Rhune — Player's Guide

Rhune is a hearth-frontier fantasy game for two people — one player, one GM — played by post on Discord. You're a hero of a frontier steading: a small, stubborn settlement at the edge of the wild. Between expeditions, you protect it, improve it, and watch the seasons turn. The rules are adapted from Jeremy Strandberg's fantastic ttrpg 'Stonetop.'


How we play


Taking turns

It's always either the Player's turn or the GM's turn.

The GM's turn. The GM makes a soft move — a threat, a question, danger looming — then asks: "What do you do?"

Your turn. You answer in the fiction. Your action triggers a move, and every move is one of two kinds:

Push your luck

If instructed to roll, roll one d6 for each risky move you've triggered this turn — 1 die for the first, 2 for the second, and so on.

You rolled… You get…
A bust (any 1) A hard move from the GM. Mark XP = the number of 1s.
Success, no 6 You succeed with a cost, a catch, or a lesser version.
Success, with 1 or more 6 You do it clean, often more than you hoped for. Each 6 enhances the action.

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

Rerolls = your level. On a bust, spend 1 reroll to reroll every result of 1 in the roll. Your pool of rerolls only resets if you choose to end your turn before going bust.

A bust isn't failure. You keep whatever you already accomplished this turn. The GM just brings trouble on top.

Advantage: roll an extra die, drop the lowest. Disadvantage: roll an extra die, drop the highest. They cancel out; they don't stack.

Ending your turn

You can stop at any time — your reroll pool resets to your level, and it becomes the GM's turn.

If instead you bust with no rerolls left, your turn ends and the GM makes a hard move — but your reroll pool does not reset.

Soft move vs. hard move. A soft move threatens — you get to react. A hard move lands — consequences, no take-backs. A bust earns the GM a hard move.


Moves

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

Positioning comes first. Agree on what's possible and which move fires before you touch the dice. The fiction decides what's on the table; the dice decide how it goes.

Basic move summaries

Move When you…
CLASH fight in melee
DEFEND protect yourself or another
DEFY DANGER do something chancy when nothing else fits
KNOW THINGS consult your knowledge
LET FLY take a ranged shot
PERSUADE press or entice an NPC
SEEK INSIGHT study a person or place

BURN BRIGHTLY — When you have more XP than you need to level up, you may spend 2 XP to add +1 to any die in a roll (turn a 1 into a 2, or a 5 into a 6).

Expedition move summaries

Move When you…
CHART A COURSE wish to travel to a distant place
OUTFIT prepare for an expedition
HAVE WHAT YOU NEED check for a specific helpful item or resource
FORAGE seek food in the wild
MAKE CAMP settle in to rest in an unsafe area
RECOVER take time to catch your breath and tend your wounds
REQUISITION borrow the steading's assets
RETURN TRIUMPHANT return home in triumph

Homefront move summaries

The community has its own character sheet. When the community acts, the GM rolls a number of d6 equal to the steading's stat, and takes the highest: 6 best · 4–5 success · 1–3 bad. (At 0: 2d6, take lowest.)

Move When you…
DEPLOY send the steading's people into danger
MUSTER rally everyone to defense
PULL TOGETHER set the community to work on a project
TRADE & BARTER buy or sell special items
SEASONS CHANGE the seasons turn
MEET WITH DISASTER calamity strikes the steading

No roll: CONVALESCE (rest in safety), LEVEL UP, MAKE A PLAN, KEEP COMPANY (reflect with an NPC).


Traits

Pick 2 traits at character creation. Traits describe the natural advantages your background and body give you:

CATFALL: You always land on your feet. Once per session, when you fall or are thrown, take no damage and land steady.

Traits aren't locked to a species — pick anything, but be ready to explain how it applies to you.

HP = granted by your Class Playbook. Never modified. Damage die = granted by your Class Playbook, not per-weapon. Armor reduces incoming damage. "x armor" doesn't stack; "+1 armor" does.

Debilities

Mark one when a move or the GM says so. Each gives disadvantage on two of the basic moves.

Debility Disadvantage on
Weakened — hurt, exhausted Clash · Let Fly
Dazed — reeling, unfocused Know Things · Seek Insight
Miserable — shaken, despairing Defend · Persuade

Clear them via Recover, Make Camp, or Convalesce.

Death's Door

At 0 HP from a killing blow, you're dying. Glimpse the Last Door, then roll.

XP & levelling


The steading

Your home. Four stats — Fortunes, Population, Prosperity, Defenses — plus Surplus (stored food) and three debilities (diminished / lacking / malcontent).

You don't manage it bean-by-bean. The homefront moves are how it lives.


Principles

  1. Begin and end with the fiction. Say how, not just what.
  2. Show what's important to you. Care about mundane things.
  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. Answer with color and life.
  6. Build on each other's ideas.
  7. Participate in the conversation. The game is the conversation.