π² How It Works
- One hero, about 15 minutes. Choose one of six heroes below. Each comes from a different kind of story, because ICRPG runs any genre with the same few rules.
- Ten cards, more than one path. Every room is an index card. You pick your route, so one playthrough turns over six or seven of the ten. Play again to see the rest.
- One new rule per card. Each card teaches one piece of the game: the Target, attempts, Effort, Hearts, timers, EASY and HARD, fights, loot and a boss. The page shows the maths for every roll.
- You can’t get stuck. If your hero dies, you try that card again.
Dice:
π§ Choose Your Hero
All six play the same adventure with the same numbers. Only the look changes: a crypt becomes a starship, a mine or a villain’s lair. That trick is called reskinning, and it is how one small rulebook covers every genre. Stats are bonuses you add to a d20; Defense is what foes must roll to hit you.
πΊοΈ The Adventure
Card
π The Rules on One Card
Everything the adventure uses, in the order it teaches it:
- The Target: every room has one number. To try anything risky, roll a d20, add the stat that fits, and meet or beat the Target.
- EASY and HARD: an EASY attempt lowers the Target by 3 for that roll; a HARD one raises it by 3.
- Natural 20 and natural 1: a 20 on the die always succeeds, with something extra; a 1 always fails, and something goes wrong.
- Effort: after a success, roll an Effort die to see how much you got done: Basic d4, Weapons & Tools d6, Guns d8, Energy & Magic d10, Ultimate d12.
- Hearts: 1 Heart is 10 HP. Heroes, monsters and even locked doors are measured in Hearts.
- Defense: foes roll a d20 plus their bonus and must meet your Defense to hit you.
- Timers: the GM rolls a die and counts down one each round. At 0, something happens.
- Loot: heroes grow by finding gear at milestones, not by levelling up.
Ready for the full rules? Start with Core Mechanics, build your own hero in Character Creation, or keep playing alone with Playing ICRPG Solo.