Dark ConFrontation - Rules

The following are the basics of our conflict resolution system. Check back often for more rules and information about Dark ConFrontation...

ConFrontation Basics

The cornerstone of Dark ConFrontation (aside from the roleplaying, of course) is the Confrontation process. Whenever you wish to use a card on someone or do anything involving a coin flip, you must "call a confrontation." Confrontation does not necessarily mean combat. Confrontations are not always bad; they are simply how people resolve things in the game.

To initiate a confrontation say, in a normal speaking voice, "Freeze: Confrontation". All players within hearing distance may choose to be in the confrontation. The player who called the confrontation chooses one person who must be in the confrontation.

A Round of a Confrontation follows these steps:

  1. DECLARE ATTACK/DEFENSE: Beginning with the player who called the confrontation, the players in the confrontation say whether they plan to ATTACK or DEFEND. Everyone holds a coin in hand. Heads = attacking; Tails = defending. These coins are revealed simultaneously. You may check your range to another player, if needed, before declaring if you are attacking or defending. Range is measured by walking to the target, using normal sized steps.

  2. DECLARE ACTIONS: Beginning with the player who called the confrontation and proceeding clockwise, all ATTACKERS declare what attack action they wish to perform (see below for possible attack actions). This must be the specific action - if they are attacking with a weapon, they must declare the weapon they are using and the target. After all attackers declare, all DEFENDERS declare their actions (see below for possible defense actions)
  3. 0 Action Maneuvers. A player may choose to do any (or all) of these actions in a round. All Zero action Maneuvers occur before any Single Action Maneuvers occur.

    • DROP any or all items you currently possess
    • SPEAK to any other charater(s) using 5 words or less. Unlike other zero actions, this action may only be taken once.
    • Request CLARIFICATION on rules mechanics, card descriptions, or character abilities.
    • USE an item with an Action value of 0.
    • EMPLOY your Character Advantage card, if it has an action value of 0.

    If you chose to ATTACK, you may do one of the following:

    • Make an ATTACK on another character
    • CHARGE 2 steps and attack a single opponent with a 50% penalty
    • USE an item for any purpose if it has an Action value of 1
    • EMPLOY your character Advantage card if it has an Action value of 1 or more
    • HURT an unconscious or incapacitated character
    • LOOT an unconscious or incapacitated character

    If you chose to DEFEND, you may do one of the following:

    • GUARD against all physical attacks
    • CONTEST all non physical attacks
    • MOVE up to 4 steps and DEFEND against a single attack
    • FLEE up to 8 steps without making any active defense attempts
    • READY an item that you own. This includes drawing or changing weapons, donning armor, etc.
    • Attempt to ESCAPE from the confrontation. You may escape from the confrontation if you are more than 10 steps from any attacker AND no one has attacked you this round.
    • SPEAK to any other character(s). This should be a short speech, but has no specific word count limitation.
    • PASS Take no action that round. Once you have chosen to PASS, you may not change your mind and take an action later in the round.
    • TRADE any items you currently possess to another character. Your target does NOT have to use an Action to accept the item(s).

  4. DEFINITION: Each player shows any relevant cards (skills and/or items) to their intended target(s) and calculates the appropriate number of coins to throw, if any.

  5. FLIP: The appropriate coins are flipped. All actions by a given player are resolved at the same time.
  6. Each Person completes all of their ACTIONS, before the next person begins.

  7. EFFECTS: After everyone has completed all their actions. The effects determined above are applied. All actions in a given round are considered simultaneous, so an attacker and a defender act at the same time. (This can yield some surprising effects. For example, it is possible to die and shoot someone in the same round.)

One complete cycle of these steps (in which every player involved takes a turn) is called a ROUND. A round may last from a few seconds to a few minutes, depending on the number of players involved. A Round ends after effects are applied. At the end of a Combat Confrontation Round, players who took damage should check for Wound Shock.

A new round begins if one or more players want to continue the confrontation. The confrontation continues in this manner until everyone in the confrontation agrees to stop, all of one side is dead or unconscious, or all of one side escapes.


And those are the basics of our rules. Pretty simple huh? They actually are pretty easy to pick-up.


And now for a much less fun subject. There are certain things that, due to liabilty reasons and to maintain game balance, we cannot allow to happen. This is all common sense - but none the less we've listed the big issues that everyone should be sure to avoid

  • Physical contact between players. Dark ConFrontation is not a boffer LARP, and most of the conventions we run at have very serious rules regarding player contact. All Conflict resolution should follow the rules above, none of which require you to contact another player.
  • Running on the Game Site. For Similar reasons as player contact - most conventions we run at have pretty strict rules against people running. It's also a liability issue. Just don't do it.
  • Breaking the law, game rules (cheating), or hotel regulations. Hopefully this is self explanatory. It is important for players to note that while it's perfectly acceptable to break in the game laws, it is never acceptable to break the "real world" laws, hotel regulations, etc. Also, anyone caught breaking the rules of the game will we dealt with severely
  • Lying to a Game Referee; lying about game mechanics or non-roleplaying issues to anyone. Lying to someone about what the rules are will be treated as you cheated. Lying to a refree about what has happened will be treated similarly.

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