How to Play

 

BE ANYTHING

DO ANYTHING

GO ANYWHERE

 

KAVERINI

A Jared Gimbel Game

 

Basic Rulebook

 

Section 0: What is a Role-Playing Game?

0.1 You Can Skip This Section if You’ve Play Lots of RPG’s Before

Kaverini is a Role-Playing Game. In ordinary terms, a Role-Playing Game, or “RPG” for short, is one in which each player creates a character and then sets that character on a series of adventures (or misadventures).

However, there is usually one player that controls the world around them and all of the other characters in it, one called the “game master”.

Those players who control player characters are welcome to make their characters do almost anything they would like—explore, interact with other characters, wreak havoc, behave like buffoons, obey (or disobey) the local laws…

Usually such RPG’s in today’s world do focus on violence (with a significant amount of “sword and sorcery” components) and often set with a technology in the middle ages. Kaverini, being aimed at both a more family-friendly and more scholarly audience, does neither.

A situation you may encounter in an RPG would go thus:

The players realize that the woodchucks in town have gone out of control, taking over the neighborhoods, eating plants, and stopping traffic. What will you do to stop them? Will you try to bargain with them? Will you investigate like detectives? Will you use intimidation?

All of these are choices each player has to make. If there is more than one player, the players have to make choices as a group, adding even more dimensions to the development of the game cast and the game world.

Just keep in mind to have fun, and to bring each character you play to life with all of the color and vibrancy you can imagine!


 

0.2 Dice

In all of the cards in the box, dice are frequently used.

1d4 = a die with four sides.

2d4 = two dice with four sides (that is to say, roll your 1d4 twice and add the results).

1d6 – a die with 6 sides

1d8 – a die with 8 sides

1d10 – a die with 10 sides

1d12 – a die with 12 sides

1d20 – a die with 20 sides

In addition, there are some times that a random number between 1 and 100 will be called. In that event, roll a 1d10 once to determine the 10’s place, and another 1d10 to determine the 1’s place.

For example, if Daniel rolls 5 for the 1’s die and 4 for the 10’s die, the number is 45. 10 on either die counts as 0, but two 0’s count as 100.

 


 

Section 1: Why is This Game Different

from All Other Games?

 

  • What is Kaverini?

Kaverini (Finnish for “My Friend”) is an educational game played with cards and characters in which you take the role of tourists on an adventure gone terribly wrong in one of many cartoon versions of real-world locations.

The player characters (One is a Kaveri, two or more are Kaverit) are designed by each individual player with an illustration on the front of the card and a name. The character can be literally anything within the boundaries of common sense (concepts such as blue, Amsterdam or Nostalgia are most likely off-limits).

Kaverit will travel on foot, as humans would (although you can play as birds of flight and whatnot), but there will also be occasions in which they will use public transport or even learn how to handle vehicles.

As the adventure unfolds between the Kaverit (the Players) and the Tour Guide (the Game Master), the Kaverit will master emotional techniques to non-violently disarm threats that stand in the way of saving the day, while befriending companions and buddies from the locations that they encounter.

Every aspect of the game world is based on legends and culture from the real-world location.

 

1.2 Two Games in One!

 

What follows is the rulebook for the Kaverini Adventure Game.  You are also welcome to play another game with these cards with your friends, the “Kaverini Strategy Game. The rules for this game, while very similar to those of the adventure game, are to be explained in the Strategy Game section (see “Appendix”).

 

In short: the Adventure Game is a standard adventure, similar to a Role-Playing Game. The Strategy Game relies more on elements from Collectible Card Games, in which each player uses his or her collection against each other players’.

 

For those of you unaware, a Role-Playing Game involves you creating a character whom you control, and bringing that character through a series of events and other worlds—a bit like interactive theater.

 

1.3 What Does the Adventure Box Contain?

 

Good Question.

 

In the Box

 

20 Blank Cards

 

Use these to design your own Kaverit or, if you are feel very adventurous, to design your own custom cards for use in the game!

 

5 Sample Kaverit

 

Want to design a character but not feeling artistic? Never fear! Pick one of these characters out of the box and continue with character creation! (See Section 3)

 

25 World Point Cards

 

Get these wonderful prizes for having fun, being funny, being culturally aware, and “getting into the game”. (See Section 5.3)

 

1 Local Language Pronunciation Guide

 

Use this card to learn how to say things in the local language of the place you are “visiting”.

 

4 Emotional Technique Guides (13 Per Emotion)

 

This small card collection contains the complete list of emotional techniques in all levels (each emotion has 10) and details the special effect of each emotion. Read more on Emotional Techniques in the Appendix.

 

4 Ability Cards

 

You choose one ability on this list to assign to your character when you create it. Here’s a handy list to ensure you don’t forget what they do! Keep in mind, other characters may have them, too! See Section 5.4 for the list as well!

 

The following cards are also in the box, each adventure box has a different number. See Section 4 for a detailed explanation of each. They are, in decreasing order of Frequency:

 

Foe Cards

 

These cards represent the Bad Guys.

 

Item Cards

 

You can get items on your adventure! Like food, souvenirs, or perhaps something even wackier! Such things are represented by these cards.

 

Setting Cards

 

You’ll be going places! Each one of these cards corresponds to a place you may find yourself in!

 

Buddy Cards

 

These cards represent one class of good guys, ones that confront foes alongside you.

 

Companion Cards

 

These cards represent another class of good guys, ones that help you from out of harm’s way.

 

Power Foe Cards

 

These cards represent the baddest bad guys you ever did see!

 

Double-Sided Cards

 

Some of these cards flip under certain conditions! Each such card has two sides, each with one of the above types. There may be two different types on each side! See Section 5.6 for details!

 

If you bought the box with dice included, there will be one of each of the following: d4, d6, d8, d10, d12, and d20. The letter “d” followed by a number mean a die with that many sides.

 

Online for Free at jaredgimbel.com:

 

This Rulebook

 

You got this booklet from the official website of Jared Gimbel Games.

 

Character Sheets

 

This single page is blank. You will fill it out to design your Kaveri. (See Section 3, “Character Creation”).

 

Adventure Booklets

 

Use these booklets to go through a series of pre-designed adventures, or use them for inspiration for designing your own. They also contain cultural information. Every adventure box has one assigned to it!

 

1.4 Before the Game Begins:

 

First, each player designs his or her Kaveri (see section 3.1)

 

Each adventure booklet contains a certain number of adventures, which can be played in any order, although there will be some adventures that comprise a “series” which should be played consecutively (although not necessarily in the same sitting).

 

You are also welcome to design new adventures and use the cards in the packet however you want. If you are feeling particularly silly, you can mix up cards from different settings and/or adventure boxes. Furthermore, you are even welcome to temporarily alter the statistics of a card for the purposes of building an adventure (note these changes in your notes rather than on the cards, in case you want to use the cards’ original stats at another time).

 

Read the information in the adventure booklet pertaining to the setting and what the characters are doing there.

 

Example text:

 

After finding yourself in New Yorks John F. Kennedy International Airport, you stumble out, jet-lagged (or maybe not) going from the terminal network to Grand Central and, eventually, to your hotel room on the Lower West Side, excited to explore the wonders of downtown Manhattan even further. The currency is the US Dollar, and each of you starts with $300 apiece.

 

After sleeping (or maybe not) you head on into the lounge and begin a conversation with the hotel receptionist

 

Ask the staff whats on your mindabout the city, about its people, about the local culture, recent happenings

 


 

Section 2: Game Mechanics

 

2.1 The Game:

 

The interactions between characters (both among Kaverit and friendly Non-Player Characters), the exploration of settings, and the buying and selling of objects are all straightforward.

 

In other words, talk with characters the way you would in real life (although obviously you can break more conventions) and buy and sell things the way you would in real life, too.

 

2.2 The Confrontation: Get Ready to Feel!

 

Aside from exploring the setting and learning what you can about the local culture while on your heroic mission, there are some times when you, as a Kaveri, encounter hostile elements on your quest.

 

Unarmed as you are, you must use the power of your emotions to dissuade said hostile elements into inaction, or otherwise getting them to do what you want.

 

The confrontation is announced by the tour guide with the words “get ready to feel”

 

The Kaverit always go first, and the players choose the order amongst themselves before the turns begin. The round is stacked as follows.

 

  1. Setting Round Effects
  2. Kaverit Techniques AND/OR Kaverit Items (each player decides individually, you can use both, play the Items before using techniques, however)
  3. Buddy Techniques
  4. Foes’ Techniques
  5. Companion Round Effects
  6. Item Round Effects
  7. Miscellaneous Round Effects

 

Each Kaveri chooses a technique, deals the appropriate amount of Schmerz to the foe of its owner’s choice, and then rolls (see emotion guidebook) to see whether an emotion’s special effect is activated. The higher the Kaveri’s level of the emotion, the higher the chance of the effect being activated.

 

After the Kaverit do so, the Buddies, and then the Foes, do the same with their techniques.

 

Running away is only an option with at least one Kaveri cowering (at 0 HP). The chance of running away on a given turn is (25%) x amount of cowering Kaverit. Running away is always a choice, and is not done automatically. If you run away, the Kaverit have their HP reset to 1 rather than 0. If you fail to run away, you lose that turn and the foes get a “free shot”.

 

Kaveri that are cowering may not use any emotional techniques nor items, nor may foes attack them.

 

See Section 2.9 Below for a Sample Confrontation.

 

2.3 Character Statistics:

 

Emotion: A number that serves as an “attack” statistic. The Schmerz dealt by a technique of any Kaveri is always increased by the character’s emotion.

 

For Example: a Kaveri named Craig the Cute Caterpillar has 2 E, so if he uses a technique that would normally deal 3 Schmerz if his E were 0, it deals 5 Schmerz instead (3+2 = 5).

 

Heart: A number serves as a “defense” statistic. The heart, while it cannot reduce any effect to less than 1, reduces the effect by the heart number.

 

For Example: Hibschy the Really Cute Bird has a 4 H. If she were to take 10 Schmerz from a foe, she ends up taking 6 instead.

 

Hit Points: A number that shows the stamina (physical or mental) of a Kaveri. When it reaches 0 in a confrontation, you run away and hide. (We call this state “Cowering”). See “Losing the Game” (Section 6.1).

 

2.4 Leveling Up

 

Your XP is your level (For example: 2 experience points are required to reach level 2, 3 points for level 3, and so on.) The points are given by the Tour Guide in accordance with details in the adventure booklet.

 

Upon acquiring a new level, the players allot points (a number equal to the new level) to emotion, heart, hit points, or emotional techniques, in any combination the players choose, with one exception: you may spend a maximum of 1 point on E per leveling up.

 

For Example: The Kaverit belonging to Yoni, Hillel and Daniel all get their 4th experience point. That means that all of them are at level 4 now.

 

Adding points to emotion, heart, or hit points just means that you add that many to your full amount.

 

Additionally, you may activate a new emotional technique ladder for 1 point, starting at level 1.

 

To add points to an emotional technique ladder, you must spend exactly an amount of points equal to the next level. If you want to upgrade your level 1 Sadness to a level 2, you must spend 2 points. If you want to upgrade level 6 Anger to level 7, you must spend 7 points.

 

Going back to Yoni, Hillel and Daniel: Yoni can put all of his four points into his HP. So if he has 22 HP, then after leveling up, his Kaveri’s Max HP is now 26.

 

Hillel chooses something different: He puts 1 to E, 1 to H, 1 to HP, and 1 towards activating his Happy Emotional Technique Ladder at level 1. So his E is now 1 point higher, as his is H and his HP, and he has a new emotional technique that he can use in confrontations.

 

Daniel already has two emotional technique ladders, Nervousness and Cheer, each at level 1. He chooses to upgrade his Nervousness Level 1 to a Level 2, which will cost him 2 points, and he does the same with his Cheer, which will cost him another 2 points. (Suppose he wanted to level up a Level 9 technique to level 10 – that would cost 10 points overall).

 

There is one further rule that bears repetition: due to maintaining game balance, you may spend no more than 1 point on E per leveling up.

 

2.5 Introducing the Emotions

 

Roll a 20-sided die upon usage of any emotional technique. 10(x)% of special effect manifesting.

 

That is to say, if you use a level 1 emotional technique, your chances of having the special effect trigger are 10%. So if you roll 19 or higher, then you get the effect. If you have a level 9 technique, the effect activates if you roll 3 or higher. (9×10 = 90%)

 

Level 1 Technique– Must roll 19 or higher to activate

Level 2 – 17 or higher

Level 3 – 15 Or higher

Level 4 – 13 or igher

Level 5 – 11 or higher

Level 6 – 9 or higher

Level 7 – 7 or higher

Level 8 – 5 or higher

Level 9 – 3 or higher

Level 10 – 100% chance of activating

 

Note: If any character activates an emotional technique’s special effect one turn, and then uses a technique of that ladder the next turn and would activate its special effect for the second time in a row, the effect is nullified instead. So after getting one special effect, move onto another ladder for the turn after!

 

Schmerz (German for “Pain”) is counted in whole numbers. Schmerz is, simply put, “damage” in standard RPG jargon.

 

Kaverit and Buddies deal Schmerz to Foes.  Emotions always affect the foes in terms of Schmerz. Once a Foe has Schmerz equal to its HP, it decides to leave you alone and do more interesting things than bully you.

 

Foes can harm other characters with Schmerz in the same way. (Kaverit, Buddies, and Foes all count as characters).

 

The Schmerz done by a techniques is equal to the level of that technique on the ladder (a number from 1 to 10). That said, one you have that number, it is possible to become higher than 10 (whether through Item boosts or E).

 

For example, if Jared uses a level 1 Sadness technique, it deals 1 Schmerz (a number that can be affected by E and H according). If he uses a level 4 Comic Wit technique, it deals 4 Schmerz (which is also affected by E and H).

 

The special effects always last for one round (until your turn comes again) unless otherwise noted. Refer to the Table in the Appendix for the list of Emotions, Emotional Techniques, and a description of their special effects.

 

2.6 Custom Techniques

 

Custom Techniques can be given any name you can imagine. You can have as many Custom Technique ladders as you want.

 

Custom Techniques have no type and no special effects. However, to make up for this fact, Custom Techniques always deal +Lv Schmerz.

 

(“Lv” is the level of the Kaveri using this technique. Non-Kaverit  sometimes use techniques with “Lv” mentioned as well. See Section 5.10.)

 

Otherwise, Custom Techniques work in exactly the same fashion as emotional techniques, going up from levels 1 to 10.

 

2.7 Sample Confrontation

 

Jared is the tour guide, his mother is playing as a Kaveri at Level 1 named Ms. Hair that knowns four custom techniques: Hair Curl, Play with Hair, Bad Hair Day and Good Hair Day, all at Level 1. Keep in mind, Ms. Hair is a new character that began with 20 HP.

 

Ms. Hair encounters a foe named Dumb Turkey outside of her house. Dumb Turkey has 3 HP and knows only one technique: Dumb Down, which deals 1 Schmerz.

 

Jared announces “Get Ready to Feel”, indicating that a confrontation will begin.

 

Ms. Hair Goes first. She uses Bad Hair Day. As she knows the technique at level 1, it deals 1 Schmerz. As it is a Custom Technique, it gets a bonus of 1 Schmerz (because Ms. Hair is at Level 1). So Bad Hair Day Level 1 Deals 2 Schmerz in all, leaving Dumb Turkey at 1 HP. (If it were not a custom technique, now was when she would roll for a special effect).

 

Dumb Turkey’s turn. He/she/it uses Dumb Down, dealing Ms. Hair 1 Schmerz, but Ms. Hair has 19 HP left.

 

Ms. Hair goes again, deals the Dumb Turkey 2 Schmerz, bringing the Foe to 0 HP. With that, Dumb Turkey is disgusted to the point of wanting to attend school and become a professional hairdresser. Ms. Hair wins, experience points are allotted based on what is written in Jared’s adventure booklet, and the adventure continues.

 

2.9 Tour Guide / Kaverit Interactions

 

The Tour Guide must be prepared for the players to throw him or her plenty of curveballs. Be creative in your reactions!

 

Players: “Can we go to the store?”

 

Tour Guide: (You have the choice of saying “yes” or giving a reason why the store or shopping plaza is closed, which could be renovation, the owners going on vacation, or something extremely implausible but funny, like having an invasion of alien cockroaches).

 

Player: “Can I pickpocket a foe?”

 

Tour Guide: (You have a choice of having the operation be successful automatically, and either awarding an item or not. Alternatively, you could have the foe hit back harder, you could ask that the player roll for a certain emotional technique…you could even have the character fall down unconscious instantly! But that wouldn’t be very nice, would it?)

 

Player: “I want to steal (friendly non-player character)’s ice cream

 

Tour Guide: (You could either have the guilty thief take a Schmerz penalty [think “he hits you for doing that”], let him/her get away with it, or even have the ice cream fall on the ground).

 


 

Section 3: Character Creation

 

3.1 Character Creation:

 

Each character begins with three level 1 emotional techniques of the player’s choosing, 20 HP, and 0 of each Emotion and Heart.

 

The player may either choose one of the pre-drawn characters in the adventure box (and give the character a different name), or draw the character at his or her discretion on one of the blank cards (and give him/her/it a name).

 

When this is done, the player than does two things:

 

  • Writes three things about the character (so that it is more than just a picture and a name)

 

  • Choose one of the abilities (see “Abilities” below in section 5.4) for the character to permanently acquire.

 


 

Section 4: Introducing the Cards!

 

4.1 The Kaveri Card

 

Front Side: Picture, Name, Traits:

 

 

In addition, there will be a character sheet, in which the following details will be listed: HP, Emotion, Heart, Emotional Techniques, Abilities, and Miscellaneous Details / Money. (See “Appendix” and/or jaredgimbel.com for a blank character sheet).

 

You are also welcome to just have your picture, or your picture and name, on the Kaveri Card, and relegate the other details to the character sheet.

 


 

4.2 The Setting Card

 

The Tour Guide will indicate when you are in a certain setting. While in that setting, the rules of the setting apply:

NOTE: In the Kaverini Adventure Game, it is possible to be in more than one setting! For example, imagine you are in a university and visiting a landmark in that university. Both may be indicated by cards.

 

In the Strategy Game (see Appendix), there is a strict one-setting-at-a-time policy.

 


 

4.3 The Item Card:

 

The item card goes into a Kaveri’s possession, is available for sale or, rarely, found for free (and, depending on the setting, there may be negative consequences for using or finding the item).

 

In a confrontation, items with Usage are to be kept secret from all other players at all times!

 

At the beginning of a confrontation, items without usage begin the game on the table, the way characters would.

 

 

Title

 

 

 

Picture

 

 

 

Card Type and Subtypes

 

 

Text

 

 

Expense Counts: The lower right-hand number indicates the amount of points required to purchase it in the Strategy Game (See “Appendix”). Largely not relevant for the

Adventure Game.

 

Usage Counts – Usage items are in your collection, hidden from other players. Other items are in your collection until you choose to play them.

 


 

Bond – Occasionally, an item will have a “bond” subtext, indicating that you put “bond” the item with a Kaveri. That means that the item provides a special effect to that Kaveri.

At any time you may use an Character Technique during your turn, you may “unbond” the item (thereby making it bond no Kaveri at all), although you may not bond or unbond items while in a confrontation (you may do so beforehand, however). In the Kaverini Strategy Game, the bonding likewise is done before the first round begins (see Appendix).

 

Some items provide Static effects the way settings would, although they tend to be player-specific.

 

 

4.4 The Companion Card

 

You will collect companions on your adventures and they will join you. In any confrontation, all of your companions will join you if you have fewer than four. You may choose a maximum of three companions for any given confrontation.

 

The companion’s effects that happen once per turn happen after all of the Kaverit have acted, but before the Foes have. Sometimes companions have static effects instead (ones that affect play at all times when the companion is active). There are also companions’ abilities that can be activated during that same time (before the Foes do mean things to you).

 

4.5 The Buddy Card

 

Less often, you will collect buddies on your adventure. They are on the side of the Kaveri and Confront Foes in the same way. When a Buddy joins the side of the Kaverit, all players, including the Tour Guide, discuss to decide who gets to control the Buddy (if the Tour Guide controls it, it is still on the side of the Kaverit, the Tour Guide just makes the decisions as to what techniques it should use and other choices).

 

If a Buddy runs out of HP, it is lost permanently (either chooses to run away, breaks down [if it is a machine], goes fishing, etc.)

 

Buddies are not items nor are they companions, but they do use their emotional techniques after all the Kaverit have, but before the companions’ effects manifest.

 

Title

 

 

 

 

 

Picture

 

 

 

 

Card Types and Subtypes

 

 

Techniques / Abilities

 

Expense Count: The number on the bottom left (See “Appendix” on the Kaverini Strategy Game).

 

Hit Points: The number on the bottom right.

 

 

4.6 The Foe Card

 

Foes are bad guys that do bad guy things. Sometimes they may be noted as “Power Foes”, indicating a special significance or power or reward upon getting him/her/it to leave you/the world/the timeline in peace.

 

In very rare instances, there may be an icon on the card that is a die. If that is the case, the Foe takes random moves—otherwise, the Tour Guide (or its controller, should it be otherwise) chooses moves each round.

 

If the die is present, there will be numbers next to the moves that a foe may execute each turn. The die indicates what die should be rolled, and the move chosen in accordance with the number rolled.

The HP (lower right) indicate how many Schmerz points the Kaverit must deal with their emotions to neutralize the foe.

 

The moves each come with damage numbers and/or additional effects.

 

A “Shield” indicates a type of emotion that the foe is resistant to (half damage) and a “Heel” indicates a type of emotion that the foe is weak to (double damage). These are to be kept secret from the players, as are the moves of the foe(s)! (NOTE: These are no secrets if there is a character with Psychic present).

 

Not all foes have shields or heels. If they do have one, it will be listed at the bottom of the card with the words “Shield” and “Heel” (right between where the numbers are), followed by the type of techniques that they apply to. Some of these may be a type of Emotion (“Love”) or something more specific (“Techniques from Bird Characters”)

 

The number of Emotion Points of a foe is not to be kept secret.

 

After a foe is defeated, the Tour Guide allots each Kaveri that is still conscious a number of experience points indicated in the Adventure Booklet.

 

4.7 Tokens

 

These can function as cards of all types (except for Kaverit) and are created by various other cards. See Pelgrom above for an example of how a Buddy token is created and used.  Namely, the card itself is not a token, but it creates proxies that function like item cards and are used in the same ways. These proxies are tokens.

 

Tokens can be represented by beads, pieces of paper, coins and the like. You can also use these same methods to count Schmerz or people’s money.

 


 

Section 5: Everything Else You Need to Know About the Game to Play It

 

5.1 Gladness

 

Cheer’s special effect enables a foe to be infected with gladness. While a foe is glad, that foe takes Schmerz equal to any Kaveri’s level on every turn (Lv), after techniques are used. The players choose which Kaveri’s level is to be used for the Schmerz value.

 

5.2 The Quote Lottery

 

At any time where there are people or talking characters around, the Kaverit may engage them and they will share information about the local place (or, possibly, about other places!).

 

The adventure booklet contains 100 possible things that characters will tell them. Some of them will foreshadow the events of an adventure plot as a whole!

 

These may also prove to be quite useful to know, not also to mention educational, or, dare I say, sometimes funny.

 

When the Kaverit choose to engage a friendly character in conversation, the Tour Guide rolls 2 d10, one of which will be the “10’s” digit and the other the “1’s” (two 10’s is 100). That number is then located on the quote lottery and the story/tidbit of information is shares with the Kaverit accordingly.

 

Each friendly character can be engaged once for information.

 

5.3 World Points

 

The Tour Guide may allot a world point to a Kaveri of his or her choice if he or she believes that the player is playing enthusiastically, learning about the setting, roleplaying well, speaking the local language from the phrasebook (or previous knowledge), or the like.

 

A world point may be spent to do one of the following:

 

  • Power an emotional technique to deal Schmerz to each foe in a confrontation, rather than just one. This lasts one turn.

 

  • Get the cheapest item at a given store for free (if there are multiple items that are cheapest, the player may choose). You can only use one World Point per store visit, and must wait until after a confrontation or bargain to use a World Point at that store again.

 

  • Make an Emotional Technique activate its special effect for one turn, regardless of what is rolled.

 

 

5.4 Abilities

 

There are some traits that may be granted to Kaverit or, in some cases, to foes:

 

  • Sensitive: Kaverit and Foes that are sensitive take and deal double damage.

 

  • Insensitive: Kaverit and Foes that are insensitive take and deal half damage

 

  • Psychic: a Kaveri with Psychic can look at all of the details of any Foe card currently in a confrontation or bargain.

 

  • Confidence – The first technique that would otherwise harm a Kaveri or a Foe with Confidence does nothing at all.

 

  • Chutzpah The first technique that deals Schmerz to a Kaveri or Foe with Chutzpah causes the source of that technique to take half that amount of

 

  • Lagom- Techniques executed by Kaverit or Foes with Lagom can have their Schmerz divided among the adversaries at the discretion of its controller, instead of it all being allotted to one adversary. So if you use a technique that deals 2 Schmerz, you can deal 1 Schmerz to each of two Foes instead.

 

  • Focused The character gets 1 extra point to spend each time while levelling up.

 

  • Passionate If the Kaveri uses an emotional technique for the first time in a confrontation, that technique automatically triggers its special effect.

 

 

NOTE: Chutzpah and Confidence on Foe Cards (or as a result of Settings, Items) work together in this way: Suppose Mr. Chutzpah Confident is the target of Schmerz. The first time that happens, it does nothing. The second time it happens, the Chutzpah effect kicks in (resulting in Schmerz being dealt to the guilty party).

 

5.5 Subtypes

 

All types of cards that are not Kaverit can come with subtypes (“food”, “bread”, “castle”, “general” etc.) They serve no purpose aside from other cards that mention these subtypes by name.

 

If you believe that a certain card should be a type, (“you” being “your play group”), then feel free to treat it as such! (Say you think that something should be a food, because while I might not consider some types of candy as food, you  may disagree. Argue about this among yourselves in the spirit of healthy debate!

 

5.6 Double-Sided Cards

 

There are some cards in the game that will transform under certain conditions. They come with text and pictures on two sides of the same card.

 

5.7 Flags

 

Cards will have flags on the back, indicating a country (or a set of countries) where they call home, or may call home. For example: the Eiffel Tower will have a French flag on the back, and the White House will have an American one.

 

The flags may be mentioned in other mechanics the way that subtypes are.

 

There are some concepts that are universal—in such a way that everyone wants to be associated with them, or other ones that are very evil indeed and no one wants to be associated with them. These do not have national flags per se, but will be indicated by a World Flag (with a picture of planet earth on it, one that is distinct from the back of World Point Cards) and a Black Flag (with a picture of nothing).

 

World Flags are all nations (so any effect that refers to any flag will activate it). Black Flags are none.

 

Double-sided cards have flags printed as small icons on both sides. Sometimes there will be different flags on each side.

 

5.8 Always Round Up

 

When there are half-numbers resulting, round them up as Kaverini only recognizes positive whole integers (with the exception of 0).

 

5.9 Counters

 

Sometimes there will be cards that put counters on other cards. The only ones of these that have functionality by themselves are +E counters, -E Counters, +H counters, –H counters and HP Counters. Each of these counters, when placed on a character, enhances (or decreases) the Emotion or Heart Stat respectively.

 

A +E counter grants the character it is placed on +1 E, a –H counter grants the character -1 H, and so forth.

 

About HP counters: If the character that has HP Counters on it is dealt Schmerz, then remove that amount of HP counters from it instead of having it take Schmerz.

 

Two other things should be noted: -E counters may affect the total amounts of Schmerz, but they cannot reduce the Schmerz dealt by a technique to lower than 1. Also, -H counters can reduce the H to lower that 0. Meaning: if you have a character with 0 H and it has 3 –H counters, and it would take 1 Schmerz, it takes 4 Schmerz instead.

 

 

5.10 “Lv”

                                          

“Lv”, when it appears on cards (or with emotional techniques), functions as follows: Choose the character level (not any emotional technique ladder) of a Kaveri present. “Lv” becomes that number. (So, if a Foe heals “Lv” points, and you choose a Kaveri at level 4, it heals 4 points).

 

5.11 Multiple Card Versions

It is possible that the same card with the same function and name may appear in other boxes, but with different flags. Picture this: a cookie in the United States vs. a cookie in Canada, otherwise the same functionally.

Section 4: About Losing the Game (or getting pretty close to it)

 

6.1 Losing the Game

 

In the event that all of the Kaverit lose all of their HP in a confrontation, the following happens:

 

If you have no companions with you, you lose the game. Each player can keep the character, but the adventure is concluded with a bad ending and the Kaverit go home…wherever home is.  You get to keep none of the items or money for your next adventure.

 

Should the tour guide or the play group decide to undertake that adventure again, it is recommended that you modify some details or that the tour guide throws in a side quest of his or her own design. You could even begin from the point where you lost the last time!

 

If you do have companions with you in the case that all of the Kaverit have no HP, each of the Companions “takes a stand”.

 

6.2 Taking a Stand

 

While taking a stand, the Companions have the following traits in addition to their usual effects:

 

  • They become Kaverit for the rest of the confrontation with 0 E and 0 H. Their full HP (they start taking a stand at full) must add up to equal the full HP of the foes currently being confronted. For example, If the Foes’ HP add up to 35, the player choose to divide any amount of HP between the companions taking a stand, as long as the total of the points allotted adds up to 35 as well.

 

  • They may use any emotional technique on any ladder as long as it is the level of one of the Kaverit that is at 0 HP. (For purposes of this rule, any number higher than 10 counts as 10 – so if there is a level 12 Kaveri with no HP left, then the companions taking a stand may use any emotional technique at level 10 [the highest level])

 

  • In the event that a companion, while taking a stand, loses all of his/her/its HP, you lose that companion for the rest of the adventure. (that is, the companion runs for his/her/its life)

Section 7: Other Modes of Play

 

7.1 If you Have 2+ Kaverit

The only difference is that the Foes are made more powerful. Give each Foe an additional Lv HP per Kaveri beyond the first. So if you have 3 Players at Level 3, each Foe would have 6 additional HP (2 players beyond the first, Level 3, 2 x 3 = 6)

7.2 If you choose to play by yourself

Well, probably not a good idea to look at the adventure booklet by yourself as both the Tour Guide and the Kaverit. That stuff contains surprises, you know, even if you are only looking at one adventure.

You can, however, choose to play adventures that you’ve done already without reservation. In that case, you play as both the Tour Guide and as many Kaverit as you want. An “adventure that you’ve done already” qualifies as such regardless of what Kaveri you used on that adventure.

You do get to level up and learn emotional techniques from doing past adventures, either solo or with a group. Consider it “reflection” on your previous memories and thinking further about what you can learn from them. But please, don’t use this for excessive “level grinding”. Use common sense, sportsmanship, and courtesy. Please. Not also to mention that you’ll probably get bored of it pretty quickly.

You can also pit your Kaveri(t) against foes of all sorts as exercise. You can give yourself all of the items you want and control the foes as well as the Kaverit and can make modifications to how the Foes work. No XP will be gained, however.

 

7.3 Custom Adventures and House Rules

You are more than welcome to create your own adventures rather than those listed in the rulebook. Not only that, but in creating your own adventure, you can modify the amounts of HP and Schmerz on a temporary basis.  For example, if a Foe card you want to use has 400 HP, and that would be too difficult for the adventure you want to use, or not difficult enough, you can change it to 40, 4000, or any other number.

I would prefer that you not mark those changes are the cards themselves, but hey, you bought the game and you can do whatever you want with it.

Also, keep in mind that any of the rules in this booklet serve merely as a guideline. If you find that you can play an entirely different game with the same elements as the Kaverini games, feel free to!

Additionally, you are more than welcome to experiment with new games that you can play with the cards. Share your ideas at jaredgimbel.com!

7.4 Currency Exchange

The money that your Kaverit earn in the adventure game obviously comes in various forms, and it is indeed possible to convert money from one form to another either in between adventures or in adventures when you shift from country to country.

If possible, use your modern device to find these exchange rates in their most recent form. If not, whatever you may decide to do, use your head and don’t be mean about it.

In addition, some adventures (for example, those taking place the Eurozone countries) may give you the option of using the pre-Euro currency or the Euro over the course of the adventures. The choice is yours.

7.3 Shabbat Mode

On a religious holiday in which writing is out of the question? Never fear!

Use counters, dice, cards or anything else you’d like to mark E, H, HP (both full and current) and duplicate items for your Kaverit. Chances are you probably want to design your character before the holiday comes in, but that shouldn’t be too hard.

Section 8: The Object of the Game

 

8.1 The Object of the Game

 

Depends on the adventure you will be undertaking!

 

Find out by going along…you never know!

 


 

Appendix: The Kaverini Strategy Game

 

Explained in One Sentence: this is where you get your friends, their collections of cards from various adventures boxes, and go for an all-out confrontation where everything gets wacky very quickly.

 

All types of cards are permitted in the Kaverini Strategy Game, even if the settings clash. And no, this is not supposed to make sense, this is so you can have fun. But isn’t that true about most games?

 

The game may be played by 2 or more players.

 

There is no plot, and therefore there is no Tour Guide. There are only the cards on your side, and the ones on your opponents’ sides.

 

The game plays out like a normal confrontation like what would appear in the Kaverini Adventure Game, with one exception: on the first round, the player who goes first gets a +0 E bonus, the player who goes second +1 E, the player who goes third gets +2 E, and so on. These bonuses continue throughout the game.

 

Another thing of note: the word foe on all cards should be treated like the word character, because in the adventure game, the foes are on one side and the good guys are on another, but in the strategy game this is not the case!

 

 

To Set Up playing, go through the following steps:

 

  1. Choose whether the players will take cards from one collection of cards, or if each player will use only his or her collection.

 

  1. Choose how many Kaverit each player will start with. These Kaverit can be designed for the purpose of this game, or can be ones that the players have used beforehand in other adventures. At least one Kaveri is required by each player.

 

  1. Will this game allow Power Foes? (Yes / No)

 

  1. How much money will each player get? (The Currency Unit of the Kaverini Strategy Game is called “Kaverini Kurrency”, or K)

 

  1. Will there be No Settings, Random Settings (in which the settings are chosen from the whole collection at random, or a part of it at random), or Chosen Settings (in which each player chooses a setting to create the pool)?

 

  1. If there are settings, will the Settings be Static (one setting chosen at random from the pool at the beginning and it stays there) or will they be fluid (the settings rotate at the start of every round)?

 

  1. How many points will each player get to spend for cards? (1 – infinity)

 

After these decisions are made, the players choose the cards in accordance with the point count and the required amount of settings, Kaverit, items for the game. Each card has a number on it between 1 and infinity that indicates the amount of points to spend to get the card. That point is called the “Expense Rating”, found in the lower left-hand corner.

 

If there are points left over, any player may purchase any amount of World Points for 1 point each.

 

Once each player has chosen his or her fill of points and other cards, each player puts them on the table and the fun is ready to begin!

 

The game ends when only one player owns all of the Kaverit, Buddies, and/or Foes (including Power Foes), with those belonging to his or her opponents all having been neutralized.

 

Companions do NOT take stands in the Strategy Game.

 

NOTE: I, Jared, the creator of this game, recommend that you use Point Counts of 50, 100 or 200, although you could definitely increase it significantly (or decrease it), especially if your collection isnt that big.

 

 

 

Appendix: Reference Guide

 

Think that the cards are referencing cultural phenomena that you don’t (yet) understand? Don’t worry about it! Go to jaredgimbel.com and you will encounter an on-line reference guide, not only explaining every joke and Easter Egg, but also complete with everything about Kaverini and other upcoming Jared Gimbel games!

 

 

Appendix: Emotion Table

 

NOTE: Each of these Effects lasts for one round, unless otherwise noted!

 

SADNESS:

Effect: “Your foe is immobilized by your sadness!”

Foe skips a turn

 

  1. Cryface
  2. Tearjerk
  3. Puppyface
  4. Voice Crack
  5. Falling Tear
  6. Sob
  7. Confused Grief
  8. Moved to Tears
  9. Made to Cry
  10. Burst into Tears

 

INNOCENCE:

Effect: “Your innocence strengthens your heart!”

Heart +Lv

 

  1. Confused look
  2. “Huh?”
  3. “What’s Going On?”
  4. “I didn’t do anything!”
  5. “Can I help you?’
  6. “Anything you want?’
  7. Heartfelt Honesty
  8. Beg for Respite
  9. Mercy Plead
  10. True Honesty!

 

CHEER

Effect: “Your foe lets gladness into the heart!”

(The gladness effects the foe each turn, Lv points, like “poison”)

 

  1. Grin
  2. “Cheers!”
  3. “Woo-hoo!”
  4. “Yay!”
  5. High Five!
  6. Friendliness
  7. Festive Shout
  8. Happy Anthem
  9. Hygge
  10. Instant Party

 

HOPELESSNESS:

Effect: “Your hopelessness weakens your heart and strengthens your emotions!”

Heart –Lv, Emotion + Lv

 

  1. Anxious Look
  2. Stare at the Ground
  3. Weigh Possible Options
  4. “Things are Not Looking Good…”
  5. “It’s Bad”
  6. Prepare for the Worst
  7. Sinking Heart
  8. Loss of Hope
  9. Acceptance of Fate
  10. Deepest Despair

 

HAPPY

Effect: “Your happiness heals you!”

Heal Lv hit points

 

  1. Smile
  2. Grin
  3. Soft Heart
  4. Inner Fulfillment
  5. Emotional Balance
  6. Not a Care in the World
  7. Flutter of the Heart
  8. Happy Anthem
  9. At Peace with the World
  10. Pure Bliss

 

LOVE

Effect: “You are protected by the power of love!”

You become impervious to all Foes’ effects for a turn (their other effects work, however).

 

  1. Soft Gaze
  2. Show you Care
  3. Tenderness
  4. Embrace
  5. Blow a Kiss
  6. Hearts
  7. Empathy
  8. Lost in Love
  9. Longing
  10. The Power of Love

 

ANGER:

Effect: ”Your emotions resound with anger, but your body feels weak!”

(Emotions +Lv, HP –Lv [-HP = you take Schmerz])

 

  1. Snarl
  2. Sharp Glare
  3. Bite Lip
  4. Cloud your Senses
  5. Shout!
  6. Build Rage
  7. Act without Thinking
  8. Red Face
  9. Parental Anger
  10. Rarest Fury

 

FRUSTRATION:

Effect: ”Your Frustration keeps on growing!”

(multi-turn technique that lasts Lv turns, +1 temporary E for each such turn [this is cumulative])

 

  1. Signs of Discomfort
  2. Pessimistic Reflection
  3. Rash Decision
  4. Bad Memories
  5. Emotional Overload
  6. Outburst
  7. Rant
  8. Bottled Rage
  9. Vent Frustration
  10. Endless Tirade

 

INTIMIDATE:

Effect: “You intimidate your foe! You sense weakness across from you!”

(Next Foe’s technique on you has no effect at all, on you or anyone/anything else)

 

  1. Stand your Ground
  2. Firm Word
  3. Hard Stare
  4. Coldness
  5. Confidence
  6. Staring Contest
  7. Hide your Feelings
  8. Unspoken Pressure
  9. Hardest Stare
  10. Immutability

 

NERVOUSNESS

Effect: You are paralyzed by your nervousness!

(Skip your next turn, add Lv(2) to E, H, or HP on the turn after the one you skipped. This effect ends until battle is over)

 

  1. Think it Over
  2. Check your Surroundings
  3. Slight Panic
  4. Vexing Thought
  5. Overreact
  6. Worry about the Future
  7. Stomach in Knots
  8. PANIC!
  9. Paralyzing Doubt
  10. Deepest Despair

 

COMICAL: WIT

Effect: “The Power of your Wit is truly unpredictable!”

(Random effect, see list below)

 

  1. Pun
  2. Retort
  3. Riddle
  4. One-Liner
  5. Meaningful Reflection
  6. Comic Observation
  7. Perfect Timing
  8. Comic Exchange
  9. Soliloquy
  10. Improv Skit

 

COMICAL: SILLY

Effect: “You can’t know what you are doing when you behave so silly!”

(Random effect, see list below)

 

  1. Cheek Pinch
  2. Stick out Tongue
  3. Funny Face
  4. Unacceptable Behavior
  5. Anti-Joke!
  6. Silly Time!
  7. Bad Acting
  8. Mime
  9. Terrible Singing
  10. Pinnacle of Stupidity

 

COMICAL: SLAPSTICK

Effect: “You never know what direction slapstick will take…”

(Random effect, see list below)

  1. Bop
  2. Nose Honk
  3. Magic Trick
  4. Hit Yourself
  5. Fake Trip
  6. Comedic Aggression
  7. Somersault
  8. Mime
  9. Play Fight
  10. Absolute Lunacy

 

On any comic %, Roll a 10-sided die:

 

 

  1. SADNESS:

Effect: “Your foe is immobilized by your sadness!”

Foe skips a turn

 

  1. INNOCENCE:

Effect: “Your innocence strengthens your heart!”

Heart +Lv

 

  1. CHEER

(The gladness effects the foe each turn, Lv points)

 

  1. HOPELESSNESS:

Heart –Lv, emotions + Lv

 

  1. HAPPY

Heal Lv hit points

 

  1. LOVE

Invincibility for a turn.

 

  1. ANGER:

(Emotions +Lv, HP – Lv)

 

  1. FRUSTRATION:

(multi-turn attack that lasts L turns, +1 temporary emotion each turn)

 

  1. INTIMIDATE:

(Next attack on you has no effect)

 

  1. NERVOUSNESS

(Skip turn, add Lv(2) to E, H, or HP on the next turn. Effect ends until battle is over)

 

 


GLOSSARY

 

Abilities – these are bonuses applied to characters. When creating a character, you pick one of these and assign it permanently to your character. Sometimes foes and buddies you may encounter may have one or several of these

Adventure Game – the version of “Kaverini” in which you design a character and go through a series of events in which you will (hopefully) end up as a hero at the end.

Bond – For items, this means that you attach the item to a character of your choice before a confrontation begins.

Buddy – A type of good guy that will join you on your journey. It will leave you after being dealt enough Schmerz.

Companion – A type of good guy that stays out of your confrontations but will provide you with benefits nonetheless. In the adventure game, a companion will also enter the confrontation only if every other character you have is cowering.

Cowering At 0 HP

Custom Technique – Can be designed by human players for their characters, also appear on many Foe and Buddy cards. Any technique that isn’t one of the thirteen emotional technique ladders is a custom technique. It gets a +Lv bonus in Schmerz. When designed by human players, the player who designs it can give it any name at all.

Emotion – E for short, the “attack stat” of Kaverini. In other words, if a character would deal Schmerz, add its “E” number to it.

Emotional Technique – Any technique that is of the one of the thirteen ladders. They have a chance of activating a special effect when used.

Foe – A character with malintent. A “bad guy”, or, more accurately, a character who is “misled”.

Heart – The “defense stat”. Any Schmerz taken by any character is reduced by its Heart number. The heart number remains static (so if your character with 3 H takes 5 Schmerz, it takes 2 Schmerz, and its H remains at 3). Additionally, it is possible to reduce a character H to less than 0 with –H counters. –H turns into a positive Schmerz bonus. Example: Your character with two –H counters on it will take 2 extra Schmerz.

Hit Points – When the amount of Schmerz on a card is equal to its HP, it is defeated.

Item Player can gain items from stores and sometimes finding them around the setting.

Kaveri – The character you create upon beginning the adventure. Plural form is “Kaverit”. The character can be anything you want! Isn’t that great?

Kaverini Kurrency – The universal money used in the Strategy Game.

Ladder – Emotional and custom techniques have levels from 1 to 10. The set of levels, and the way Kaverit progress up them, is called a Ladder.

Lv – Lv equals the level of the Kaveri using the technique. (All instances of Lv equal “3” if used by a Level 3 Kaveri.) Whenever you see Lv in a card that is not a Kaveri, choose a Kaveri present. Lv is then equal to that Kaveris level.

Power Foe – a Foe that plays an important or more dangerous role in the storyline of the Adventure Box. Aside from that, it is functionally identical to a foe in all regards.

Schmerz – Damage taken by characters.

Setting – A card that indicates where you are. When you are in the setting, the effects of the card apply.

Static Ability – An ability that is applied as long as an item, setting or character is present. (For example, see “Lone World Guidebook” above. As long as you have the item, your Kaverit have confidence).

Strategy Game – The version of “Kaverini” that enables you to have a strategic battle between your cards and those of other players.

Subtype – indicates what class of object or character something is. A setting subtype could be “train station”, an item subtype could be “candy”, and a foe subtype could be “dragon”.

Taking a Stand – The act of companions becoming characters that use techniques, used when all of your other characters are cowering.

Tour Guide – in the Adventure Game, the player who dictates the course of events.

Usage – When applied to items, it means that it can be “used” a certain number of times (usually just 1). When the number of usage counts reaches 0, the item is discarded.

Name: ________________________________________________________________________________________

Facts: 

  1. ___________________________________________________________________________________________
  2. ___________________________________________________________________________________________
  3. ___________________________________________________________________________________________

HP:                     Emotion:                      Heart:

Emotional Technique Ladders

 

Sadness:

Innocence:

Cheer:

Hopelessness:

Happy:

Love:

Anger:

Frustration:

Intimidate:

Nervousness:

Comic (Wit):

Comic (Silly):

Comic (Slapstick):

 

Custom Technique Ladders:

 

 

Ability:

Money:


CREDITS

 

Kaverini: A Jared Gimbel Game

 

Copyright 2015

 

Special Thanks to:

 

Kathy Gimbel, Hannah Gimbel, Jonathan Z. Katz, Seth Alter, Carlos Laureano, Marshall C. Johnson, Daniel Scherban, Yoni Dahlen, Steve Zeidenberg, Michelle Markowitz, Andrew Markowitz, Sarah Levine, Jeremy Fineberg, Miriam Aniel, Ariela Wallace, Jessie Leider, Orrin Krublit, Dani Gorshien, Yoni Nadiv, Joseph Barber, Isaac G. Mayer, Hillel Konigsburg , and Daniel Graber.

 

 

Still confused?

Feel free to ask questions at jaredgimbel.com. Video tutorial for Kaverini also available!

 

 

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