can choose to initiate either a scene or vignette to • …having fun with someone they care about
explore its fallout. They can take place immediately after • ...refreshing their energy
the match or later that day. • …making little changes to their lives
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29
MATCHES
Get ready, it’s time for the match to begin! MATCHES focus Points are abstract and don’t reflect the actual score-
OTHER UNCERTAIN OUTCOMES
There may be times where playing through match
games isn’t enough to tell you all the outcomes you
on the stories of the major characters and their rivals. line—a basketball or cricket match will never end with want to know. One example is in races, such as team
Rather than following the action blow by blow, they allow a score of 3–1, after all. You need to decide what points cycling. You may know which team wins overall from
players to choose and play out the moments that are most mean for your sport specifically. the points, but you may not know which particu-
important to their characters. Each of these moments is lar individual finished first. You can resolve these
represented by a MATCH GAME —a series of instructions Here are some ways you might interpret match games and questions using the methods outlined in Resolving
that zoom in on a particular situation within a match. Match points. Choose the option below that makes most sense Complications Outside of Matches on page 25.
games allow you to go Head to Head with your rival, ex- for your sport and story, or create your own:
plore the Heavy Feelings between you and a teammate,
• Highlight moments: The match games represent
and much, much more.
different highlight moments that occur during the
Example—Football highlights. Tammy has chosen to
match—high-stakes moments that we care about.
Matches begin and end with special match games. In view match games as highlight moments of the group’s
The scoreline represents the overall ebb and flow of
between, each player resolves one match game of their soccer match. She lets each player decide when in the
the match. This is a great default for group sports.
choice. See Match Flow on page 32. match their own match game takes place, keeping
• Face-off: Each match game represents an entire
in mind the score so far. About halfway through the
face-off against one particular rival from the team
Most match games can be won, or lost. If the players win match, Quinn wins her match game as goalie. This in-
you are currently facing. The scoreline represents
the match game, their team gets one POINT. If they lose, creases the Demons’ score to 2, extending their lead.
how many such face-offs the individual members of
the point goes to the opposing team. The team with the ‘Quinn didn’t actually score a goal though,’ says Nadia,
your team have won and lost. This is a great default
most points at the end of the match is the winner. ‘she just stopped one.’
for individual sports.
‘That’s okay,’ says Tammy, ‘we decided the points rep-
• Quarters or rounds: Each match game represents
Interspersed between match games are MATCH MO- resents the way you contribute to your team, and who is
the main action of a quarter or round of the match,
MENTS —interludes that highlight the tensions that come generally ahead. The important thing is that Quinn helped
such as in basketball. A point represents who
to a head during the match. Each player sets one match her team win!’
scored the most during that quarter.
moment to explore the emotional state of their character.
• Batting and fielding: Early match games take place
Example—Batting big. Edwin is running a different game
when the team is batting, and later match games
of Fight with Spirit, using cricket as the sport. He choos-
FRAMING THE MATCH take place when the team is fielding (or vice versa).
es the batting and fielding method of interpreting match
Points represent the likelihood of each team to win.
Before you start, you need to consider what match games games and points. The Demons (the player team) choose
• Leg of a race: Each match game represents the main
and points represent in your sport and story. The match to bat first against the Sharks, so he decides the first two
action in a particular leg of a race. A point represents
games you play reflect important character moments and match games take place while the Demons are at bat.
who has the upper hand at the end of that leg. This
don’t cover everything that occurs during an actual sports After these match games are over, the score is 1–1.
could be the team that is actually ahead, or simply
match. Depending on the sport you’ve chosen, they might ‘Oooh, this match looks like it’s going to be tight,’ says
the team that is faring better overall.
be framed differently. Edwin. ‘So, after our next match moment it’s the Demons’
When you’ve chosen an option, make sure all players are turn to field, and the Sharks’ to bat. Now, you got a few
Likewise, points indicate who is ahead and how much of aware of it so they understand where the match games great boundaries, but the Sharks managed to keep it pret-
a gap there is between the teams; they don’t represent are situated in the match and what the points mean. After ty contained. If you want to win the match, you’ll have to
actual points in the sport being played. Eventually, they each point, it’s worth also reminding the players of how it shut their batting down hard. Otherwise if they can score
determine the winner. fits into the story. some impressive hits, it’s over for your finals dreams.’
1
are using Not Like This!, place it next to the match
deck also.
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MATCH FLOW MATCH MOMENTS PLAYING MATCH GAMES
Match moments are breaks in the sports action to reflect Playing a match game is as simple as reading each line
on what’s happened, prepare for what’s ahead, and ex- out loud and then following the instructions or answering
OPENING MOVES plore other drama from relationships or traits. Each player the question asked. The label in front of each instruction
sets one match moment during the match, and exactly shows who should read and perform it:
one match moment takes place between each match
• YOU The player who chose the match game.
REPEAT (FOR NO. OF PLAYERS): game. Match moments must include the major character
• YOUR TEAM The players of each major character
of the player who sets them, and can also involve any
- Play a match game from the array other characters they would like.
on your team.
• RIVAL TEAM The facilitator playing the rival team
- Set a match moment
as a whole (group sports), or the player of the rival
Players choose from the following match moments:
currently in the match (individual sports).
FINAL MOMENTS, or if tied, TIEBREAKER • Call a team meeting: You’ve got something to say
to the team, or someone on it. Call a meeting—it just
• TEAMMATE A specific major character on your
team. The instructions are followed by the player of
can’t wait. that teammate.
• A brief and private moment: Say something • RIVAL A specific character on the rival team. The
Matches always start with Opening Moves and usually
important, away from the others. instructions are followed by the player of that rival.
end with Final Moments. If the two teams are on equal
• Get in your head: Reveal your inner thoughts about • THEM A specific character. The instructions are
points after the last player’s match game, play Tiebreaker
a secret hope or a difficult question. followed by the player of that character.
instead.
• Remember a moment that brought you here: Flash
Only the player/s performing an instruction can spend fight
back to a previous time that fuels your motivation or
During the course of the match each player chooses one and spirit tokens—other players may not contribute tokens
weighs heavily on you.
match game and sets one match moment, but these don’t unless the match game specifically states otherwise.
need to be consecutive. For example, Edwin’s match
game can be followed by Shani’s match moment. Follow When you play a rival in a match, they should aim to win.
the needs of the story as the match unfolds. TROUBLE TOKENS Play so they have the best chance of victory—it’s more fun
Trouble tokens cannot be used during match games; for everyone that way!
The facilitator does not choose a match game or set a however, they can be offered as usual during match
match moment; instead, they play the opposing team and moments.
help keep the match flowing smoothly. The facilitator also DRAWING AND DISCARDING CARDS
runs the special match games. Cards are always drawn from the match deck. You and
your teammates can always look at the cards you have
Players always choose their match games from the three drawn, unless the match game’s instructions say not to.
available in the match games array. Once a match game FOR THE STORY! However, if someone is playing a rival in the match game,
has been chosen immediately replace it with the top Match games don’t all have the same odds of they shouldn’t see your cards until they’re played or re-
match game in the match game pile. winning and are affected in different ways by fight vealed! Similarly, if you’re playing a rival, keep your cards
and spirit. We designed these games to highlight secret until it’s time to reveal them.
Players choose their match moment from the available varied and interesting story moments that are fun to
list (see below) which is also provided on their character play out. While they fall within a certain range of win At the end of each match game, discard any cards played
sheet. percentages, they were developed to during the match game or remaining in players’ hands. You
be satisfying and interesting to play rather than may look through the discard pile at any time. If the deck
perfectly balanced. runs out, shuffle the discard pile to form a new match deck.
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33
SPECIAL MATCH GAMES
Each special match game (excluding Showdown) has a different version for
Example—Making headway in impressing. Quinn has individual and group sports, so make sure you’re using the right one for your game.
beat out her rival in the match game On My Own, and
Nadia is following the instruction ‘answer a headway to
show how the point ends.’ Nadia chooses to answer the
headway ‘whose attention do you crave?’ OPENING MOVES NOT LIKE THIS!
‘We said her sister is in the crowd, right? Quinn wants to The first game in every match. A player may play this game
be the heroic older sibling. So I think what happens is that This game captures the team’s immediately after losing their
as Ahmed kicks the corner—it’s good, it goes right where vibes as the match starts, and match game. It grants a point
it’s meant to be—in fact, it should have been an easy determines which team has mo- for your team—but in return, the
header into goal. But as the ball soars, Quinn instinctively mentum. For individual sports, person who plays it takes a con-
looked towards her sister—the exact same direction the this game also initiates the first dition, and cannot spend fight or
ball was flying from. Realising this, she makes the dive, individual face-off between a spirit until it’s completed.
off the ground, into the air, and wraps her hand around player and a rival.
the ball.’ This is the only game that can be
played multiple times per match.
You choose whether or not to
TIES BETWEEN TEAM MEMBERS use it during Collaboration.
Some match games call for the player with the highest or TIEBREAKER
lowest card to answer a question. In case of a tie between The last game of the match if
team members on the same side, choose together who the scoreline is tied between
answers the question, or both answer if you prefer. the teams. This game deter-
mines the winner of the match.
In group sports, this focuses on
a whole team effort. In individ-
ual sports, one major character
steps forward for a tiebreaker
face-off.
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TIMESKIPS AND ENDINGS
SKIPPING TOURNAMENT ROUNDS MOVING BETWEEN TOURNAMENTS
What do you do if you don’t have time for every match but Whether you battle it out in the grand final, or lose in the and the next as time passed. Then, answer the Backstory
still want to play out the finals? There’s a match game for quarters or semis, your current tournament arc will even- questions for your new traits. The answer to Backstory
that! The Next Stage is intended to replace an entire cycle tually reach its end. When that happens, use the steps questions can also reflect events which occurred in the
of play, but you can also use it to replace most of a cycle if below to move to the next tournament at the end of your passage of time from one tournament to the next.
you’re just a little way in. It explores what happens in the current cycle of play. You can choose to set your new tour-
match you missed and the surrounding time, paving the nament within the same school year, or in the next one. 5. Remove outdated and unused connections
way for you to start your next cycle one round further in You move forward in time to right before the quarters of Remove any connections that are unlikely to appear in
the tournament. your next tournament, and pick up from there. the story going forward. You might remove a connection
because they never entered play, or because they fulfilled
1. Determine the teams and tournament bracket their role in the story and are no longer relevant.
Determine which teams will play in the next tournament,
and the order in which the player team will face them. Removal of a connection must be agreed upon by both
Erase the details of the last tournament from your team the person who created the connection and the person
sheet, and record this information there. who plays them. If you think a connection will play an im-
portant role in the story to come, you may choose to keep
2. Discard traits and conditions them even if they have not yet appeared.
Discard any incomplete conditions and any fight tokens
placed from completed traits. You may also discard any 6. Create new connections
incomplete traits that you feel are no longer part of your Create new connections as needed until each major char-
character’s story. You may want to narrate a short vignette acter has two in total. If you feel it’s important for the story,
that explains how an incomplete trait or condition ended. you can also opt to create a third connection now instead
of waiting for a future upkeep phase. During this process,
3. Choose new traits encourage the creation of rival characters who will appear
Choose new traits until each player has two traits in total in the first two rounds of the tournament if there aren’t
(including any incomplete traits left over from the last tour- enough characters from these teams already.
nament). Additional traits may represent something new
about your character that emerged over time or some- With that, you’re ready to head towards the next tourna-
thing true all along that just never came up in the story. If a ment. As well as the decisions made during these steps,
trait you completed previously is still an important part of your next Daily Life & Event phase should cover the time
your character’s story, you may choose it again. between one tournament and the next. This may take
place over a longer time span than usual to accommo-
4. Form new relationships and answer backstory questions date the timeskip (e.g. there might be 6 months between
Form new relationships using the relationship questions tournaments, or even a year). You may use this phase to
on your new traits. These relationships may have always explore how new traits came to be, or the answers to your
existed, or may have emerged between one tournament new Backstory questions.
If you’re playing in person, follow these steps to preserve your game state
between sessions:
• Mark the phase you’re up to on the cycle of play tracker on the team sheet.
• If anyone has fight attached to particular traits, they should mark this on
their character sheet.
• Each player puts their active trait and conditions cards, along with their
fight, spirit and trouble tokens, in their individual plastic bag.
• Pack everything back into the box.
You may also wish to have an end of session debrief where you discuss the
moments that players enjoyed and plan for your next session.
To help players feel they have achieved a satisfying ending, you can set extra
post-match scenes or vignettes to finish off the story. Lastly, you can add one
additional snapshot to the ending credits to help bring your story to an end—a
snapshot of something your character does over the next few years. This will act
as a short epilogue for your team.
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37
THE FACILITATOR STRUCTURE AND PACING
Another key part of facilitation is helping to organise and
pace the sessions. Step players through each phase, guid-
ing them through the rules as relevant. Move the spotlight
and end scenes as required, and help players to weave
Your decision to step up as facilitator means a lot to your ASKING QUESTIONS their narrative contributions together into a story. As you
group. The team couldn’t do it without you! Luckily, facil- As the facilitator, questions are your best tool for bringing do this, here are a few tips to keep in mind:
itation is fairly straightforward. You don’t need to worry the story to life. Ask the players lots of questions—and
• Establish the situation: Give context and
about making up the story; rather, you work with the play- not just about their characters. You’ll be surprised by the
description where needed for an event, match, or
ers to help everyone collaboratively tell a story together. interesting details they’ll create.
other situation so everyone is on the same page
about what’s happening.
When you’re facilitating, there will be times when players Once you’ve found out the answers, use them! They
• Focus on the action: Direct the players towards
look to you for a response. If you’re not sure what to do, it’s should provide plenty of opportunities for story fodder
moments that are interesting to play out, and end
always okay to stop and think. You can consider the advice and chances to spend trouble tokens.
scenes when they wither away into pleasantries or
in this section, or even ask the opinion of the players. Since
fade out.
everyone is working together, you can always ask the play- Action-focused questions:
• Share the spotlight: Make sure players have equal
ers how they think a character should respond or how a
• What do you do? time to shine over the course of the sessions, and
scene should play out. You’re here to have fun, too, and
• How do you respond? get to see the moments they are excited for.
everyone appreciates the role you are playing for them.
• Do you go for a goal? • Check and clarify: If there is a misunderstanding
between players or it’s unclear what’s happening in
FACILITATING THE GAME Internal questions:
a scene, chime in to clarify.
• What are you thinking as she faces you?
Remember, your job as the facilitator is to:
• How does it feel to play here again?
• help everyone collaborate to build a shared story • Who do your eyes scan for in the crowd?
• be responsible for structure and pacing
Descriptive questions:
• ask questions and build on the answers
• play rival teams during matches, as well as some of • What does your locker room look like?
the other supporting characters • How do you manage to stop the shot?
• add drama and complications—but only if needed. • How do we see the signs of Lily’s injury as she
plays?
A lot of these tasks are as simple as keeping an eye on
the players and what’s happening in the conversation, Backstory questions:
taking action if needed. If you notice that players are
• Have you played the Sharks before?
misunderstanding each other or having difficulty agree-
• When did you start getting serious about soccer?
ing, you can step in to help. If a player is having trouble
• Do you and Peta still play together outside of school?
thinking of ideas or what to do next, ask some guiding
questions. If someone describes a headway or setback Editorial questions:
in just a few words, ask an open question to bring out
• Did you want to talk to your coach before the match?
more detail. Most importantly, if you notice that anyone is
• Can we see how that goal save plays out?
uncomfortable or you find the story straying outside what
• Shall we cut forward to later in the night?
you agreed in Collaboration, gently guide things back to a
space in which everyone is comfortable.
MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
39
DIFFERENT WAYS TO RUN
ONLINE PLAY PLAYING WITH TWO PEOPLE
You can play Fight with Spirit online with a little bit of Playing Fight with Spirit with two people requires a few minor changes. One person should still take on the role of
preparation. To do so, you’ll need: facilitator, but they should also play a major character on the player team. The relationships and journeys of the two major
characters will provide the beating heart of your story. As you play, you will work together to create every part of your
• A copy of the online play document (bit.
unique story and to explore the world of its two central characters.
ly/fwsonline). This keeps track of all your
Collaboration, team, and character information.
Here are a few tips for playing with two:
You’ll use this outside of matches.
• A virtual tabletop platform such as Roll20 or • Choose an individual sport: While you can play with which connections you’re assigned to play; rather,
playingcards.io that will allow players to draw a group sport, your story will flow more easily and switch according to the story’s demands.
cards from an uploaded deck. Upload the match make more sense if you choose an individual sport. • Opening Moves & Tiebreaker: Draw 2 cards each
games and match deck to this platform for use This means you can also both take on the roles of when playing Opening Moves and Tiebreaker, and
during matches. rivals during matches as needed. use the four-player target number.
• Facilitator plays a major character on the player • In your first upkeep phase, add a third trait and
You’ll find a full guide for online set up in the overview
team: See Playing a Major Character and Facilitating create a third connection: Add an extra trait and
page of the online play document, as well as links to our
on page 39. connection each in your first upkeep phase. This will
video walkthroughs.
• Consider the relationship between your major expand the scope of your story and give you more
characters: Make sure the central relationship to work with. If you’re playing for several sessions
between your characters is interesting and change- (such as a full tournament), you may also wish to add
ONLINE PLAY RESOURCES able, as you will spend a lot of time focusing on it. a fourth connection, to make sure you have enough
• Spend extra time on Backstory: Linger a little connections from rival teams as well as other
Scan the QR code or head to the URL below to access
longer on your team, major characters, and important people in the character’s lives.
the online play document, as well as guides and
connections, and flesh out some extra details you • Prepare to play multiple characters in the same
tutorials for online play.
can make use of in the story ahead. Make sure both scene if required: There are times where you’ll
of you are excited about the story you’re creating need more than two characters in a scene. As the
and the characters who are a part of it. story progresses you may find yourself changing
• Play the connections created by the other person characters frequently, even within the same
as default, but prepare to play your own as conversation. When you start a scene, it can help
well: While you play the other major characters’ to ask which characters are present, so you’re clear
connections as a starting point, at times you may about what characters you need to play.
need to play your own connections as well. Since
your characters are closely interwoven, they will
want to interact with the people who are important
in each other’s lives. Don’t worry too much about
bit.ly/fws-base
MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
41
STRETCHING THE BOUNDARIES
If you played Fight with Spirit and immediately started RIVALS IN FOCUS game. Carry Your Bat and Swing for the Future transport
imagining other story possibilities, this is the section for Found yourself caring about your rivals a little too much? the game into the 19th century, while Skyball: Reach New
you! You can transform the game in theme, setting, and Along with your usual team, your group can create the Heights throws you into a fantasy world with an aerial
even structure to create a story that interests you. The rivals they will be playing in the finals as another player mounted sport.
advice here is merely a starting point, to give you some team and major characters. You can then play them for
inspiration for how you might put your own spin on Fight a cycle as you see what happens in their semis, before In most cases, transforming Fight with Spirit for your
with Spirit for the game you are dreaming up. transitioning back to your usual team and characters for setting or context is as simple as following these steps:
the final.
1. Flesh out the details of your sport and world.
PUSHING THE RULES TO CREATE If you’re using an invented sport, make sure the
NEW POSSIBILITIES FREE-FOR-ALL TOURNAMENT rules of play are clear.
2. Change the teams if required. In some settings,
If you’re playing an individual sport, your individual match-
such as 1000 years in the future, you may barely
Fight with Spirit is a modular game with a strong structure. es usually contribute to your team’s overall victory. But
need to change the teams at all. In others, such as
You can create new possibilities for your game by making what if each individual in the tournament was only out for
a fantastical past, they’ll need a little alteration. You
small changes to this structure. Here are some examples themselves, and won or lost independently?
can also use a version of the teams contained in the
of how you can achieve this.
setpieces if these suit your needs.
To pull this off, you need to create a bracket of all the
3. (Optional) Create extra traits or conditions.
major characters and connections in the tournament, and
PLAYER VS PLAYER If you feel inspired, you can create extra traits or
play through each round using the bracket to determine
conditions for your specific setting, or you can use
Fight with Spirit wasn’t designed with player face-offs in matchups. In the case of two connections facing off, you
the traits from the Setpieces expansion if they fit
mind, but you can still use it for tense player vs. player can determine the winner using a random match deck
your story.
match ups. Structure each face-off as follows: draw, or someone might spend a fight token if they’d like
4. Invite players to interpret the materials. When you
one side to win. To prevent players being eliminated if
• Determine momentum: Players draw (+SPIRIT ) from start play, let players know they can be as creative
they lose and having nothing to do, they can battle it out
the match deck, and compare the total (+FIGHT ) to as they want in interpreting the play materials to fit
with other characters who lost for their overall ranking.
determine who has momentum. The winner answers your setting. Many traits and match games will make
a headway to explain why they have momentum as complete sense as they are, but others, such as the
the face-off begins. CHANGING THE SETTING traits Scholarship Crunch and Youth Coach may
• Player match games: Each player chooses and plays benefit from extra interpretation. If you need to, you
At its heart, Fight with Spirit is a game about growing up
a match game to represent the action of the face-off. can remove traits or conditions that really don’t fit,
and giving your best in a competition. As long as this core
If one player wins both match games, they are the but you might be surprised by the players’ ability to
concept holds true, you can change the setting and con-
winner. Otherwise, you’ll need to break the tie. make them work!
text with only a little bit of tweaking. To see how easy it
• Break ties: Break ties for each individual matchup
is to play Fight with Spirit in a different setting or context,
by playing the Showdown match game.
check out the Setpieces expansions included with your
MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
43
STARTING A NEW GAME SPIRIT TOKENS
• Choose your sport (p. 6) • Complete Backstory (p. 14–21)
• Decide on an individual or group sport for your • Team: Answer some questions to flesh out your GET SPEND
game, and let players know before you start. team (p. 14–18). • Complete a trait • When instructed by a
• Major Characters: Choose traits, form • Complete a condition match game
• Complete Collaboration (p. 12–13) relationships, answer Backstory questions (p. 19)
DRAW (+SPIRIT)
• Work through the questions, marking your and take starting tokens (the facilitator takes two • Spend spirit before you draw
choices on the team sheet. trouble tokens; players take one fight token, one • Draw an extra card for each spirit spent
• Choose which teams will appear and fill out the spirit token, and two trouble tokens). • Discard one card for each spirit spent
tournament bracket on your team sheet. • Connections: Create and assign connections (p. 20).
• Team Special: Fill out your team special (p. 20). FIGHT TOKENS
GET SPEND
CYCLE OF PLAY • Accept trouble tokens • When instructed by a
• Opening Credits (p. 26) • Match (p. 28, 30–5) • Complete a trait and match game
• Introduce the opening credits with visuals that • Before: Set the scene for match day and give choose to take a fight • In place of spirit
instead of a condition during a match game
reflect the story. everyone a chance to initiate either a scene or
(per match difficulty
• Ask players to describe two snapshots for their vignette in the lead up to the match.
modifier)
major character. Examples: • Match Begins:
• ...playing with intense focus • Set up for the match (p. 31). (+FIGHT)
• ...preparing for a match • Play Opening Moves. • Spend fight after all cards are revealed
• ...trying something new during practice • Alternate match games and match moments. • Increase or lower the card value by 1 per fight spent
• ...in their daily life • End with Final Moments, or if tied,
• ...getting through the school day Tiebreaker. TROUBLE TOKENS
• ...doing something they love • After: Everyone may choose to initiate either
• (Optional) end with a visual to represent the a scene or vignette to explore the fallout of GET SPEND
episode ahead! the match. • Refresh to two every • Offer to another player
upkeep to create a complication
• Daily Life & Event (p. 27–28) • Ending Credits (p. 28)
• Choose between Daily Life or Event. Once • Introduce the ending credits with visuals that
you’ve completed your choice, choose whether reflect the story.
to complete the other option as well. • Ask players to describe a snapshot for their COMPLETING TRAITS/CONDITIONS
• Daily Life: Everyone initiates one scene and major character. Examples:
one vignette from the options listed on the • ...doing something relaxing TRAITS CONDITIONS
• Complete at any time • Complete at any time
character sheet. • ...indulging in an everyday joy
• Return card to box • Return card to box
• Options: • ...reflecting on the match • Mark the checkbox on • Take 1 spirit token
• Take action towards your drives. • ...having fun with someone they care about character sheet
• Complicate someone else’s life (offer a • ...refreshing their energy • Take 1 spirit token
trouble token). • ...making little changes to their lives • Decide to take either
• Show the busyness of life or your • (Optional) end the closing credits with a visual a fight token or a
daily routine. that foreshadows the next episode. condition; place it in
• Mull over a difficult question during practice. the now empty slot
• Event: Decide a single timebound event • Upkeep (p. 29)
(suggestions on p. 28) and describe the • Refresh trouble tokens to two
atmostphere. Play out scenes players • Check for completed trait or condition drives
would like to see for their major characters • Update team special
or connections. • Review Collaboration
ENERGY CONNECTION FOCUS PROWESS
• Choose additional traits (full tournament only)
• Create additional connections (full tournament only)