Fiasco - Rulebook
Fiasco - Rulebook
Fiasco - Rulebook
A GAME ABOUT
POWERFUL AMBITION
& POOR IMPULSE
CONTROL
1
WHAT'S IN THE BOX?
5 player reference cards.
1 Tilt/Aftermath board.
1 FIASCO Engine deck (54 cards). The Engine consists
of 32 Outcomes (16 positive, 16 negative), 20 Aftermaths,
and 2 Let’s Not cards.
3 Playset decks (54 cards each). Every Playset has a
summary (“The Score”) printed on the tuckbox. Each
deck includes a Kicker card, 18 Relationships, 13 Needs,
9 Objects, 9 Locations, and some blank cards so you can
make your own.
STOP
READING
If you prefer to learn by watching
instead of reading, you can find
tutorial videos on our website:
bullypulpitgames.com/games/fiasco
2
WHAT IS FIASCO?
FIASCO is a storytelling game inspired by cinematic tales of
small-time capers gone disastrously wrong. You’ll tell a story
about ordinary people with powerful ambition and poor impulse
control. Lives and reputations will be lost, painful wisdom will
be gained, and if you are really lucky, you just might end up
back where you started. You probably won’t be lucky.
The goal of this game is to tell a fun story about humanity and
failure with your friends. Bad things will inevitably happen
to the characters you control and the game will work best
if you work together to find the most interesting ways to make
that happen!
To play, you’ll need the contents of this box, two to four friends,
about two hours, and a really dark sense of humor.
3
PREPARATION
To play a game of FIASCO, you will need the Engine deck
paired with the Playset deck of your choice as well as the board
and player reference cards.
1. Place the board in the middle of the table and give
each player one of the reference cards. Take out the
Engine deck and separate the Aftermath, Outcome,
and Let’s Not cards.
2. Place the Aftermath cards in their space on the board,
number-side up.
3. Place one Let’s Not card below the Aftermath cards.
4. Divide the positive and negative Outcome cards
and shuffle them into two separate piles.
5. Randomly put two positive and two negative cards, per
player, in stacks on their spaces on the board, symbol-
side up. See the table below for reference.
6. Set the remaining Outcome cards aside. You won’t need
them for this game.
3 6 6
4 8 8
5 10 10
If you have six to eight players, see “Playing with Six or More”
in the Advanced Play section.
4
LET'S NOT
FIASCO stories can go to some dark places, but they should
never go anywhere players don’t want them to. At any time,
for any reason, anyone can tap the Let’s Not card if things get
uncomfortable.
If someone taps the card, rewind, revise, and change the story
a little. The Let’s Not card is a gentle reminder to play with
an open heart and a desire to make your friends look and feel
awesome at the table, trusting they will do the same for you.
,S
L E TT !
NO
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THE CARDS
n s h ip RELATIONSHIPS
R E LAt io
Relationship cards define the tangled
BAD FRIENDS web of connections between characters.
Bitter rivals
There will be one between each pair of
Poppleton Mall
FIASCO
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Playset
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adjacent players.
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NEEDS NEED
Need cards set out the thing somebody
TO GET EVEN
wants, which will most likely form the …with the loc
al drug dealer
t
O bj ec OBJECTS
PRECIOUS Object cards provide juicy details that
MOMENTSportrait,
n
Framed Reaga ething will make the story more interesting.
concealing som
FIASCO Playset
Poppleton Mall
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Poppleton Mall
FIASCO Playset
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itgames.com
6
THE SETUP
BUILDING YOUR FIASCO
1. Choose a Playset deck. A playset is the setting in which
your story takes place, and the box includes three of
them. Read the descriptions on the back of the tuckboxes
(sometimes called “The Score”) out loud and pick one
everybody is excited about.
2. Take the Playset deck out of the box and set aside the
Kicker card and any blank cards.
3. Shuffle the remaining Relationship, Need, Object, and
Location cards into one big pile.
4. Divide the Playset cards more or less equally among
all the players. Give everyone a chance to look over
their hand.
5. Starting with the person who most recently damaged
something valuable, choose and place a Relationship card
between any two adjacent players. Each player will have
a character, and this relationship is what connects them
to another character.
6. Going clockwise, continue placing Relationship cards
until there is one to the left and right of every player,
forming a chain around the table. You can pass on your
turn if you don’t have any Relationship cards, or if none
of them inspire you.
7. Once you have Relationships established, briefly talk
about the obvious broad connections. For relationships
that suggest two types of people (such as “Manager and
Employee” or “Hero and Chump”) which one of you is
which? This might change as you add additional details
to the relationships.
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EXAMPLE:
ESTABLISHING RELATIONSHIPS
8
A three-person game has one Object, one Need, and
one Location.
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CHARACTERS & SITUATION
9. Now that you have intriguing Relationships—with some
juicy details attached—to your left and right, discuss
what sort of person your character might be with these
connections. Here are some tips:
Go with the obvious, and make sure both sides
of the Relationship are equally invested. If the
Relationship implies a power differential, decide who
is powerful and who is weak. If it implies a romantic
entanglement, decide whether the two characters are
entangled, or if there is a third party they are both
interested in.
Be flexible and look for the most fun situation to build.
You don’t need to decide every detail, but you should
know who hates who and why the Location is so
important, for example.
EXAMPLE:
FLESHING OUT RELATIONSHIPS
BILLY: Okay, we have our Relationships and they look good. Let’s
add an Object, a Need, and a Location.
AMAL: Anywhere?
BILLY: We’ll attach one to each Relationship. It will be really
important to those characters for some reason.
CARMEN: I love this one: Location: West End: T. Esquire Kids!
That sounds so boring and funny. I want it between me and you,
Amal.
AMAL: So our characters are married, but unhappy, and working
at T. Esquire Kids!
BILLY: I’m going to attach Need: To get laid… by the hottie at
Muscle Logic to our Relationship, Carmen.
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AMAL: I’m going to Let’s Not that, Billy.
BILLY: Okay, no problem. How about Need: To get even… with the
local drug dealer?
AMAL: Love it.
CARMEN: Nice. So we don’t even like each other but we want to
burn the drug dealer?
BILLY: Or maybe one of us wants to burn the drug dealer and
the other one doesn’t, but “burning the drug dealer” is equally
important for opposite reasons.
CARMEN: That’s good, since we’re rivals anyway. And it means
I can actually be the drug dealer. Whatcha got, Amal? We have a
Location and a Need so it has to be an Object.
AMAL: Oh, this is so priceless. Precious moments: Framed
Reagan portrait, concealing something.
BILLY: Perfect. That’s probably in the T. Esquire Kids! office,
right?
AMAL: Of course.
BILLY: So we’ve got a drug dealer and their best customer, and I
bet they are passing drugs and money to each other behind that
portrait of Ronald Reagan.
CARMEN: “Just Say No.” I love it. Also that portrait really
speaks to me. Maybe I’m the manager of the store and a super
conservative Republican.
AMAL: Nice. And I’m your spouse, and our politics don’t really
match. Let’s go very Midwestern uptight heteronormative. Can I
be the wife?
CARMEN: I love you, Bunny, and I want to make it work.
AMAL: It is definitely not going to work.
BILLY: So that suggests that I’m the drug dealer and you are my
best customer, Amal. You okay with that?
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AMAL: Yes. I think I’m a middle-aged woman who is having some
kind of massive awakening.
BILLY: And I’m some kind of drug dealer with access to the back
office of T. Esquire Kids!.
CARMEN: Let’s keep it super tight—we all work there. This is
the T. Esquire Kids! story.
BILLY: Right, so I’m a cashier, and I have a connection for weed
and pills. That’s my connection with you, Amal, but what’s going
on with me and Carmen.
CARMEN: Oh, wow, I’m the manager and you are a cashier but
we’re the same age, and we went to school together.
BILLY: I can work with that. What if we were friends, and you
got me this job out of nostalgia, but we’ve changed.
AMAL: And maybe you are showing me a different path,
opening my eyes to progressive thought and the evils of the
Republican party.
CARMEN: Maybe I want to steal you away from your husband.
BILLY: Oh yes, you definitely do. But let’s not get carried away
here, it feels like we have a solid Setup now and there’s a ton
of stuff that will emerge in play. We don’t have to nail down
every detail.
12
AMAL: Oh wow, I bet my character took your last name, right?
CARMEN: Of course you did, honey.
AMAL: Sweet, look here, there are two Lewis cards. I’m Nancy
Lewis.
CARMEN: And I’m Chad Lewis. That’s exciting. I hate him
already.
BILLY: Let’s see, introducing dirtbag drug dealer Chris Puffer,
everybody.
CARMEN: Pronouns?
BILLY: Let’s go with they and them for Chris.
C h ris
Puf fer
C h ris
Puf fer
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PLAYING THE GAME
FIASCO is played in two Acts, and in each Act every player
gets two Scenes.
You will begin with Act One. Anyone can start the first Scene.
It’s best to let someone very excited and full of bad ideas go
first. If everyone is excited and full of bad ideas, the person
who brought FIASCO can go first.
KICKERS
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HOW TO DECIDE?
If you Establish, the other players Resolve. If you Resolve, the
other players Establish. You don’t get to do both!
Choosing to Resolve gives you some control over what mix of
Outcome cards you will get during the game.
Aside from determining how a given Scene will end, the
Outcome cards you collect will also determine your character’s
ultimate fate. Having a lot of either positive or negative cards
will likely mean a better ending, while having an even mix will
probably mean bad news for your character.
PLAYING A SCENE
Regardless of whether you Establish or Resolve, you get to
play out a short Scene. Its form is up to you—you can describe
it as though you were watching a film, or act it out with your
friends, or something in-between. Treating it like a scene in
a movie is generally best—say what the characters are doing
and speak for them.
The goal is to get to that delicious moment of indecision and
learn whether the Outcome is going to be positive or negative.
Along the way, breathe life into your characters and have fun
with each other. The whole Scene should take no more than a
few minutes.
EXTRAS
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EXAMPLE:
ESTABLISHING A SCENE
(It’s near the end of Act One—only one Scene to go. It is Billy’s
turn. In the five previous Scenes, we learned that Nancy is building
up the courage to ask Chad for a divorce, and Chad is building up
the courage to tell Nancy he knows he has been a terrible husband
and wants to repair the damage he’s caused. Both of them have
confided in Chris Puffer, who is super into Nancy, and who Nancy
sees for the opportunistic dirtbag he is.)
AMAL: Okay Billy. Establish or Resolve?
BILLY: I’d love to see what you two would cook up for Chris
Puffer but I feel like I need to Establish.
CARMEN: Cool, then we will judge you harshly.
BILLY: Of course you will. Here’s the situation—Chris and Nancy
in the office, after work. Amal, feel free to have Chad stumble in
any time it feels right, okay?
AMAL: Got it.
CARMEN: Also we get to decide if the Outcome is positive or
negative for Chris, Amal, so if you get a strong feeling one way or
the other just signal to me.
AMAL: You know it. I’m thinking negative!
BILLY: You could decide now, but maybe wait to see how the
Scene is going, you vicious monster.
AMAL: Right, right.
BILLY: I’m gonna bring that Need into the game, wait and see.
It’s after-hours at Poppleton Mall. The music is off, the metal
roller gates are down. Chris and Nancy are counting tills and
sorting money.
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SCENE OUTCOMES
At some point during the Scene, you will need to figure out
whether the Outcome is going to be positive or negative for
your character.
If you Established, your friends get to decide. It might be
obvious, but they can also talk it over.
If you are Resolving, you get to decide.
positive
Negative
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As soon as everyone knows the Outcome type, the person whose
Scene it is takes a single positive or negative Outcome card
in places it in front of them. Keep the card facedown for now.
Play out the rest of the Scene knowing, generally, how it
is going to turn out. Once everyone knows it is going to be
positive or negative, they can help steer the Scene in that
direction.
When you know the results of the Outcome, the Scene is
finished. The player to the left takes the spotlight and either
Establishes or Resolves the next Scene.
EXAMPLE:
RESOLVING A SCENE
Billy and Carmen play out a short Scene. Chris Puffer tries to
convince Nancy that Chad has been lying to her and spending her
money on weed, in an effort to solidify her decision to ask for a
divorce. After a few minutes it becomes clear that it isn’t going to
work, and Amal holds up a negative Outcome card. Carmen nods
in agreement and Amal hands it to Billy. Everyone knows that the
Scene will end poorly for Chris Puffer, and they make it happen.
Act One ends with a cliffhanger, as Mr. and Mrs. Lewis confront
Chris Puffer, unified for the moment.
THE TILT
After everyone has had two Scenes, Act One is over and it is
time for the Tilt. The Tilt introduces two new, destabilizing
elements to the FIASCO.
Everyone should now have two Outcome cards (one for each
of their two Scenes). Turn these cards over. On the back are
Tilt elements—interesting, dangerous, and tragic themes that
may show up in the second half of the game. Each also has a
number on it in either blue or red, depending on the Outcome.
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DOING THE MATH
If you have only one type of Outcome (blue positives or red
negatives), add the values together. If you have both blue and
and red cards, subtract the low value from the high.
TILT +4
FAILU R E:
, executed
A stupid plan
to pe rfe ct io n
TILT
+3
TRAGE DY
:
Confusion
, followed
by pain
For example, if you have blue 4 and red 3, the total is blue 1.
The player with the highest blue total chooses a blue Outcome
card from any of those in front of the players (not just their
own). The player with the highest red total chooses a red
Outcome card.
In the case of a tie, those two players choose a card together.
Leave these chosen cards face-up where they are, and turn all
the others back over. The Outcome cards should stay in front of
the player who had them, with the chosen Tilt elements visible
so everyone can see them.
As the game continues, look for ways to incorporate the Tilt
elements into your story during the second act. Anyone can
use them in any Scene as inspiration.
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AFTER THE TILT
Begin Act Two after the Tilt. Each player gets two more Scenes.
Just like before, you can Establish or Resolve each Scene as you
prefer, then play out the Scene and choose an Outcome.
Time is short, so if there’s something you want, now is the time
to go for it, ideally incorporating a Tilt element for extra flavor.
For the last Scene, there will only be one Outcome card left,
either positive or negative.
After you have played the last Scene, your FIASCO is near its
ludicrous, tragic conclusion.
THE AFTERMATH
As soon as the last Scene ends, the Aftermath begins. This
part wraps up your sad little tale, following the characters
into an uncertain future. In this phase, players determine their
character’s fate from their Outcome cards.
JUDGMENT
Continuing clockwise from the last Scene, each player may—
if they wish—give one of their facedown Outcome cards to
another player. This will shift the balance of both players’ cards
for better or worse. Always do this before turning the card over
to reveal its value.
The card you give can be positive or negative, and you need to
explain why you are helping their character have a better life
or kicking them to the curb.
It doesn’t have to be fair but it should be fun for everyone.
20
EXAMPLE:
JUDGMENT
At the end of the game, Amal has three positive and one negative
Outcome cards. Amal wants a bad Outcome for Nancy Lewis, so
before looking at the values, they hand one positive card to Carmen.
Carmen had three negative and one positive Outcome cards, and
after Amal’s judgment, she has three negative and two positive.
This is likely to mean a more mixed result in the Aftermath for
Chad Lewis as well, but we’ll see what the cards say.
EXAMPLE:
COUNTING YOUR CARDS
Amal ends the game with two positive (+3 and +3, total of blue
six) and one negative (+3, total of red three) Outcome cards. Blue
six minus red three equals blue three, a very poor result for their
character.
Billy ends the game with two positive (+4 and +2) and two negative
(+1 and +5) Outcome cards. blue six minus red six is zero, which
is poor Chris Puffer’s extremely bad luck. Billy can take either the
blue or red zero Aftermath card, the results are the same.
Carmen, thanks to the card Amal handed her, ends the game with
two positive (+1 and +2, total of blue three) and three negative
(+4, +4, and +5, total of red thirteen) Outcome cards. Red
thirteen minus blue three is red ten, which is a pretty awesome
Aftermath. Nancy Lewis is going to be all right afer all.
21
DETERMINING YOUR AFTERMATH
Continuing clockwise, find and take the Aftermath card that
matches your color and total number. If the appropriate card
has already been taken, take the card with the next lowest value.
Tota l ...
A f t e r m at h
3
THE EPILOGUE
Taking turns from the highest Aftermath result to lowest,
read out your Aftermath result to the group, and then take
a moment to explain what this means, specifically, for each
of your characters. How did their story end? Did they get
everything they wanted? We’re guessing probably not.
Congratulations on your glorious, ridiculous FIASCO!
22
ADVANCED PLAY
PLAYING WITH SIX OR MORE
If you have six to eight players, split your group into two
games. Use the Outcome cards normally and share the
Aftermath cards when you get to that phase. You can either
use different Playsets or split one Playset deck to make your
games two sides of the same story!
TUNING PLAYSETS
Feel free to adjust your experience by removing specific cards
from a Playset before your Setup to avoid elements that you
don’t like or that aren’t appropriate for your player group. You
might also do this to focus on one theme over another, such as
removing the cult elements from Poppleton Mall to focus on
holiday hijinks.
BLENDING PLAYSETS
You can also mix cards from two or more Playsets to get a
very different game. For example, you might mash together
Poppleton Mall and Suburbia into “Tales From Poppleton” or
with Dragon Slayers to get a truly wild fantasy mall experience.
Even just using one card from another Playset might make a
huge difference.
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CREDITS
DESIGNED BY Jason Morningstar
SPECIAL THANKS
Autumn Winters, Kathryn Wymer, Alex Roberts, Krin
Irvine, Mike Graves, Greg Jansen, Iris Levesque, and Scott
Morningstar. Thanks for all of your patience and good ideas.
Thanks also to the many excellent playtesters who helped
us refine these rules at our home game tables, at Metatopia,
and through Games on Demand at Gen Con, Origins, and Big
Bad Con.
This edition of FIASCO was made possible through the
tremendous support of our backers on Kickstarter! See
bullypulpitgames.com/games/fiasco for a complete list of
accessories to the crime.
FIASCO™, the FIASCO™ logo, and the Bully Pulpit Games™ logo
are trademarks of Bully Pulpit Games LLC.
Made in China
ISBN
978-1-945633-09-6 (print)
978-1-945633-15-7 (digital)
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