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aof the characters

• six groups of six notable objects


• six groups of six notable locations
Each group and each element within that group is numbered from one to six.

Gameplay[edit]
Fiasco is a role-playing game with no  GM, the game being set up before the action starts.
The game is for three to five players, and takes between one[12]  and three[2]  hours,
including two acts and an aftermath. The things required to play are:
• four ordinary (six sided)  dice  per player of two different colors
• a  Fiasco Playset
• a copy of the  Fiasco Tilt Table  and the  Fiasco Aftermath Table
• pen and paper
Set-up[edit]of the characters
• six groups of six notable objects
• six groups of six notable locations
Each group and each element within that group is numbered from one to six.

Gameplay[edit]
Fiasco is a role-playing game with no  GM, the game being set up before the action starts.
The game is for three to five players, and takes between one[12]  and three[2]  hours,
including two acts and an aftermath. The things required to play are:
• four ordinary (six sided)  dice  per player of two different colors
• a  Fiasco Playset
• a copy of the  Fiasco Tilt Table  and the  Fiasco Aftermath Table
• pen and paper
Set-up[edit]
The players first select the playset and roll dice (four per player—two light, two dark). The
players then go around the table, taking turns to choose a die. Using the value of the die, the
player selects a group, or an element of a previously selected group, from a list provided by
the playset to establish relationships (one for each adjacent player), needs, objects, and
locations. Each pair of adjacent players has a defined relationship and one other element (a
need, an object, or a location; that is central to the relationship). After all dice have been
used, they are all returned to a central pool to be used as the game progresses.
After all dice values have been used, each player will share with each neighbor:
• One relationship
• One need, object, or location
The players then discuss who their characters are, what they are called, and how they relate
to each other, and the objects, needs, and locations their characters share. Once this is
decided Act One is ready to begin.
Act One[edit]
In Act One, for each player's turn, she or he may choose either to Establish or to Resolve.
Should the player choose to Establish, the content of the scene—people, place, conflict—is
determined by the player. Doing this allows the player to set up the scene as they wish.
However, the resolution of the scene or conflict is determined by the other players, who will
choose a light die (a good resolution) or a dark die (a bad resolution) to give to the player in
the middle of the scene. The player must accept the resolution, acting out or narrating events
accordingly.
Alternatively, should the player choose to Resolve, the other players dictate the
circumstances of the scene: the characters with whom the

The players first select the playset and roll dice (four per player—two light, two dark). The
players then go around the table, taking turns to choose a die. Using the value of the die, the
player selects a group, or an element of a previously selected group, from a list provided by
the playset to establish relationships (one for each adjacent player), needs, objects, and
locations. Each pair of adjacent players has a defined relationship and one other element (a
need, an object, or a location; that is central to the relationship). After all dice have been
used, they are all returned to a central pool to be used as the game progresses.
After all dice values have been used, each player will share with each neighbor:
• One relationship
• One need, object, or location
The players then discuss who their characters are, what they are called, and how they relate
to each other, and the objects, needs, and locations their characters share. Once this is
decided Act One is ready to begin.

Act One[edit]
In Act One, for each player's turn, she or he may choose either to Establish or to Resolve.
Should the player choose to Establish, the content of the scene—people, place, conflict—is
determined by the player. Doing this allows the player to set up the scene as they wish.
However, the resolution of the scene or conflict is determined by the other players, who will
choose a light die (a good resolution) or a dark die (a bad resolution) to give to the player in
the middle of the scene. The player must accept the resolution, acting out or narrating events
accordingly.
Alternatively, should the player choose to Resolve, the other players dictate the
circumstances of the scene: the characters with whom the
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