How to Play Rhune

A primer. Read this once and you can sit down and play.


What this is

Rhune is a hearth-frontier fantasy game for two people: one GM, one player. You play by posting back and forth on Discord — no sessions, no scheduling. The game is one long conversation that picks up whenever you have a minute.

You play one character (a PC) and their follower. The GM runs everything else: the world, the NPCs, the threats, the weather.

There are no stats. No strength, no charisma, no numbers on your sheet. What sets your character apart are traits — named abilities that say who they are.


The core loop

Every exchange follows the same rhythm:

  1. The GM makes a soft move — something happens, a threat looms, a question lands — then asks: "What do you do?"
  2. You answer in the fiction. Say what your character does. If it's dangerous and chancy, it triggers a move.
  3. You push your luck (see below). The dice tell us how it goes.
  4. Either your turn ends and the GM takes over, or you bust and the GM makes a hard move.

Then it repeats. That's the whole game.


Pushing your luck — the one mechanic

When a move says "roll," you push your luck:

RISKY vs. safe. A move that tells you to roll is RISKY — your pool grows with each one. A move that doesn't is safe: just do what it says. Your pool only grows on RISKY moves.

Every reach is riskier than the last. You decide how far to push.

The three outcomes

You rolled… You get…
A bust (any 1) The GM makes a hard move — real trouble lands. Mark XP equal to the number of 1s.
A success, no 6 You do it, but there's a cost, a lesser version, or a catch.
A success with a 6+ You do it clean — often more than you asked for.

A bust isn't failure. You keep whatever you already accomplished this turn. A bust just means something dramatic happens that your character won't like. The branch breaks. The missing person turns up dead. Your blow lands — and a second foe clocks you from behind.

Rerolls — your safety net

You're not helpless when the dice turn. When you bust, you may spend a reroll to reroll every die showing a 1. Clean rerolls = you succeed after all. Another 1 = you bust for real.

Advantage & disadvantage

Debilities, traits, and positioning are the usual sources.


When does a move trigger?

A move fires when the fiction says it does — not when you say its name.

Positioning comes first. Before you touch the dice, we agree on what's possible and which move fires. If you're held at arm's length, you can't elbow them. If they're made of stone, hitting them isn't Clash — it's just not going to hurt them. The fiction decides what's on the table; the dice decide how it goes.


Your character

Traits

Traits are the whole character layer. You pick 2 at creation, from the shared species/general list.

A trait is a sentence about your character that is its own rule. Traits are inherited — in the blood, not gear — so they come with no signature items.

Traits work on three levers: narrative permission ("you can do X without rolling"), the dice (increment a die, advantage), and effects (extra damage, healing, a follower).

You don't gain new traits on level-up — you gain playbook moves.

HP, damage, armor

Debilities

When something hurts you, you may mark a debility:

Debility Flavor Disadvantage on
Weakened Hurt, exhausted, shaky Clash, Let Fly
Dazed Reeling, not thinking clearly Know Things, Seek Insight
Miserable Shaken, despairing Defend, Persuade

Debilities clear via Recover, Make Camp, or Convalesce.

Death's Door

At 0 HP from a killing blow, you're dying. You glimpse the Last Door and the Lady of Crows — then roll.

In a duet game there's no party to pick you up. Your follower is your lifeline.


The moves

Basic moves (always available)

Special moves

Follower moves

Expedition moves (out in the wild)

Homefront moves (back at the steading)


XP and levelling


The steading

Your home is the steading — the settlement you protect. It has its own stats: Fortunes, Prosperity, Surplus, Population, Defenses, and debilities (diminished, lacking, malcontent).

You don't manage it bean-by-bean. The homefront moves are how it lives: muster it, trade with it, work it, and watch the seasons turn.


Your principles (the short version)

  1. Begin and end with the fiction. Say how, not just what.
  2. Show what's important to you. Care about mundane things — your home, your people.
  3. Be bold. Stop deliberating. Make a choice. Act.
  4. Embrace setback. Heroes fall down. The measure of one is that they get back up.
  5. Participate in worldbuilding. When the GM asks, answer with color and life.
  6. Build on each other's ideas. Reuse what's there instead of inventing new.
  7. Participate in the conversation. The game is the conversation.

The GM's side


That's the game. Everything else is detail.