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Fight With Spirit - Core Rulebook

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Moises Figueros
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0% found this document useful (0 votes)
1K views44 pages

Fight With Spirit - Core Rulebook

Uploaded by

Moises Figueros
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 44

2–5 PLAYERS

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

2 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


34 Match Games

• 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

TRAIT / TRAIT / TRAIT /

Match games are marked


CONDITION CONDITION CONDITION

Complete a trait: Complete a trait: Complete a trait:


• Take 1 spirit • Take 1 spirit • Take 1 spirit

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

DAILY LIFE MATCH MOMENTS


NAME
Take action towards Call a team meeting
your drives You’ve got something to say to
the team, or someone on it—
Complicate someone else’s
NAME call a meeting, it just can’t wait.
life (offer a trouble token)
Show the busyness of life A brief and private moment
or your daily routine Say something important,
FROM TEAMMATE TRAITS away from the others.
Mull over a difficult question
NAME
during practice Get in your head

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

1 Character Sheet Pad 10 Trouble Tokens 20 Fight Tokens 20 Spirit Tokens

v TEAM NAME

COLLABORATION
LAUGHING HEART
TEAM TEAM SPECIAL

TROUBLED HEART OUR COLOURS


HEAVY HEART
OUR COACH

YES — USE NOT LIKE THIS!


NO — DON’T USE NOT LIKE THIS!
OUR PRACTICE AREA

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)

RND 1 – QUARTERS PTS

RND 2 – SEMIS PTS


WANT TO SEE

RND 3 – GRAND FINAL PTS NAME PRONOUNS

TEAM

POSITION AGE/YR
CYCLE
OPENING CREDITS DAILY LIFE & EVENT MATCH ENDING CREDITS UPKEEP

X skip in

OF PLAY I II III I II III I II III I II III I II III


last cycle

RELATIONSHIP

OPINION

1 Team Sheet Pad NOTES

• • • • • • • • • • • • • • • • • • • • • • • • • • • •
If you ever run out of sheets
• • •you
PLAYED BY

Match Deck
• • • • • • • • • • • • • • • • • • • • • • • • •
• • • • • • • • • • • • • • • • • • • • • • • • • •
can download and print more • • • • • • • • • • • • •
1 Connection Sheet Pad
• • • • • • • • • • • • •

(24 match cards in four suits, valued 1–6)


game materials from our website. 1 Match Deck Mat

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
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.

FIGHT WITH SPIRIT!


As the facilitator, your job is to:
• help everyone collaborate to build a shared story
• be responsible for structure and pacing
• ask questions and build on the answers
• play rival teams during matches, as well as some of
Fight with Spirit is a collaborative roleplaying game about
a high school or college sports team fighting for their PLAYING TOGETHER the other supporting characters
• add drama and complications—but only if needed.
passion and growing up together. You’ll hone your skills, In Fight with Spirit, everyone works together equally to
face down rivals, and strive to prove yourselves in tense tell the story. The game provides plenty of tools to help The facilitator may also choose to play a major character.
matches. As you do, you’ll also explore friendships, feel- you do this, but bringing a collaborative attitude is the See Playing a Major Character and Facilitating on page
ings, and the challenges of change. best way to make your sessions enjoyable. So, what does 39. If you do so, you’ll still need to focus first and fore-
working together to tell a story actually look like? Here’s most on the tasks above.
Your team will play through their most important tourna- what it means to us:
ment yet. Your relationships, motivations, and dreams
will change as you grow, learn, and connect—in matches,
• Free and open discussion between players—even if THE PLAYERS
it would never occur between characters.
and outside of them. Your team will win ultimate victory, Each player takes on the role of a major character—the
• Telling a wider story together, rather than focusing
or they will find defeat. But it is love, hope, and passion passionate athletes of your story. During your sessions,
solely on your own major character.
that are the real stakes on your journey, as you grow up players take action to achieve their character goals and
• Putting the shared story (and fun!) above your
together and share your lives until this time ends. explore their relationships with those around them.
character’s interests—even as you pursue those
interests in-character.
Fight with Spirit works with many different sports, from vol- Outside of their own major characters, players also take
• Making sure everyone’s voice is heard.
leyball, to fencing, and even sports that don’t exist in our an important role in supporting each other’s stories. They
• Respecting the consent of the other player even
world. It’s built to tell sports stories inspired by anime like do this by playing a secondary character, suggesting cool
when your characters clash.
Free, Run with the Wind, and Chihayafuru, as well as high complications or events in other character’s lives, and
school movies like Bring it On and Remember the Titans. even just listening and being a fan of the unfolding drama.

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.

4 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
5
GAME OVERVIEW
YOUR SPORT YOUR TOURNAMENT
Before you play your first session, you’ll need to choose In Fight with Spirit, you play young athletes competing in
a sport together. It’s helpful to decide ahead of time so an important knockout tournament. The story begins part-
everyone can familiarise themselves with the sport. way through the tournament, after your team has achieved
some early wins. If you play a full tournament across sever-
al sessions, you will battle through the quarters, semis, and
WHAT SPORTS CAN I CHOOSE? grand final. Each match will be more difficult than before as
Fight with Spirit is designed to work with a wide variety the stakes grow with ultimate victory on the line.
of sports, from popular options like soccer, to intellectual
competitions like chess, or even fictional sports like Leg- Each round, you will face a different rival team that you
end of Korra’s Pro-Bending. The only requirement is that must defeat to advance to the next round. If you’re play-
the two sides face off against each other at the same time. ing a GROUP sport, you’ll need to win your matches as a
team. If you’re playing an INDIVIDUAL sport, you will seek
Sports are divided into two types: victory in your individual face-offs against your rivals. Your
final result is always determined as a team: victory and
• GROUP : Sports played as a team, such as hockey,
advancement, or failure and elimination.
basketball, volleyball, and cricket.
• INDIVIDUAL: Sports played as a series of
one-on-one matchups, such as fencing, chess, QUARTERS
tennis, and jousting.
The first match. Face your first rival team.
Group and individual sports have minor rules variations, PLAYING ONLINE
and use different match games. If you’re playing Fight with Spirit online, you’ll set up a
SEMIS little differently to an in-person game. For more detail
The second match. Face a second rival team. on how to play online, see Online Play on page 40.
WHAT SPORTS CAN’T I CHOOSE? The difficulty of the match increases.
Fight with Spirit isn’t compatible with asynchronous
sports—that is, sports in which two sides don’t face off
against each other at the same time. These are usually GRAND FINAL
performance-based sports where competitors go one The third match, to decide who will win the tourna-
MIXED-GENDER TEAMS
after another. Typical examples are ice skating, battle of ment! Face a third rival team. The difficulty of the By default, Fight with Spirit is played with
the bands, and gymnastics. Sports like these might be match increases once more. mixed‑gender teams. This means your character
tackled in a future expansion, but for now they’re not pos- can be any gender you like. If you want to change to
sible options for this game. If your team is eliminated, or you win the grand final and single-gender teams to explore a particular concept,
want to continue playing, you’ll perform a timeskip and make sure your group agrees before you start
resume the story at the next tournament. See Moving creating your characters.
between Tournaments on page 36.

6 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


TEAM SHEET
TEAM section, with details of your
YOUR TEAM (P. 15–18) The NAME of your team. school and team relationships.
Your major characters are all part of one TEAM . There
are four teams to choose from, each with different rea-
sons pushing them to play their best. Your team’s story v TEAM NAME

is supported by its TEAM SPECIAL, an ever-changing


pressure that they must contend with. Your team also has
two unique MATCH GAMES that bring your journey to life
COLLABORATION
LAUGHING HEART
TEAM TEAM SPECIAL TEAM SPECIAL
TROUBLED HEART OUR COLOURS
answers are
during matches. Players share one TEAM SHEET, which COLLABORATION HEAVY HEART

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

the decisions LIGHT ON DETAIL


MODERATE DETAIL

Ashpoint Arrows – The Reigning Powerhouse your group makes


RIVAL TEAMS
A LOT OF DETAIL

NAME

The Arrows have years of victories behind when calibrating HIGH SCHOOL
COLLEGE / UNIVERSITY

them, and the weight of legacy on their your story. NAME

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)

Dockside Demons – The Fallen Champs TRACKER, to track


The Demons were once among the best, but your progress RND 1 – QUARTERS PTS

through the TOURNAMENT


the team has long since fallen into disgrace. RND 2 – SEMIS PTS

section, detailing
WANT TO SEE

This year is different: they’re on a roll, and here different phases RND 3 – GRAND FINAL PTS

in the game. the tournament


to prove that they’re better than ever.
bracket and
CYCLE match scores.
OPENING CREDITS DAILY LIFE & EVENT MATCH ENDING CREDITS UPKEEP

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

Until last year, Southbeach didn’t even have a


team. They say a core of elite players arrived
and grew the team from nothing. Now, they’re
playing hard for the first time and everyone is
taking notice.

Newcrest Neons – The Troubled Talent TEAM MATCH GAMES


The Neons have everything they need to win—
Each team has two unique
if only they could manage to work as a team.
MATCH GAMES that you will
With every player only looking out for them-
use if you choose them as
selves, this troublesome team never sticks to
your player team.
the plan.

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
7
CHARACTER SHEET
NAME and
basic details PLAYED BY

YOUR CHARACTERS (P. 19) of your major


v NAME PRONOUNS
POSITION AGE/YR

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

a DRIVE —a goal, desire, or motivation that drives them


the team, or someone on it—

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.

character should do next, pursue their trait drives to fur- NAME


Mull over a difficult question
during practice Get in your head
Reveal your inner thoughts
References
ther their story. BACKSTORY NAME
about a secret hope or a
difficult question. for daily
section, to record
ENERGY CONNECTION Remember a moment that
brought you here
life, match
Complete your character’s trait drives over the course of deck suits,
Flash back to a previous time

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.

DESCRIPTION of the condition.

The CONDITION DRIVE that motivates your character. Complete this to


earn 1 SPIRIT.

8 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


TROUBLE TOKENS (P. 23–24) CONNECTIONS (P. 20) GAME STRUCTURE
TROUBLE TOKENS represent challenges the CONNECTIONS are supporting characters that hold sig- Fight with Spirit has a structured flow of play that captures
major characters face in your story. They are nificant influence over the lives, happiness, and hearts of the highs and lows of a sports tournament and the drama
a key way you can support other players’ the major character they are attached to. Major characters surrounding it. Every time you start a new game, you
stories, and help your teammates gain the edge in the may love or hate their connections, but can’t deny the sig- begin by completing the COLLABORATION and BACKSTO-
next match. Anyone can offer a trouble token to another nificance of those people in their lives. RY steps before going into the CYCLE OF PLAY.
player to create a complication in their major character’s
story. When you accept a trouble token, you swap it for a Each player takes on the role of one connection in addition
fight token from the supply that you can use in the match to their major character, and the facilitator plays the rest. COLLABORATION (P. 12–13)
ahead. Trouble tokens can be played at any time, except Kick off with Collaboration, during which your group
during match games. decides on the kind of story you would like to tell. You
make decisions about the tone and content of your sports

FIGHT TOKENS
NAME Priyanka Arora PRONOUNS she/her drama so everyone is on the same page.

FIGHT TOKENS represent the characters’ TEAM Southbeach Sharks


determination to make things go their way. BACKSTORY (P. 14–21)
Players gain fight tokens by accepting the complications
POSITION Wingback AGE/YR 17 (Yr 11) Next is Backstory, during which you create your team,
caused by trouble tokens. You can have a maximum of RELATIONSHIP Lily’s childhood friend your major characters, and their connections. During this
four fight tokens at a time, indicated by the spaces on your OPINION Lily is going to waste in the Demons process, you explore your character’s traits, relationships,
character sheet. Fight tokens can be spent for advantag- NOTES Lives two houses down from Lily, and played together on pressures, and ambitions to build up that juicy drama.
es both in and out of matches. the same junior high soccer team. Plays for the Sharks on
a full scholarship and doesn’t intend to let herself be
underestimated. CYCLE OF PLAY (P. 26–29)
SPIRIT TOKENS• • • • • • • • • • • • • • PLAYED BY Tammy • • • • • • After
• • Collaboration
• • • • • • and Backstory, Fight with Spirit takes
SPIRIT TOKENS represent
• • • •the
• well
• • •of •pas-
• • • • • • • • • • • place
• • in• a
• repeating
• • • • series of phases, called the cycle of
sionate selfhood the • characters
• • • • • draw
• • on• •as • • • • • • • • • play.
• • Each
• • •cycle
• • features one tournament match along
they play. Players gain spirit tokens
• • by
• •completing
• • • • traits
• • • • • • • • • • • with
• • the
• drama
• • • and
• daily life that surround it. A full tourna-
and conditions. You may have a maximum of four spirit RIVALS ment of three matches takes three cycles. You can track
tokens at a time, indicated by the spaces on your charac- Many of the connections you make and play will be mem- the cycle of play at the bottom of your team sheet.
ter sheet. Spirit can be spent during match games to draw bers of rival teams that the major characters will face
• Opening credits: Create the opening credits of your
and discard additional cards, providing extra options to during your tournament. These connections are referred
sports show together.
choose from. They must be spent before you draw. Some to throughout the rules as RIVALS. Although rivals play for
• Daily life & event: Explore the characters’ lives outside
match games also have other uses for spirit. other teams, your character’s relationships with them are
of matches. EVENT focuses on a specific event
up to you to decide—they could be best friends, crushes,
such as a local dance, while DAILY LIFE captures
siblings, or something else entirely.
significant moments in the course of everyday life.
• Match: Go head to head with a rival team and fight
for victory in the tournament.
TAKING YOUR TIME WITH COLLABORATION AND BACKSTORY • Ending credits: Create the closing credits of your
If you are playing for several sessions, it’s worth spending the time to really flesh out Collaboration and Backstory. sports show together.
You may even dedicate the entire first session to just these two steps. • Upkeep: Prepare for the next cycle.

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
9
MATCH GAMES
Some match games are unique to particular teams.

MATCHES (P. 30–35) NAME of the match game.


MATCHES allow you to take the dramatic stories of your
characters into edge-of-your-seat competition. Key mo- Flavour text.
ments of the match are played out in tense MATCH GAMES,
where you draw from the MATCH DECK in search of victory. PLAY TO FIND OUT question, to help decide if you
Interspersed between the action are smaller MATCH MO- are interested in this match game for your character.
MENTS —short scenes or internal reflections between play.
Characters who appear in this match game.

MATCH GAMES Match game stakes, such as a point, momentum, or


Match games zoom into key situations in a match and play even victory in the match.
them out blow by blow. Each match game consists of a
series of instructions that guide players through both the Indicates whether this match game is used for GROUP
sports action and emotional drama. Match games centre or INDIVIDUAL sports, or both.
around character questions, like ‘can I impress you?’ or ‘am Back Side
I anything by myself?’ As the player follows the instruc-
N
TEAM
tions, they explore these questions while also resolving
the sports action. There are four types of match games:
TEAM SPECIAL
• General match games (orange): Explore key
OUR COLOURS
moments for your major character during the match.
•OURSpecial
COACH match games (blue): Played at specific
times, such as the beginning or end of a match.
•OURRival match games (purple, group sports only): See
PRACTICE AREA
what it’s like to play against different rival teams.
• Out-of-match games (pink): Used outside of
matches.
RIVAL TEAMS The Next Stage is the only one included
in Fight with Spirit. This match game is used if you
NAME
Front Side
need to skip a match. See Skipping Tournament
Line-by-line instructions for playing the
Rounds on page 36 for a detailed explanation.
game. LABELS indicate who should read and
NAME
perform the relevant instruction.
WINNING AND LOSING MATCH GAMES
Match
NAME
games can be won or lost. If the player who chose SETUP introduces the moment you will play through.
the match game wins it, their team gets one POINT. If they
lose it, the point goes to the opposing team. The team
with the most points at the end of the match wins the tour- PLAY resolves the sports action.
nament round. Points are abstract, and don’t represent

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.

RND 1 Southbeach Sharks 1 – 2 QUARTERS PTS

10
RND 2 – SEMIS PTS

GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


RND 3 – GRAND FINAL PTS
MATCH DECK SUITS
MATCH DECK
When victory is at stake during a
match game, players draw from
the match deck. The match deck
contains cards numbered 1 to 6,
in four different suits: energy, con-
nection, prowess and focus. ENERGY CONNECTION PROWESS FOCUS
Your vigour, Your relationship with Your skill, technique, Your ability to be in the
MOMENTUM power, and drive to those around you, understanding, and moment, concentrate,
continue onward in and out of your team mastery of the sport and stay calm
Teams battle it out for MOMENTUM at
the beginning of every match, in the
Opening Moves match game. The
team with momentum is harder to

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

DIFFICULTY MODIFIERS ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ HEADWAY AND SETBACK


As you move through the tournament rounds, you face ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ QUESTIONS, to provide
stronger teams with more on the line. To capture this, ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ inspiration for the sports
there are difficulty modifiers that change as rounds prog- ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ action.
ress. These modifiers are explained on the DIFFICULTY
TILES for each round and in detail later. See Adjusting HEADWAY
Match Difficulty on page 35. Who do you
rely on for help?

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.

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
11
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.

12 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


HOW MUCH DETAIL WILL THERE BE IN OUR WHICH TEAMS WILL APPEAR? INDIVIDUAL PREFERENCES
SPORTS DESCRIPTIONS? Together, select a team to play and record your choice at
the top of your team sheet. The remaining teams become WHAT DO WE WANT TO AVOID IN OUR GAME?
This question isn’t about sports accuracy, but rather how your rivals. Choose an order to face these teams during This question gives the players a chance to outline any-
much time and effort is devoted to describing the details your tournament and record it in the Tournament section thing they don’t want to see in the game; for example, rac-
of sports action. of the sheet. ism, homophobia, or abusive coaches. This is your story
together, and you have the power to exclude content that
• Light on detail: We will try our best to describe • Ashpoint Arrows – The Reigning Powerhouse:
makes you uncomfortable.
characters playing sport, but we may give more of The Arrows have years of victories behind them,
an impression rather than specific detail. and the weight of legacy on their shoulders.
• Moderate detail: We will try our best to describe Driven by team pride and strength in unity, they’re HOW DO WE FEEL ABOUT ROMANCE
characters playing sport, and spend a bit of time determined to uphold their team’s place at the top.
lingering on the technical aspects of a match. The • Dockside Demons – The Fallen Champs: INVOLVING OUR CHARACTERS?
physicality of the action is important to us, but we The Demons were once among the best, but the
You can tell an exciting and dramatic sports story with or
won’t stop play to find out details we don’t know. team has long since fallen into disgrace. This year
without romantic storylines. Each player should indicate
• A lot of detail: We will describe the characters is different: they’re on a roll, and here to prove that
their feelings about in-character romance from the follow-
playing sport in detail, and spend time focusing on they’re better than ever.
ing: Yes / No / Only if I initiate / Other (please specify).
sport-specific strategies, tactics, and techniques. • Southbeach Sharks – The Rising Newcomers:
Players should not be asked to give reasons for or justify
We commit to arming ourselves with relevant Until last year, Southbeach didn’t even have a team.
their choices.
knowledge so we can achieve this. They say a core of elite players arrived and grew the
team from nothing. Now, they’re playing hard for the
WILL WE CENTRE ON HIGH SCHOOL OR first time and everyone is taking notice. WHAT DO WE WANT TO SEE IN OUR GAME?
• Newcrest Neons – The Troubled Talent:
COLLEGE SPORTS? The Neons have everything they need to win—if
Each player should contribute something they are looking
forward to seeing during the game. For example, a team
only they could manage to work as a team. With
Fight with Spirit is designed to tell both high school and breakfast, a heated showdown with a rival, or a tense
each player only looking out for themselves, this
college sport stories. When you see the word ‘school’, practice match. You can use these as ideas for what might
troublesome team never sticks to the plan.
that can refer to high school, or college and university, happen in the story.
depending on the option you have chosen for your game.
• High school: Our characters will be in high school
(grades 10–12, ages 15–18).
• College or university: Our characters will be in
college or university (ages 18–24+).

RECORD ANSWERS ON YOUR TEAM SHEET

COLLABORATION QUESTIONS
COLLABORATION QUESTIONS
MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
13
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!

14 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


ASHPOINT ARROWS
THE REIGNING POWERHOUSE

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.

TEAM SPECIAL: THE ARROWS WAY


The Arrows are known for the culture that makes them the powerhouse, both in and out of matches.
What expectations weigh most on your team this year?
Each player contributes one. Pick from below or make your own. These will change throughout your story!
• We always put the team’s interests above our own.
• We perfect each move before it’s allowed to be used in a match.
• We never fear our opponents and do not hesitate against them.
• We never show our disagreements publicly.
• We are never underhanded, dishonourable, or cheap.

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15
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.

TEAM SPECIAL: DEMONS UNDER FIRE


People say a lot of things about the Demons. Which ones get to your team most?
Each player contributes one. Pick from below or make your own. These will change throughout your story!
• ‘It’s a shame, even if good kids go there the resources are so bad they languish and fade out.’
• ‘Their captain only got the position because they weren’t talented enough to be poached.’
• ‘It’s so easy to get under their skin, their mental game is terrible.’
• ‘They’re fun to hang out with outside games, but kind of uninspiring to play against.’
• ‘I thought the team’s social media was a joke account.’

16 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


SOUTHBEACH SHARKS
THE RISING NEWCOMERS

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.

TEAM SPECIAL: BIG DREAMS


Your team dreams of bright futures. Some are within reach, others are distant stars to steer towards.
What do you dream of?
Each player contributes one. Pick from below or make your own. These will change throughout your story!
• This year, our offensive plays will be so intense that they’ll call us the ‘killer sharks’.
• This year, we’ll get new uniforms that actually match and we’ll look like a serious team.
• Next year, we’ll eat ice cream together by the beach at the New Years Festival.
• One day, we’ll leave our photos in the clubroom and be remembered by Southbeach forever.
• One day, they’ll interview us on TV and we’ll dedicate our victory to our fans.

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17
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.

TEAM SPECIAL: NOW TRENDING


The Neons are always trending on social media. What rumours are currently hot?
Each player contributes one. Pick from below or make your own. These will change throughout your story!
• The captain and the star player are secretly hooking up #HotHotNeons
• One of the Neons is threatening to defect to the Sharks #TraitorInTheWater
• Their super secret technique that is years in the making is about to be revealed on court #SecretShine
• If you play well against the Neons you’ll make it into their upcoming documentary #BuzzingForTheNeons
• Even if the Neons lose they won’t care, they’re all flying to New York for a sponsor’s celebration party
#LosingParty

18 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


STEP 2: MAJOR CHARACTERS

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.

FACILITATOR PLAYS 2D: TAKE STARTING TOKENS


A MAJOR CHARACTER
• The facilitator takes two trouble tokens.
As well as taking on the facilitator role, the facilitator
• Each player takes one fight token, one spirit token,
can also play a major character. This is especially
and two trouble tokens.
useful if you’re playing with a smaller group. If you
do choose to facilitate and play a major character,
These tokens are placed on your character sheet in the
there are a few extra rules for you to follow.
corresponding slots. Remember, you are limited by the
See Playing a Major Character and Facilitating on
available spaces on your sheet.
page 39.

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
19
STEP 3: CONNECTIONS

3A: CREATE CONNECTIONS 3B: ASSIGN CONNECTIONS


In this step, you create two connections for your major
FACILITATOR CONNECTIONS Next, pick one connection to play and control during the
character. Each player takes two CONNECTION SHEETS , Ordinarily, the facilitator does not create any connec- story. Choose someone who has no initial or obvious rela-
and fills these in to make their connections. tions unless they are also playing a major character. tionship to your own major character. Take their connec-
However, on occasion you might realise someone tion sheet and fill out your name in the ‘played by’ field.
Connections are important supporting characters in the vital was left out, like a coach or an important rival.
story, many of whom will be your major characters’ rivals. In this case the facilitator may choose to create one or The remaining connections are played by the facilitator.
Connections are people who are particularly important two additional connections. The facilitator can also step in and play connections
to your character, not just members of rival teams. They If you’re playing an individual sport, you will need controlled by other players as needed—no one wants
might be the rival that your character hates most, or even to make sure there are enough connections in the to talk to themselves! During a match, the facilitator may
the rival your character is secretly dating. upcoming rival team for each major character to also temporarily take control of a connection in order to
have one to face off against. If any are missing, describe the action.
If a player creates a connection that does not share a create them.
meaningful relationship with their major character, as the You can use your connections to complicate the lives of
facilitator, invite them to think about how that connection Example—facilitator connections. Edwin is facilitat- the major characters and support their stories. If you want
might be a bit more involved in their life or history. ing a fencing game with three major characters. The to use a connection you control to create a complication
team will face the Sharks in the quarters, and the for a major character, you must use a trouble token, see
Create connections according to the following priorities: Arrows in the semis. After everyone else has finished Spending Trouble Tokens on page 23.
creating connections, Edwin notices that there are
1. Create a connection for any pink relationship Connections exist to complicate the major characters’
only two Sharks rivals, and two Arrows.
questions on your trait cards. lives, and enable their struggles to be better explored.
Edwin creates an extra Shark rival, so there will be
2. Create at least one connection who is a rival. They do not require the same level of development or
one for each major character to face-off against. He
3. If a slot remains, create anyone important in your attention as the major characters. The degree to which
doesn’t worry about the Arrows for now, as he knows
major character’s life, such as a parent or sibling, or
that since this is a longer game players will create you decide to include any particular connection in your
a rival from a different team.
more connections in the upkeep phase. game is up to you. One connection may be fully fleshed
Since no one has created the coach, Edwin also out, while another may only appear for a brief moment
creates them as a connection. Edwin’s connections in the final match. Connections don’t require screen time,
are available as usual for anyone to pick from when but if you can think of a way they would make the story
connections are assigned. more interesting, bring them into play.

STEP 4: TEAM SPECIAL

TEAM TEAM SPECIAL The Arrows Way


The last thing you need to do is to create the initial entries
for your TEAM SPECIAL and record these on the team
sheet. Each player creates or chooses one. You can use
OUR COLOURS • We are never underhanded, the list in your team information to inspire you! These are
dishonourable, or cheap used in your team’s unique match games, and will change
OUR COACH
as you play.

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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21
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.

When you complete a trait, immediately:


COMPLETING CONDITIONS
1. return the trait card to the box
Even when a trait has been completed, the feelings or
2. mark the checkbox on your character sheet
problems it created can still linger. Conditions are ways
3. take 1 spirit token
to explore the fallout of completing traits. Just like traits,
4. decide whether to take a fight token or a condition.
conditions have drives that offer your character ways to
If you feel the story of your trait has come to an end, then deal with their circumstances or emotions. When you
you can choose to take a FIGHT. Place this fight token on resolve that drive, you complete the condition.
the additional slot revealed by completing the trait. This
does not count towards your usual limit of four fight tokens. When you complete a condition, immediately:
When you spend this token, you may wish to explain how
1. return the condition card to the box
your experiences with that trait help you in the moment.
2. take 1 spirit token.

22 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


SPENDING TROUBLE TOKENS TROUBLE NEGOTIATIONS OTHER AFFECTED CHARACTERS
TROUBLE TOKENS are a key way players contribute to When you give someone a trouble token, you are creating Even though a trouble token is played on just one char-
each other’s stories and gain FIGHT to build up advan- a complication in the life of their major character. For this acter, it may also have an impact on other characters.
tages for the matches ahead. Each player starts with 2 reason, it’s important to check in with the player of that You must ask and receive permission from other players
trouble tokens, as does the facilitator. At any time, you major character first. You do this through a trouble nego- before you use a trouble token if it:
can offer your trouble tokens to other players to create tiation. When you enter into a negotiation, it’s important
• has a negative impact on their major character
story complications for their character. If a player accepts not to pressure the other player to accept, but rather just
• compels their major character or a connection they
a complication, they swap the trouble token for a fight outline your idea.
play to do or feel something.
token from the supply, to help them in the matches to
come. Trouble tokens refresh during the upkeep phase. In these cases, the other player can opt to say no, in which
case you will need to think of another idea.
OFFER THE TROUBLE
UNDERSTANDING TROUBLE TOKENS One player offers a trouble token to another, stating Example—Accepting the token. Shani’s major character
Trouble tokens are used to create troubles for the other exactly what trouble they want to propose. Max is headed to the national tryouts to prove himself.
major characters. They cannot be offered to connections, ‘I have an idea,’ says Nadia, ‘I’ll offer you a trouble token
and you cannot offer one to yourself. When you want to if there’s a traffic jam on the road, and Max shows up late.’
offer a trouble token, you must enter into a TROUBLE NE- RESPOND TO THE OFFER ‘Ouch!’ says Shani, ‘I’ll take that, I don’t think these try-
GOTIATION before the trouble becomes part of the story. The player of the affected major character may outs are going to go the way Max wanted.’ Shani takes
respond in one of three ways: the trouble token and swaps it for a fight token. She then
A trouble can be anything that complicates the life of a • Accept the token starts the scene with Max running into the gym, late.
major character. Troubles might be obstacles in the way • Accept the token with conditions
of a character’s trait drives, put pressure on their relation- • Refuse the token Example—Accepting the token with conditions. Shani’s
ships, or have some other impact on their life. Troubles major character Max is headed to the national tryouts to
must be significant to the story. You cannot use a trouble prove himself. ‘I have an idea,’ says Nadia, ‘I’ll offer you a
token to create a trouble with no real effect. Whether a RESOLVE THE OUTCOME trouble token if there’s a traffic jam on the road and Max
trouble is significant to the story often depends on its • If the token is accepted, the trouble takes shows up late.’
context. For example, a traffic jam isn’t usually significant place. The player who accepted the token ‘Ouch!’ says Shani. ‘Yes, but only if their lateness results
to the story, but a traffic jam that causes someone to run immediately swaps it for a fight token from in them facing off against Lily during the first round of the
late to national team tryouts is definitely significant. the supply. tryouts. Are you alright with that, Edwin? That would put
• If the token is accepted with conditions, the Lily in that situation.’
Troubles complicate the lives of the major characters, but player must say ‘yes, but only if’ and then ‘Oooh, I love that,’ says Edwin, who plays Lily. Shani
they don’t always have to be directly harmful or end badly. state a narrative condition under which they takes the trouble token and swaps it for a fight token. She
You can think of them as interesting and challenging plot will accept the trouble token. The trouble and then starts the scene with Max running into the gym, late.
points. For example, if a character’s secret offer from a the stated conditions both take place. The
rival team is revealed it is definitely a complication! But player who accepted the trouble token then
once the hard conversation is over, their teammates may immediately swaps it for a fight token.
come to accept or even support their decision. • If the token is refused, the trouble does not SPEND A TROUBLE TOKEN EARLY
take place and the token does not change Trouble tokens become easier to understand once
Remember, it’s good to create troubles for other major hands. However, the offering player may you have seen one used. When you are facilitating,
characters! Creating troubles gives other players opportu- propose a different option instead. try to spend a trouble token early on so everyone can
nities to gain fight tokens that they can use for advantages see how they work.
in matches or to make things go their way.

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
23
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.

24 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


RESOLVING COMPLICATIONS CONFLICTS BETWEEN
OUTSIDE OF MATCHES MAJOR CHARACTERS
In general, you decide what happens to your character When two major characters are at odds it’s best if they + + + + + + + +
when complications come their way outside of matches collaboratively decide on an outcome, with one player + + + + + + + +
(in collaboration with other players). If you want things to spending either a trouble or fight token. However, if it’s a
go well, they can. When things go south this will gener- sports contest and you want to explore it through a match
ally be the result of actions you take—such as accepting game, you can do so. See Player vs Player on page 42.
trouble tokens, complicating a character’s relationship, or
even just deciding things go badly (for the drama!). Example—Shoot-out. Quinn, the Demons’ goalie (and
Nadia’s major character), makes a bet with Ahmed. If she
That said, there may be times where no one is sure who can block just one of his three shots on goal, he will agree
should come out ahead. This is usually because two or to apologise to Max.
more characters are directly at odds, such as pitching Nadia says, ‘can I offer Ahmed a trouble token for Quinn
contests or exhibition matches. In these cases, the facili- to win here?’
tator can guide play to the option below they feel fits best: ‘Trouble tokens can’t be spent on connections,’ replies
Tammy, ‘but you can spend a fight for it to go your way, or
• Offer a trouble token: Someone offers a major
leave it up to the match deck.’
character involved a trouble token to have things
‘I definitely want this to go my way,’ says Nadia. ‘I’ll spend
go against them. As always, they can choose to
the fight. That would compel Ahmed to do something, is
accept or reject it. If they reject it, another option
that okay with you, Edwin?’
will be required.
‘That’s fine with me,’ says Edwin. ‘Max deserves an apol-
• Spend a fight token: A player spends 1 fight for
ogy!’
things to go their way, returning it to the supply.
Nadia spends one of her fight tokens.
This gives them narrative control over the outcome.
‘How does this go down?’ asks Tammy.
Check that other players involved are happy with
‘I think Quinn misses the first two. They’re a complete
this outcome first.
failure, Quinn dives the wrong way. The third shot Quinn is
• Draw from the match deck: If there are multiple
sweating, nervous, she doesn’t believe she can do it. But
characters involved, they can each draw 1 card from
then she sees the way Ahmed’s foot hits the ball and she
the match deck and compare them. The person with
just knows where it’s going to go. She dives for it, deflect-
the highest card describes how things resolve in their
ing it off the tip of her hands away from the goal.’
character’s favour.
• Play out a match game: Sport contests that are
important and worth spending time on can be
resolved using an appropriate match game. Fight
and spirit are spent as usual during this match
game. Examples of this could include a high-stakes
practice match, or a public one-on-one challenge.

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
25
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.

OPENING CREDITS: EXAMPLE SNAPSHOTS


A snapshot of your character…
PREVIOUSLY ON... • …playing with intense focus
To recap previous sessions, you may choose to start • …preparing for a match
sessions with a ‘previously on’ segment, like in a TV • …trying something new during practice
show. Ask each player for a vignette of a significant • …in their daily life
moment from the story so far. They can add extra • …getting through the school day
details, or simply describe a moment that happened • …doing something they love
last session.

26 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


PHASE 2: DAILY LIFE & EVENT
This phase explores the characters’ lives outside of EVENT
matches. It captures important moments and changing SCENES AND VIGNETTES The event option explores a single, specific event, such as
relationships between one match and the next. What’s the difference between the two? a local dance, sports scholarship function, or local fund-
A scene is played out moment for moment, usually raiser. Start by deciding the event then describe the atmo-
In this phase, you choose to play through either DAILY with two or more characters. A vignette is a brief, sphere and jump into play. The event you choose should
LIFE or EVENT. Then, once you’ve completed one of these, evocative description or account delivered entirely be broad enough to include all the major characters, as
your group can choose to play the other for more charac- by the player who sets it. well as important rival team members if desired. See the
ter drama, or move on to the match phase if you’re ready following page for lots of event ideas.
for the match. In the first cycle, we recommend starting When does a scene start and end?
with an event to kick off the drama. A scene conveys an important moment in the char- During the event, players take action to pursue their
acter’s life. It’s alright to be flexible about when the major characters’ drives; explore their relationships; and
scene ends if it helps to explore that same moment. where appropriate, play the connections that complicate
DAILY LIFE For example, Quinn’s parents spot her secretly each other’s lives. This event is a great time to explore
The daily life option captures significant moments in the playing as they are driving by in the car, and get out the relationships between major characters and rival
course of everyday life. Each player initiates one scene to watch. The scene then cuts forward to their house, team members outside of a match. Players can also intro-
and one vignette, based on the following (also listed on where they discuss the fact she has been playing duce troubles to give their teammates more fight for the
your character sheet): behind their back. match ahead.
• Take action towards your drives.
one else’s life. Edwin, would you accept a trouble token While this option revolves around a single event, you
• Complicate someone else’s life (offer a trouble token).
for Quinn to unexpectedly visit and discover Lily and her don’t need to play through the entire event, and not all the
• Show the busyness of life or your daily routine.
parents talking to the coach from the other team?’ characters need to be in focus at the same time. Players
• Mull over a difficult question during practice.
‘Amazing,’ says Edwin, ‘yes, let’s do it.’ Nadia gives the can ask for moments they would like to see involving their
Players should take turns to either set their scene or de- trouble token to Edwin, and he swaps it for a fight token; major character or connection. For example, two child-
liver their vignette, in an order that makes sense for the an argument is brewing between Quinn and Lily! hood friends talking by the buffet table, or a rival issuing
story. Your scenes and vignettes must involve either your a secret challenge on the balcony. The facilitator asks
major character or a connection you control. Example—Vignettes. Nadia’s major character Quinn is questions, guides play, and can set scenes of their own.
obsessed with soccer and has the It’s like Breathing trait. They also decide when the event ends.
The facilitator may also choose to initiate a scene or But she’s also been helping her younger sister with her
vignette (or both), in order to complicate the characters’ homework. Example—The final four party. For their first event the
lives and add to the story. Nadia previously set a scene, so it’s time for a vignette, group decides on a tournament ‘final four’ party, held at
‘I’m going to narrate a vignette to take action towards Ashpoint University. Tammy sets the scene: ‘Since the
Your group may choose to centre their daily life scenes Quinn’s trait drive.’ Arrows always make the finals, Ashpoint University holds
and vignettes around a particular setting, such as a train- Nadia takes some time to think, then narrates, ‘School this party every year. And it’s held in the gleaming, glass
ing camp, joint school practice week, or local festival. is over, Quinn changes into her soccer gear. She looks at sports centre that overlooks their gleaming, green soccer
her calendar—two weeks until the grand final. She grabs field. Fancy canapés and beverages circle around. Along
Example—Scenes. Edwin’s major character Lily has the her stuff, and goes to head out towards the field. As she with the other teams and their coaching staff, there’s defi-
Tempting Offer trait. She’s considering changing teams at leaves her bedroom, she hears her sister call out, “Quinn, nitely a few scouts in the room.’
the end of the tournament, and she still hasn’t told her you coming? You said you’d explain the second part today.
best friend Quinn. The homework is due soon.”
Nadia, who plays Quinn, has a suggestion for this sto- “I can’t today, maybe tomorrow,’ replies Quinn. The door
ryline: ‘I’d like to set a daily life scene to complicate some- swings open as she exits and then slams behind her.”

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
27
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

28 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


PHASE 5: UPKEEP
In the upkeep phase, you reflect on your sessions and 6. Create additional connections (full tournament only)
prepare for the next cycle of play. Upkeep consists of Players with two or less connections may choose to create
six steps. If you’re playing a partial tournament (less than an additional connection. This connection can be anyone
three matches), skip steps 5 and 6. the player chooses; however, it’s recommended that they
either link to a trait or are a rival on a team in the tour-
1. Refresh trouble tokens nament rounds ahead. This new connection can either
Everyone (including the facilitator) refreshes their trouble be played by the facilitator or a player whose controlled
tokens to two, regardless of how many they currently connection hasn’t come up much in play.
have left.
Example—New trait and new connection. In the very first
2. Check for completed trait or condition drives upkeep phase, Edwin has only two traits and two connec-
Check for any completed traits or conditions, and resolve tions. He decides to take a new trait for Lily, My Parent
them now. You can complete your traits and conditions Was a Pro, and to create a new connection. ‘No one on the
at any time, but this step provides a good opportunity if team knows this,’ says Edwin, ‘but Lily’s mother actually
you’ve forgotten to do so during play. used to play for none other than Manchester United.’
This trait has an orange relationship question,
3. Update the team special so Edwin forms a new relationship with another
The team’s reality is always changing. Choose an answer major character.
for the team special that is no longer true, and cross it ‘Who does your parent adore… hmm, I think
out. Then add one or two new ones based on what has with Quinn’s work ethic it’s got to be her. Does
happened in the story so far. that work for you Nadia?’
‘For sure,’ says Nadia.
4. Review Collaboration ‘I’ll answer the Backstory
As a group, review the Collaboration decisions you made questions in a second,’ says
at the start of the game. Is there anything you’d like to Edwin, ‘but first I’m going
change? Anything you’d like to see more of? Less? to create my mother as a
connection.’
5. Choose additional traits (full tournament only)
Players’ whose third trait slots are empty may choose to
take an additional trait. Each player can only do this once OUTDATED TRAITS
per tournament. They may never have more than three What if my trait no longer works for me?
traits (including completed ones) in the same tournament. If you realise during upkeep that one of your trait
drives can’t resolve in a way that makes sense for
This additional trait can be an unused trait, or one that your character, or you just really don’t think a trait
has already been completed by them or another charac- fits anymore, then you can swap it out for another
ter. It may represent something new about the character, trait. Discard the trait and choose a new one, form-
or it can be something true all along that never came up ing relationships and answering Backstory questions
previously in the story. Players should form a relationship as usual. You usually won’t receive a spirit token for
and answer the Backstory questions of the trait as usual. this, however the facilitator can choose to award
you spirit if they feel like you explored the trait.

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
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.’

30 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


MATCH SETUP
GENERAL
1. Shuffle the MATCH DECK and place it on the match
3 2 4
deck mat within reach of all players.
2. Place a DIFFICULTY TILE above the match deck mat,
on the side for the current tournament round.
3. Place the MOMENTUM TOKEN above the match
deck mat, next to the difficulty tile.
4. Place the Opening Moves, Final Moments, and
Tiebreaker match games for your sport type
(group or individual) next to the match deck. If you

1
are using Not Like This!, place it next to the match
deck also.

MATCH GAMES ARRAY


There are three match games that form the match games
array. When one is used, immediately refill the array.
5. (Group sports only) Take the rival match game for
the team you are playing against and place it as the
first match game in the match games array.
6. Gather all the GENERAL MATCH GAMES and remove 5 7 6
any that don’t match your sport type or are for other
teams. Shuffle the remainder into one face-up pile,
and place it in the middle of the table.
7. Fill in the match games array from this pile until it
contains three match games.

FIRST GAME, FIRST MATCH


If this your first time playing a match in Fight with
Spirit do not shuffle the match games. Instead, place
these three match games in the array: Look at Me
Now!, Off My Game, Bliss. Then, place these three
games in the match games pile: Are you there?, There are three match games that form the match games array.
Risky Play, Head to Head. When one is used, immediately refill the array.

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
31
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.

32 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


DRAWING WITH SPIRIT (+SPIRIT) MOMENTUM she gets the ball, she gives the signal to Ahmed and they
Some match games will allow you to spend spirit to draw Every match starts with Opening Moves, a special match move forward together. Ahmed advances into position in
additional cards, and then discard down. This is indicated game that determines MOMENTUM. If the players win the final third ready to receive from Priyanka and rapidly
with the instruction (+SPIRIT ). In most match games, you Opening Moves, they will have momentum—if they lose, fire for a shot on goal. Priyanka dribbles the ball down the
will be instructed to draw x cards (+SPIRIT ): momentum will be with their opponents. Momentum stays field ready to pass—let’s see what happens.’
in place for the entire match. You can track it using your
1. Before you draw x cards, declare whether you wish
momentum token.
to spend spirit tokens, and if so, how many (return ANSWERING A HEADWAY OR SETBACK
these to the supply).
The team with momentum always win ties. This includes in HEADWAY and SETBACK QUESTIONS provide inspiration
2. Then, draw x cards from the match deck.
match games where players must exceed a target number for the action happening in the match. Match games in-
3. Draw 1 additional card for each spirit token spent.
to win. If the player team has momentum, the player only struct players to answer headway or setback questions
4. Discard 1 card for each spirit token spent.
needs to equal the target number to find victory. If their from their match cards. Headways represent something
When performing this instruction, you can spend two fight opponent has momentum, they must exceed it. going well for the character, setbacks represent some-
tokens (or three in later rounds) in place of one spirit. thing going wrong. If a match game instructs you to ‘an-
swer a headway or setback’, you may choose to answer
Example—Drawing with spirit. Shani’s match game in- SET UP THE MOMENT either regardless of who won the point.
structs her to ‘draw 3 cards (+spirit)’. Before drawing, she The rival team or a particular rival may be called on to SET
chooses to spend two spirit. Shani then draws five cards: UP THE MOMENT. The person performing this instruction When answering a headway or setback, players should al-
three from the instructions, and an extra card for each should describe a situation that the major character can ways narrate what is happening in the action of the match
spirit she spent. She must now discard two cards, one for step into to react and resolve. as well as answering the question. They do not need to
each spirit. She chooses to discard the two lowest cards answer the question strictly, but can describe events
she drew, leaving her with three cards. To do this, describe a moment of action that the player around the moment so its impact can be seen.
who chose the match game must respond to. This should
be something that is happening in the sport, not just how Example—A setback in judgement. Lily’s match game
SPENDING FIGHT (±FIGHT) the character is feeling or what they’re thinking. Exam- prompts Edwin to answer the setback question, ‘what
The (±FIGHT) instruction allows players to spend fight ples include taking a shot on goal, or starting to make a easy opportunity proves to be an error?’
tokens to adjust the value of match cards. The value of risky pass. The outcome of this action should always be Edwin says, ‘Hmm, you mentioned Priyanka was playing
a card is raised or lowered by 1 for each fight spent (card uncertain—the rest of the match game will determine defence more aggressively, right? I think Lily doesn’t real-
values can be increased beyond 6 or reduced to 0). Fight what happens. ise she’s shifted her style—Lily assumes she’ll blast past
tokens are spent after all cards are revealed. Priyanka the way she did earlier. Max boots the ball at
All players should understand what setting up a moment her, and she starts dribbling down the wing of the field.
Example—Spending fight. Nadia’s match game states, ‘if involves, not just the facilitator, as they may have to do this She sees Priyanka coming and there’s a moment she
the total (+fight) is more than 13 you win.’ She has played while playing rivals during a match. could pass, but she just ignores it. She cuts in towards
three cards—4, 3, and 5—for a total of 12. She chooses to the centre, expecting Priyanka to move back towards the
spend two fight tokens to increase the 4 to 6. That brings Example—A decisive move. The match game Heavy Feel- goal. But instead of that, I think Priyanka comes in for the
her total to 14, winning the match game. ings calls on the rival team to draw a card and answer a tackle and just neatly clips the ball away from Lily’s feet.’
headway or setback to set up the moment. Tammy draws ‘Ouch,’ says Tammy, ‘what’s Lily’s reaction to that?’
a 4 of connection and chooses the headway: ‘Who helps ‘I think it happens so quickly,’ says Edwin, ‘that by the
OTHER USES OF FIGHT AND SPIRIT you make a decisive move?’ time she realises she’s not dribbling anything the ball is
Some match games contain more uses for fight and ‘Hmm,’ she says, ‘so it’s early in the second half and already going back the other way, and a sinking feeling
spirit than those outlined above. In such cases, the the Sharks still haven’t scored a goal. I think Priyanka is claws at the pit of her stomach.’
match game itself outlines how these can be used. determined to make her big move here. The next time

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
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.

FINAL MOMENTS SHOWDOWN


The last game of the match if This game is only used in player
one team is ahead. This game vs. player matches, which don’t
has no mechanical effect, but occur in most games of Fight
focuses on how the characters with Spirit. For instructions
have grown and changed. It is about this see Player vs Player
similar for individual and group on page 42.
sports.

34 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


TIPS FOR MATCHES ‘Does anyone else notice this look?’ asks Tammy. ELITE CHALLENGE
Here are a few tips for both facilitators and players to ‘It has to be Ahmed, right?’ says Shani. ‘This is what If matches still aren’t hard enough or your group wants
make your matches more fun for everyone: Ahmed wanted, isn’t it?’ the grand final to be even gnarlier, you can use the elite
‘Oh, absolutely,’ says Edwin, who plays Ahmed. ‘He’s challenge difficulty:
• Think about the overall context: What’s the context
running back up the field for the next kick-off with this
for this particular match game? Is your team behind • You may exchange 3 fight tokens for 1 spirit token.
almost jubilant look on his face.’
or ahead? Are you batting or fielding? What is • Target numbers increase by +4.
‘Poor Max. Alright, let’s move on to the After section.’
happening right now? • Rivals draw with 2 spirit (like a player would).
• Read the match game aloud: When you play a • Whenever a player must draw a certain number of
match game, it’s important you read each instruction ADJUSTING MATCH DIFFICULTY cards of a chosen suit to win, they need twice as
aloud, one section at a time, as you go. That way, many cards of that suit.
As you move through the tournament rounds, you will
everyone else at the table knows what’s happening.
accumulate more fight and spirit tokens to help in your Example—It’s the grand final! Shani is playing the Bliss
If someone misses an instruction or gets confused,
matches. But the teams you face will be stronger too. This match game and has drawn a 5 and a 4. ‘That’s 9 total,’
gently point them to the right place.
is reflected by DIFFICULTY MODIFIERS that change as you she says, ‘which is more than 8. Max does it!’
• Describe the sports action (at least a little bit):
progress. ‘Not so fast,’ says Tammy, ‘this is the grand final, remem-
What’s actually happening on the field or in the
ber? Target numbers are increased by 3, so you need a
arena? What is your character doing? Even if you
These escalating difficulty modifiers should be made clear 12 to win.’
don’t know much about the sport, you can still
to all players at the start of the match. The difficulty tiles ‘Ah, I forgot,’ says Shani. ‘Well, that’s what fight is for.
describe the kind of movements they make and
provide easy references for which difficulty modifiers are Max is giving his all for this one! I’ll spend all three of my
how they look as they move (is it smooth or ragged,
used in the current tournament round. fight tokens to increase that to a 12.’
skillful or powerful?). Adding this description helps
‘Nice, Max does do it,’ says Tammy, ‘now the question
bring the match to life.
is–how?’
• Go ‘off-script’ if you need to: Match games unfold ROUND 1: QUARTERS
using a series of instructions; however, it’s always
okay to put the instructions aside for a moment to
• You may exchange 2 fight tokens for 1 spirit token.
LOSING A MATCH
dive deeper into the action, the character’s thoughts,
If your team loses the quarters or semis, don’t worry, the
or even the crowd’s reactions. If you want to mention ROUND 2: SEMIS story isn’t over. Instead, it’s time to reflect on what you’ve
something extra and go ‘off-script’ feel free! You can
• You may exchange 2 fight tokens for 1 spirit token. learned and move forward in time to the next tournament.
even ask questions of rivals or teammates to flesh
• Target numbers increase by +2. Here’s what you do:
out a moment further. Just make sure you hop back
• Rivals add +1 fight when comparing their cards with
in at the next instruction when you’re done. • Finish the cycle of play as usual. You need those
players’ cards.
post-match scenes to lament your loss!
Example—Adding extra details. Max (played by Shani)
• Between cycles, follow the steps for Moving
has just taken a mighty tumble and missed the ball,
ROUND 3: GRAND FINAL between Tournaments on page 36.
which soared into the goal. Shani wants to flesh out a few
• Use your Daily Life & Event phase in your next cycle to
more details before continuing to the After section of the • You may exchange 3 fight tokens for 1 spirit token.
cover what happens between tournaments.
instructions. ‘Max is covered in dirt, his new cleats have • Target numbers increase by +3.
• If you want to skip earlier rounds of the new
begun to fray already, and he’s just sitting on the ground • Rivals draw with 1 spirit (like a player would).
tournament, you can do so. See Skipping
for a moment staring at the goal in frustration. I think his • (Optional) Double the number of player match
Tournament Rounds on page 36.
irritation at the way this match is beginning to go is shining games for an epic match that drains the players’
through. I mean, we’re down two points to nil.’ resources.

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
35
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.

36 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


CHANGING OR ADDING MAJOR CHARACTERS
What do you do if your major character graduates and you wish to play a
fresh-faced junior? Or if you want to add someone new to your game? The
period between tournaments is a perfect time to introduce a major charac-
ter, and it’s pretty straightforward. Simply follow steps 3–6 on the previous
page for the new character.

ENDING THE SESSION


You can end a session of Fight with Spirit whenever you like, even in the middle
of the cycle of play. However, if you’re playing in person, we’d recommend not
ending in the middle of a match as it can be hard to keep track of the state of the
match deck between sessions.

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.

ENDING YOUR STORY


A game of Fight with Spirit ends after the closing credits that follow the final
match. The last upkeep phase is skipped.

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.

MATCHES TIMESKIPS AND ENDINGS THE FACILITATOR DIFFERENT WAYS TO RUN STRETCHING BOUNDARIES
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.

38 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


FACILITATING THE MATCH involved in the action, along with any other questions you member, or a player team member. In general, we recom-
The facilitator plays an important role in helping matches think would help to flesh out the moment. mend that you play as a rival, but the choice is up to you.
to have the ebb, flow, and feel of actual sports matches. Whichever you choose, remember that you will still need
As facilitator, you make sure the match runs smoothly and Sometimes, when playing match games, players may be to focus on the needs of the story overall and help your
bring exciting sports moments to life. a little vague about what’s physically happening, or not group to collaborate.
mention it at all. If this happens, jump in with a question
or suggestion to clarify what’s happening in the sports
INTERPRET THE MATCH FOR YOUR SPORT action. You can also add little extra details to help bring FACILITATOR PLAYS A RIVAL MAJOR
Before you start your first match, you decide how to in- the moment to life. If a player is answering a headway or CHARACTER
terpret match games and points for your sport using the setback and only describes their character’s state of mind
guidelines in Framing the Match on page 30. It’s up to rather than what actually happens in the match, prompt You can choose to play a major character from a rival team
you to weave in these choices throughout the match, con- them to describe the action by asking ‘how do we see this that the other players will face in the later rounds of the
textualising different moments for your sport. For exam- in the match?’ tournament. To do so, create and play a major character
ple, in soccer the Tiebreaker match game might represent as normal, but with these modifications:
an exciting penalty shootout, while in snooker, Head to • You ignore whether traits have a pink or orange
Head might represent a series of shots. A team meeting PLAY THE RIVAL TEAM question. You can choose traits and form
match moment could be a time out or half-time break. While some players may control individual members of relationships as they make sense.
rival teams, you’re responsible for those teams overall. • You don’t have fight or spirit tokens.
If the score gets confusing, or the relationship between This means you bring match games to life by describing • You can still be offered trouble tokens—add these
the match games and your sport becomes unclear, step in the actions of rival team members. When you do so, take to your trouble token pool. You can offer them to
to clarify and link the two together. If players give descrip- the opportunity to describe what is unique in the attitude other major characters later.
tions of what is occurring, you can even reframe them or and play style of the rival team—what makes going up • During matches, you don’t choose a match game.
ask pointed questions to add more detail for your sport. against this team different to any other? You can set a match moment if you want.
For example, if a player says ‘the ball bounces and then • At your option, you can distribute all connections so
hits the wicket’, you could ask, ‘why did it hit the wicket so Of course if a match game calls for a specific rival team each player has two or continue with each player
easily? Did it bounce too close to the batter to hit, or was member, they should always be played by whoever con- having one and you playing the rest.
it an unexpected spin?’ trols that character.

FACILITATOR PLAYS A MAJOR CHARACTER


ASK QUESTIONS ABOUT THE SPORTS ACTION HELP OUT WITH MATCH GAMES ON THE SAME TEAM
This may be your most important job during a match! If a In general, the facilitator runs the special match games,
player gives a short or incomplete answer to a question while each player runs their own match game. However, If your group has four people or less, you can choose to
or prompt, ask questions to expand on what is happening sometimes a player might get stuck on instructions or lose play a major character on the player team. This is a more
physically in the match. Think about what you would see track of where they are up to. In such cases, jump in to difficult option, since you’ll often be called on to play rivals
on the TV camera as the match game is playing out. If the help get the player back on track. as well as your character during matches; however, it is a
answer to that question isn’t clear from what a player has great choice in small groups with only one or two other
described, ask more questions to clarify.
PLAYING A MAJOR CHARACTER players. To do this, create and play a major character nor-
mal, but with these modifications:
If a player says a character blocks a goal, ask them, ‘what AND FACILITATING • Split all the connections so each player has two.
does this look like?’ If they realise they’ve missed a vital • Hand off playing rivals to other players during your
shot, ask them, ‘how does your character react to that?’ As well as facilitating, you can also choose to play a major match game as necessary.
You can also ask for the reactions of other characters character. There are two ways to do this—as a rival team

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

40 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


RUNNING ONE-SHOTS 5. Complete Collaboration 11. Skip Daily Life & Event, and go straight to Match
While Fight with Spirit is designed for a full tournament, Go through Collaboration as normal. If players are Describe the match venue, atmosphere, and any other
it can also provide an exciting one-shot experience. Here indecisive in the group decisions, use voting to quickly important details. Then each player should initiate one
are some tips for running Fight with Spirit in a single ses- make choices and move the session along. pre-match scene or vignette. By the end of these, each
sion of around 3–4 hours. This setup is ideal for conven- major character should have appeared in at least one full
tions or new players as it assumes no previous experience 6. Quickly complete team creation scene. If any major character has not yet appeared in a
with the game. Ask each player to answer one question to save time, scene, set one to include them. You should also offer a
rather than having an open discussion. trouble token or two during this section.
1. Prepare the materials before play begins:
• Choose your sport. We recommend picking one 7. Explain traits and how they work 12. Start the match and jump into Opening Moves
most people have general knowledge of. Players need to understand traits and their significance in Explain the structure of a match and how it’s won or lost.
• Choose the player and rival team ahead of time. order to jump into Backstory. Then, start the match by running Opening Moves, explain-
• Decide on pairs of traits ahead of time, so players ing the key match game concepts as you encounter them.
spend less time choosing traits. 8. Create major characters and one connection per player
• Give each player one trouble, fight, and spirit token. Players choose a set of paired traits, then form at least 13. Play through the match
• Prepare the match game deck using First Game, one relationship. Ask each player to answer at least one Help the players play through the match, explaining
First Match on page 31. These match games Backstory question per trait, with the second one optional. rules, asking questions, and giving tips as required. This
are simpler to play through and understand. If is where it’s worth spending the time in your session, for
the players have experience with Fight With Spirit Once major characters have been created and intro- a memorable match experience. Ask plenty of questions
you can instead prepare the match game deck as duced, each player should create one connection. This and flesh out details to bring the match to life. Let new
normal; however, exclude any team match games to connection should be a rival on the other team. If you are players know when it’s advantageous for them to spend
keep things moving faster. playing with new players or at a convention, play these their spirit and fight, as they won’t yet understand this.
• Set up the rest of the materials for the match. connections yourself. Alternatively, if your players are
familiar with Fight with Spirit you can assign these con- 14. Skip post-match and go straight to closing credits
2. Introduce Fight with Spirit and its collaborative nature nections as usual. End your sessions with closing credits to cap off your story.
You can use Get Ready to Fight with Spirit! on page 4
to introduce the game to the players, or explain the game Skip the team special, as you won’t be using team match
and its collaborative nature in your own words. It’s import- games in this one-shot.
ant that players all understand that you will make the story
together, and that you, as the facilitator, have the same nar- 9. Explain the rules in brief
rative powers and knowledge as the players themselves. Take a moment to explain the following:
• Spirit, fight, and trouble tokens
3. Introduce your sport
• Traits and how to complete them
You may also wish to give a quick rundown of important
details that those less familiar with the sport absolutely 10. Complete opening credits
need to know. Complete opening credits as usual. This is a great ice-
breaker for people who have never played together before
4. Introduce the player and rival team to get talking and add some details about their characters.
Introduce the player team and read their story. Then give
a quick introduction to the rival team. Explain the context
and stakes for the match you will play.

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

42 GAME OVERVIEW COLLABORATION BACKSTORY RULES OF PLAY CYCLE OF PLAY


INDEX THANK YOU PLAYTESTERS!
Roll & Play Pro-Benders, Maria Morabe, Vaguetuba4,
A F Match Games 10, 30–35 S Dustin Dunaway, Jeremy Wong and The Mawden Gung,
Ashpoint Arrows 7, 15 Facilitator 4, 38–39 Match Moments 11, 32 Safety Tools 12 Wojciech Filimonowicz, Ola Depa, Filip Dziuba,
Facilitating the match 39 Mixed-gender Teams Consent and player Marcin Kielczyk, William McDuff, xgabygamerx,
B Facilitator connections 6 comfort 14 ShinyCrystal2, Chloe Sobel, Samuel Bass, Iris Bass, Ian
Backstory 9, 14 20 Moving between Tourna- Scenes 27 Bass, Thomas Bass, Sarah Bolling, Valentin Fuchs,
Backstory Questions 19 Fight 9, 22, 33, 35 ments 36 Semis 6, 35 Jana Lajdova, Nikk, Eliott Reed, Stefano InsomniaLibro,
End of Backstory 21 Final Moments 32, 34 Setback 11, 33 Anna Landin, Lauren Bryant-Monk, Em Kenyon, Julie Lynn,
Free-for-all Tournament 42 N Set Up The Moment 33 Kris, Grey, Ashe, Violet Harper, Xan, Ari Santiago,
C Newcrest Neons 7, 18 Showdown 34 Vinny Rubino, William Wilson, Ella Frauenhofer,
Character Sheet 8 G Not Like This! 12, 34 Skipping Tournament David Zwart, Aaron, Oni, Lily, Kelsey, Ben.
Collaboration 9, 12 Game Structure 9 Rounds 36
Review Collaboration 29 General Match Games 10 O Southbeach Sharks 7, 17
Conditions 8, 22 Grand Final 6, 35 One-Shots 41 Special Match Games 10,
Completing conditions Online Play 40 34
22 H Opening Credits 26 Spirit 9, 22, 33, 35
Connections 9, 14, 20 Headway 11, 33 Opening Moves 32, 34 Sport 6
Facilitator connections Out-of-match Games 10 Group 6
20 L Out of Match Resolution Individual 6
Cycle of Play 9, 26–29 Losing 35 25 Starting Tokens 19
Daily life and event Suits 11
27–28 M P
Ending credits 28 Major Characters 8, 19 Players 4 T
Matches 9–11, 28, 30–35, Changing or adding Playing a Major Character Team 7
39 major characters 37 and Facilitating 39 Team match games 7
Opening credits 26 Character sheet 8 Playing Online 6 Team sheet 7
Upkeep 29 Match Deck 11 Playing with Two People Team Special 7, 20
Drawing and discarding 40 Tiebreaker 32, 34
D cards 32 Previously On 26 Token Limits 22
Daily Life & Event 27–28 Suits 11 PvP 25, 34, 42 Tournament 6
Difficulty Modifiers 11, 35 Match Difficulty 11, 35 Traits 8, 19
Dockside Demons 7, 16 Matches 10, 28, 30–35 Q Completing traits 22
After the match 28 Quarters 6, 35 Outdated traits 29
E Before the match 28 Troubles 9, 23–24
Elite Challenge 35 Difficulty modifiers 11 R
Ending Credits 28 Flow 32 Relationships 19 U
Ending the Session 37 Framing the match 30, 39 Rival Match Games 10 Upkeep 29
Ending Your Story 37 Match setup 31 Rivals 9, 42
Momentum 11, 33 Rules of Play 22–25 V
Points 10, 30 Vignettes 27

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)

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