Core Rules Reference

Core Concepts

  • The game focuses on storytelling and character interaction rather than combat
  • Tests are made when the outcome is uncertain
  • The Narrativium (story) always influences outcomes
  • Characters are defined by their traits, not numbers

Traits

Characters are collections of traits that define their abilities and personality:

  • Niche: Role in their organization
  • Core: Fundamental outlook
  • Quirks: Unique characteristics
  • Background: History and origins

Luck

Luck represents favour with The Lady, the Disc's God of Luck. All PCs start with 4 Luck (maximum 4 at any time).

Spending Luck — three uses:

  • A Helping Hand: Spend 1 Luck to help another character on a test.
  • Magic: Any magical test always costs Luck (cost set by GM based on impact).
  • Avoid Consequences: Spend 1 Luck to avoid a Consequence from a failed test. The table suggests how the character got lucky.

Regaining Luck: The GM awards Luck for excellent roleplay, unusually clever or ridiculous plans, and other moments that would pique The Lady's interest.

Note: Magical Consequences cannot be avoided with Luck — the spell already cost Luck to cast.

Tests

Tests resolve uncertain actions. Don't ask "can I?" — state what you do and justify it.

  1. GM sets the scene.
  2. Player states their action and calls on a Trait to justify why they should be good at it.
  3. GM considers the action, Trait, and situation to assign an Outcome die.
  4. Player rolls their Outcome die.
  5. GM rolls the Narrativium die (d8).
  6. Other characters may help (see Helping below).
  7. Higher roll wins: Outcome > Narrativium = success. Narrativium ≥ Outcome = failure + Consequences.
  8. GM narrates the outcome.

Outcome Die Size

Based on how well the action, Trait, and situation align:

AlignmentDie
All 3 align perfectly (action + Trait + situation)d12
2 of 3 alignd10
1 of 3 alignsd6
0 of 3 — completely out of depthd4

Difficult situations may reduce the die by one step. Core Trait moment at the start of a test guarantees d12 for that test.

Helping

  • Spend 1 Luck, state how you help, justify with a Trait, and roll.
  • Your new Outcome die replaces the previous character's die (even if worse).
  • The Narrativium die is NOT re-rolled.
  • The helper is also exposed to any Consequences.
  • The original player chooses whether to accept the help.

Group Tests

Use group tests in two situations:

  • Any success wins: Everyone wants the same outcome; only one needs to succeed (e.g., different characters seeking the same information from different sources).
  • Any failure loses: One failure stops the group (e.g., sneaking past guards — everyone must succeed).

Each player still states their action and Trait and rolls individually.

Core Traits

  • Each PC can have at most one Core Trait at a time; none at the start.
  • Declare a Core moment (a narrative trigger showing your character's essence) and create a Core Trait to reflect it.
  • If declared at the start of a test, it grants an automatic d12 for that one test.
  • Core Traits are permanent until the end of the story.
  • Not every character will claim their Core Trait — it should feel natural, not forced.

Safety Tools

Available tools to ensure everyone's comfort:

  • Lines and Veils - Discuss content boundaries before play
  • X-Card System - Signal to skip uncomfortable content
  • Take breaks when needed
  • Open communication about comfort levels

Dice & Test Resolution

d4

When completely out of depth

d6

Unusual action with trait

d8

Narrativium Die (GM only)

d10

Usual action with trait

d12

Perfect alignment of traits

Test Steps

  1. GM sets the scene
  2. Player states action and justifies with Traits
  3. GM assigns Outcome die (d4/d6/d10/d12) based on how well action, Trait & situation align
  4. Player rolls Outcome die
  5. GM rolls Narrativium die (d8)
  6. Others may help (spend 1 Luck, replace Outcome die)
  7. Higher roll wins — ties go to Narrativium (failure)
  8. GM narrates; failures bring Consequences

Dice Roller

Select a die type, choose how many to roll, then click Roll. Results appear below. (Clicking the die images above also rolls that die and shows a toast notification.)

Recent Rolls

    Inadvisably Applied Magic

    The Two Types of Magic

    Wizard Magic

    Flashy, show-off nonsense. Fireballs, transformations, poke holes in the fabric of reality. Practised at Unseen University. The kind this game focuses on.

    "Jommetry, fiddling with the interleaved wossnames of causality."

    Witch Magic

    Practical, down-to-earth. Headology, making difficult decisions, working at the edges and soft places. Not covered in detail in this book.

    "They are the ones who make unpleasant decisions that need to be made, so no one else has to."

    Magical Tests — Two Key Differences

    1. Magic always costs Luck. The cost is paid before rolling, regardless of success or failure. If you cannot pay the Luck cost, you cannot attempt the spell.

    2. Consequences are reversed. Magical Consequences only happen on a SUCCESS. Failure = spell fizzles (safe outcome). Success = spell works, but the bill comes due.

    Otherwise, magical tests use the same steps as normal tests: state action, justify with Traits, GM assigns Outcome die, roll vs Narrativium.

    Note: Magical Consequences cannot be avoided by spending Luck — the spell already cost Luck to cast. Helpers are also subject to the Consequences.

    The Cost of Magic (Luck)

    The GM sets the Luck cost based on how much the spell affects the current scene and overall story:

    ImpactLuck CostExample
    Trivial / no test needed0Lighting a candle with a snap
    Minor, local effect1–2Summoning a tracker imp (example: "d10 and 2 Luck")
    Significant scene effect3–5Finding hidden books across UU; locking all doors in a building
    Major story-altering effect6–9Teleportation; summoning a significant entity
    Universe-bending10+Reversing death; collapsing a building (most players won't pay this)

    "If you flash spells around like there's no tomorrow, there's a good chance there won't be." — Archchancellor Ridcully

    Magical Consequences

    When magic succeeds, start small and build up. Consequences don't have to be immediate — let them build in the background.

    • Small successes: something odd happens nearby (trees sprout sprouts; imp multiplies)
    • Medium successes: a Trait is gained from the magical fallout
    • Major successes: a Magical Mishap — character is removed from the scene (becomes orangutan, hurled through Dungeon Dimensions, turned into pile of something unpleasant)
    • Thlabber always occurs: the moment of everything being stretched then suddenly not being stretched. Completely harmless. Probably.

    Like a Near-Death Experience, a Magical Mishap player decides whether and how they return to the story, with a new or changed Trait.

    The Limits of Magic

    • You cannot permanently change someone's shape.
    • You cannot magic a wizard without knowing his name.
    • Beyond these two, magic is limited only by what makes the best story.
    • Creative use of Consequences and Luck ensures even powerful spells have narrative cost.

    Naming Spells

    After a successful casting, give the spell a name. Examples from the books:

    • Herpetty's Seismic Reorganiser
    • Quondum's Attractive Point
    • Sumpjumper's Incendiary Surprise
    • Weezencake's Unreliable Algorithm

    The weirder, the better. The Disc has a thing about naming magic.

    Magic Cost Estimator

    Organisations

    Every party belongs to an Organisation. This becomes a Trait on your character sheet, giving you access to everything associated with that organisation. There are 9 organisations in the Core Rulebook:

    The City Watch

    Helmet (one size fits none), breastplate, weapon of choice, and a general air of suspicion. Everyone starts on the Night Watch.

    Example Niches: Scene-of-crime iconographer · Plainclothes officer · Public relations · Designated noticer · Forensics · Loose siege catapult

    Example Goals: Escort a prisoner to Pseudopolis Yard · Find out who killed the Assassins' Guild Social Secretary · Investigate the mystery of the missing mist · Clean up Crime Alley in the Shades

    Unseen University

    Students and faculty wizards. They much prefer four solid meals a day to actual magic. Young wizards (Ponder's lot) poke around when they shouldn't.

    Example Niches: Student wizard · Research assistant · Head of something-or-other · Custodian of the Cabinet of Curiosities

    Quirk questions: What nearly caused you to fail? · How did you pass your finals? · What spell always goes wrong? · What are you known for among wizards?

    Assassins' Guild — Students

    The finest education money can buy. At home in high society anywhere on the Disc, speak multiple languages, play at least one instrument. Those that survive finals join a caring and lucrative profession.

    Remember: Assassins don't kill. They inhume, conclude, or annul — always with class, always for money.

    Quirk questions: What class do you excel in? · What lesson will you never forget? · How did you secure your place?

    Concerned Citizens

    Two types: those who point at potholes in newspapers, and those who meet quietly with the right people to ensure things are done. Quietly. Each player rolls their own background separately for this organisation.

    Example Niches: Pamphleteer · Committee organiser · Friend-in-high-places · Rabble rouser

    Thieves' Guild

    Lord Vetinari's solution: organised crime. Proper entrance exams, a career ladder, annual crime quotas. Always carry your licence. Unlicensed thieves are dealt with far less kindly by the Guild than by the Watch.

    Example Niches: Breaker and decorator · Lack-of-confidence trickster · Gentle thief · Find the Lady specialist

    Example Goals: Return glowing wizard jewels without admitting fault · Track down Five-Fingers Frank · Choose another organisation — steal something from them

    Beggars' Guild

    One of the oldest guilds on the Disc. Strict hierarchy from Twitcher to Queen/King. As you rise, you must beg for things appropriate to your station — which gets increasingly difficult.

    Hierarchy: Twitchers → Droolers → Dribblers → Mumblers → Mutterers → Walk-Along-Shouters → Demanders of a Chip → People Who Call Other People Jimmy → People Who Need Tuppence → People Who Need Eightpence → People With Placards → Handmaiden → Queen/King

    Foul Ole Ron is in a category of his own as no one will share it with him.

    The Times (Newspaper)

    The truth shall make ye fret. Reporters recognisable by their notebook and pencil, found wherever there's a ruckus, asking pointed questions with alarming firmness.

    Example Niches: Newspaper sales · Weather speculator · Iconographer · Crime scene reporter · Advice columnist · Sports (just sports)

    Example Goals: Get an interview with the Patrician (no appointment) · Cover the Koom Valley march · Find William de Worde, last seen interviewing Chrysoprase

    Seamstresses' Guild

    People of negotiable affection, hem-hem. The Agony Aunts (Dotsie's handbag and Sadie's umbrella) are not the understanding sort. Notable not-seamstresses prefer the term needlewoman.

    Example Niches: Discreet security supplier · Negotiator of affection · Leatherworker · High-end services · Other-end services

    Fools' Guild

    To be a Fool is to utter "prithee" and "nuncle" with a straight face, and to be laughed at but never for the right reasons. Monastic lifestyle, candle-study of approved jokes. Lofty heights of Tomfool, Stupid Fool, Arch Fool, and Complete Fool await.

    Example Niches: Stand-up guy · Pratfalls and tumblery · The Saddest Fool · Child Terrification Specialist · Keeper of Jokes · Honker of Horns

    Mimes are extremely wanted everywhere in Ankh-Morpork. Unfortunately, they're wanted by Lord Vetinari.

    Character Creation

    Character Creation Steps

    1. Note any Consequences (blank at character creation)
    2. Set Luck to 4 (this is also the maximum)
    3. Choose a Name
    4. Create an Iconograph (picture / description of your character)
    5. Copy your party's Organisation onto your sheet (this is a Trait)
    6. Choose a Background (species + upbringing, combined as a single Trait)
    7. Choose a Niche Trait (your role in the organisation)
    8. Choose Quirks Traits (unique characteristics)
    9. Claim a Core Trait (or leave blank — Core moments happen in play)

    Tip: Embrace and subvert tropes. The barbarian hero might just want to be a hairdresser. The best Discworld characters surprise you.

    Niche Traits

    Traits that define a character's role in their organization

    Public relations

    The face of the group

    Use when: Interacting with the public, managing group image, or smoothing over conflicts

    Applied Forensics

    Scientific investigation skills

    Use when: Examining evidence, performing autopsies, or analyzing crime scenes

    Loose siege catapult

    The law is more of a guideline really

    Use when: Bending rules, creative interpretation of laws, or unorthodox solutions

    Crimescene Iconographer

    Curious enough to make cats nervous

    Use when: Documenting evidence, noticing details, or investigating suspicious circumstances

    Designated noticer

    Looks the spitting image of a Pixy-faced Smut

    Use when: Observing surroundings, spotting inconsistencies, or maintaining vigilance

    Core Traits

    Traits that represent a character's fundamental outlook

    People aren't things

    Use when: Standing up for others, recognizing humanity in everyone, or resisting prejudice

    Better it happen to me than you

    Use when: Protecting others, taking risks for teammates, or accepting consequences

    A stitch in time saves nine

    Use when: Planning ahead, preventing problems, or taking precautions

    Do everything with a smile

    Use when: Maintaining composure, diffusing tension, or appearing friendly

    Doing nothing isn't the same as not doing anything

    Use when: Strategic inaction, patient observation, or careful consideration

    Quirks

    Unique characteristics that make the character memorable

    A winning smile and chiselled features

    Use when: Social interactions, charming others, or making first impressions

    Simple but not stupid

    Use when: Direct problem-solving, seeing through complexity, or honest interactions

    Happy to call a head wound a head wound

    Use when: Medical diagnosis, direct communication, or practical assessment

    Two left feet but the heart of a lion

    Use when: Showing courage, persevering despite limitations, or facing fears

    Blends into the background

    Use when: Stealth, observation, or avoiding attention

    Virulently infectious personality

    Use when: Influencing others, spreading ideas, or building rapport

    Too shy to move if they are being looked at

    Use when: Staying still, avoiding notice, or patience

    Beloved by animals despite their best efforts

    Use when: Interacting with animals, gaining unexpected allies, or natural charm

    Background

    Where the character comes from and their history

    A zombie who lived and died on these streets

    Use when: Local knowledge, survival skills, or understanding city life and death

    An Igorina fresh from Überwald

    Use when: Medical knowledge, dealing with the unusual, or understanding traditions

    A troll raised by loving human parents

    Use when: Cross-cultural understanding, breaking stereotypes, or unique perspectives

    A dwarf born and raised in the Shades

    Use when: Street smarts, urban survival, or dealing with the criminal element

    Gargoyle

    Use when: Observation from heights, architectural knowledge, or patient watching

    Species Notes

    Humans

    Adaptable and numerous. From History Monks to the "will stab ya in the gut for a copper" variety of the Shades, and everything in between.

    Dwarfs

    Dutiful, serious, literal-minded (metaphors go right over their heads). Never without chainmail and an axe. Dwarf bread is a weapon of first resort and food of last. Extra pronouns in Ankh-Morpork.

    Trolls

    Silicon-based brains. Think slower in heat, think faster in cold — peak intelligence just above freezing. Dimwitted in warm weather, surprisingly brilliant when cold. Named for rock types (Detritus, Chrysoprase, Bluejohn, Ruby, Flint…).

    Zombies

    Undead with unfinished business. Often become zombies through sheer stubbornness — too determined to die. Remarkable preservation. Can gain zombie status mid-campaign through Near-Death Experience.

    Werewolves

    Shapeshifters with enhanced senses and monthly complications. Can smell lies. Struggle with dual nature.

    Vampires

    Reformed bloodsuckers with various traditional weaknesses. Many wear the Black Ribbon (sobriety pledge). Otto Chriek disintegrates in his own camera flashes.

    Igors / Igorinas

    Skilled surgeons with a unique approach to body parts — all sourced, kept fresh, frequently replaced. Appear exactly when needed. Traditional lisp.

    Gargoyles

    Urban trolls common to Ankh-Morpork. Mouths permanently stuck open (water filtering). Cannot make consonants. Need a contrivance to speak normally, or your whole session involves filling in missing consonants.

    Combat & Conflict

    No Special Combat Rules

    In Discworld Adventures, there are no special rules for combat. While violence and conflict are commonplace in Ankh-Morpork, combat is never the point of the story. All conflicts are resolved using the standard test system.

    Handling Conflict

    When conflict arises, consider these approaches:

    • Use traits creatively to avoid or resolve conflicts
    • Focus on character interactions and motivations
    • Consider the narrative consequences of violence
    • Remember that the Watch prefers arrests to fights

    Combat as Tests

    If combat does occur, handle it like any other test:

    1. Declare the action (e.g., "I try to disarm them")
    2. Justify using traits (e.g., "I'm using my 'Loose siege catapult' trait")
    3. GM assigns appropriate die based on the justification
    4. Roll against the Narrativium die
    5. Success or failure determines the outcome

    Example Conflict Actions

    Intimidation

    Using presence or reputation to avoid violence

    Example: A troll flexing their muscles to discourage trouble

    Arrest

    Proper Watch procedure for handling criminals

    Example: "You're nicked!" while showing your badge

    Chase

    Pursuing or evading through the streets

    Example: Parkour across the rooftops of the Shades

    Disarm

    Removing weapons from the situation

    Example: Knocking a sword away with your truncheon

    Conflict Consequences

    Failed tests in conflicts might result in:

    • Physical injuries (bruises, cuts, broken bones)
    • Loss of equipment or possessions
    • Damage to reputation or relationships
    • Unwanted attention from authorities
    • Escalation of the situation

    No Initiative / Turn Order

    There is no initiative system in Adventures in Ankh-Morpork. The GM ensures every player gets to interact with a scene before anyone acts twice. Bounce the spotlight — let each player drive the narrative for a while before switching focus.

    Once a character attempts an action, they are busy with it until it logically completes.

    Failing Forwards

    A failed test closes one path but should never bring the story to a halt. Consequences may change the obstacle, but the players can always try a different approach.

    • When you close a door, open a window — and signpost it.
    • Avoid giving a hard "No" — instead, raise the stakes or redirect.
    • Failed tests make the story more interesting; they don't end it.

    Consequences

    Inconsequential

    Small inconveniences that won't significantly impact the character

    Paper Cut

    Getting a paper cut while handling documents

    Overcharged

    Being overcharged for a sausage-inna-bun

    Kick Me Sign

    Has a "kick me" sign stuck on their back

    Minor

    Inconveniences that will cause some trouble for the character

    Twisted Ankle

    Difficulty moving quickly or stealthily

    Lost Money

    Lost money at the races

    Rumor Mill

    Has a rumor going around about them

    Major

    Serious problems that affect both the character and those around them

    Monkey Business

    Called the Librarian a monkey

    Guild Trouble

    Wanted by the Thieves' Guild

    Bad Investment

    Lost Chrysoprase's money at the races

    Exceptional

    Life-threatening or story-ending consequences

    Near Death Experience

    A brush with Death himself

    Patrician's Interest

    Wanted by the Patrician

    Magical Mishap

    Accidentally transported to the Dungeon Dimensions

    Consequence Tables

    When a consequence is needed, roll a d6 on the appropriate table, or choose narratively:

    Mental Consequences (d6)

    1. On Edge — The situation sends a shiver down your spine. Gain the On edge Trait.
    2. Banging Headache — Splitting headache, irritable for the rest of the scene. Gain Banging headache Trait.
    3. Terrible at X — You learn you absolutely cannot do something most take for granted. Gain Terrible at X Trait.
    4. False Certainty — You become certain of something false (errant clue, misplaced belief). Gain Contradictory philosophy Trait if personal.
    5. Unconscious — Your body makes an executive decision. Gain Temporarily absent Trait.
    6. Knurd — You're far too sober for any of this and acutely aware of it. Gain the Knurd Trait.

    Physical Consequences (d6)

    1. Injured — You hurt yourself quite badly. Gain Limping and bloodied Trait.
    2. Covered in X — Whatever you were doing, it got messy. Gain Covered in X Trait (the River Ankh, dragon innards, etc.).
    3. Temporary Amnesia — You fall and smash your head. Unconscious briefly; gain Temporary amnesia Trait.
    4. Break Something — You break something valuable: a precious vase, a friend's arm, a shelf of figurines.
    5. Success… Badly — You succeed at what you were trying to do, but it very quickly becomes obvious it was a terrible idea.
    6. Near-Death Experience — Something went damn wrong. You face a Near-Death Experience.

    Social Consequences (d6)

    1. Disliked — The folk you're talking to take a dislike. If recurring, gain Disliked by X Trait.
    2. In Debt — You find yourself beholden to somebody, literally or morally. Gain Indebted Trait if unresolved.
    3. Ejected — You are thrown out of the establishment. Possibly with some force.
    4. Rumoured — An unflattering rumour circulates about you. Gain Subject of gossip Trait.
    5. Public Embarrassment — Your failure was very public. Gain Laughing stock Trait among relevant group.
    6. Guild Attention — You've attracted the attention of a Guild. Not necessarily in a good way.

    Consequence Roller

    Locations in Ankh-Morpork

    Major Institutions

    Unseen University

    Premier institution of magical learning

    Notable NPCs: Archchancellor Mustrum Ridcully, The Librarian

    Description: Ancient towers, magical architecture, enormous library

    Features: The Great Hall, Library (with L-Space), High Energy Magic Building

    Watch Houses

    Headquarters and stations of the City Watch

    Notable NPCs: Commander Vimes, Captain Carrot

    Description: Pseudopolis Yard (HQ), various district stations

    Features: Cells, offices, Igor's medical facility

    The Palace

    Residence of Lord Vetinari, the Patrician

    Notable NPCs: Lord Vetinari, Drumknott

    Description: Imposing architecture, maze-like corridors

    Features: The Oblong Office, The Rats Chamber, dungeons

    Guild Quarter

    Assassins' Guild

    Educational institution for the discerning assassin

    Notable NPCs: Lord Downey

    Description: Black buildings, well-maintained grounds

    Features: Training facilities, deadly gardens, museum

    Thieves' Guild

    Official home of licensed theft

    Notable NPCs: Mr. Boggis

    Description: Surprisingly opulent building

    Features: Receipt office, training rooms

    Fools' Guild

    College of Jocularity and Comedy

    Description: Gloomy buildings, no laughing matter

    Features: Training halls, pie-throwing ranges

    The Shades

    The Mended Drum

    Infamous tavern known for its regular fights

    Description: Traditional pub with reinforced furniture

    Features: Bar, fighting area, surprisingly good beer

    Ankh-Morpork Beggars' Guild

    Professional organization for mendicants

    Notable NPCs: Queen Molly

    Description: Surprisingly wealthy establishment

    Commercial Districts

    Maul

    Shopping district with covered markets

    Features: Various shops, street vendors

    Notable Shops: Dibbler's Various Enterprises

    Street of Cunning Artificers

    Home to various craftspeople and inventors

    Features: Workshops, unusual inventions

    Description: Constant sounds of tinkering and explosions

    Religious Quarter

    Temple of Small Gods

    Home to numerous minor deities

    Description: Multiple shrines and altars

    Features: Cemetery, various chapels

    Temple of Blind Io

    Principal temple of the chief god

    Description: Impressive architecture, floating eyes

    Features: Main worship hall, thunder room

    The Scours (East Bank)

    Lady Ramkin's Sunshine Sanctuary for Sick Dragons

    Morphic Street, the Scours

    Notable NPCs: Rosie Devant-Molei

    Description: Quiet morning, respectable houses, faint smell of the Ankh

    Features: Large gate, thick walls, papier-mâché dragon donation box

    Lamp and Needles

    Morphic Street, the Scours

    Notable NPCs: Rufus and Marla

    Description: A forced cosiness, trinkets on every wall, the scent of musty velvet

    Features: Leaning facade, armchairs that threaten to swallow visitors

    The Times and the Bucket

    Gleam Street, the Scours

    Notable NPCs: Sacharissa Cripslock, Otto Chriek, Sergeant Angua

    Description: Running machinery, an acrid chemical scent, dwarfs being industrious

    Features: Printing presses, dark room, off-duty watchmen

    River Ankh

    Misbegot Bridge

    Connecting the Scours and Dimwell

    Description: Sturdy and lined with houses, rickety scaffolding, whimsically arched

    Features: Construction site, goods lift, under-bridge walkways

    Dimwell (West Bank)

    Knobblers and Sons

    Wharfinger Street, Dimwell

    Notable NPCs: Cripus Knobbler

    Description: Neat little shop front with fancy brass lettering

    Features: Coal yard, delivery carriage space

    Mrs. Ethin's Boarding House

    Noontender Way, Dimwell

    Notable NPCs: Mrs. Ethin

    Description: Uneven cobbles, the smell of smoke, gawping crowds

    Features: Room 24b, burning possessions

    Stone on Stone

    Waxwick Terrace, Dimwell

    Notable NPCs: Ms. Erika Lofte, Plotz

    Description: Red brick buildings, neat brass plaques, air of respectability

    Features: Writing desks, drafting tables

    Seven Sleepers District

    Dwarf Bread Museum

    Repository of dwarfish martial baking

    Description: Small but well-fortified building

    Features: Battle bread exhibits, traditional weapons-grade baking

    Miners' Guild

    Headquarters of the mining profession

    Description: Sturdy stone building with deep cellars

    Features: Underground meeting halls, mineral displays

    The Hippo District

    Opera House

    Home of high culture and frequent accidents

    Description: Grand architecture, multiple balconies

    Features: Massive stage, notorious chandelier, ghost

    Musicians' Guild

    Where music is serious business

    Description: Sound-proofed building with practice rooms

    Features: Performance hall, instrument storage

    Unreal Estate

    Alchemists' Guild

    Frequently rebuilt headquarters of experimental science

    Description: Reinforced walls, blast-proof windows

    Features: Laboratories, explosion-proof chambers

    Isle of Gods

    Religious district within the city

    Description: Collection of temples and shrines

    Features: Various places of worship, sacred gardens

    Dolly Sisters

    Dolly Sisters Watch House

    Local Watch station

    Description: Busy neighborhood station

    Features: Holding cells, patrol dispatch

    Streets of Small Gods

    Merchants' Guild

    Center of commerce and trade

    Description: Wealthy building with secure vaults

    Features: Meeting rooms, contract offices

    Royal Bank of Ankh-Morpork

    Principal financial institution

    Notable NPCs: Moist von Lipwig, Mr. Fusspot

    Description: Imposing stone building with columns

    Features: Vaults, counting houses, chairman's office

    The Shambles

    Butchers' Guild

    Guild of meat professionals

    Description: Practical building with cold storage

    Features: Processing rooms, meeting halls

    New Cobblers

    Shoemakers' district

    Description: Collection of small workshops

    Features: Various shoe shops and repair places

    Nap Hill

    Post Office

    Central postal service building

    Notable NPCs: Moist von Lipwig (former)

    Description: Grand old building, recently renovated

    Features: Sorting rooms, delivery offices, pin collection

    Grand Trunk Semaphore Tower

    Central clacks tower

    Description: Tall tower with semaphore equipment

    Features: Signal room, maintenance workshop

    Ankh-Morpork NPCs

    The Scours (East Bank)

    Rosie Devant-Molei

    Head Dragon Keeper

    Traits:

    • Highborn but practical about it
    • Noseblind to dragons
    • Heart big enough to fall into
    • Pronounces the secret H at the start of words

    Rufus and Marla

    Tavern Owners

    Traits:

    • Compassionate bickerers
    • Hard of hearing and understanding
    • Open minded but old fashioned

    Emma Hopscotch

    Dragon Sanctuary Volunteer

    Traits:

    • Enthusiastic about everything dragon-related
    • Surprisingly fireproof clothing
    • Always carries dragon treats

    Dimwell (West Bank)

    John Johnson

    Surveyor with Ill Motives

    Traits:

    • Wild eyed and desperate
    • Well dressed but poorly maintained
    • Singed eyebrows

    Ms. Erika Lofte

    Architect Facilitator

    Traits:

    • Sharp faced and sharp witted
    • Jet black suit and hair
    • Points at you when it's your turn to talk

    Plotz

    Draftgolem

    Traits:

    • Only communicates through drawing
    • 8ft tall and made of reddish clay
    • No sense of metaphor

    City Leadership

    Lord Havelock Vetinari

    Patrician of Ankh-Morpork

    Traits:

    • Supremely intelligent and calculating
    • Always knows more than he lets on
    • Prefers order to justice
    • Can juggle multiple plots simultaneously

    Sir Samuel Vimes

    Commander of the City Watch, Duke of Ankh

    Traits:

    • Cynical but fundamentally honest
    • Hates the nobility (despite being one)
    • Can tell where he is by the feel of cobbles through his boots
    • The most stubborn man in Ankh-Morpork

    Lady Sybil Ramkin Vimes

    Dragon Breeder, Duchess of Ankh

    Traits:

    • Formidable aristocrat with a heart of gold
    • Expert on swamp dragons
    • Can make anyone feel like they're being unreasonable
    • Unfailingly kind but not to be underestimated

    Drumknott

    The Patrician's Secretary

    Traits:

    • Quietly efficient
    • Knows everything that happens in the palace
    • Can appear and disappear at will
    • Maintains perfect filing systems

    Watch Officers

    Captain Carrot Ironfoundersson

    Captain of the Watch

    Traits:

    • Technically the heir to the throne
    • Knows everyone in the city
    • Takes everything literally
    • Natural charisma that makes people want to follow him

    Sergeant Angua von Überwald

    Watch Sergeant

    Traits:

    • Werewolf with excellent tracking abilities
    • Struggles with her dual nature
    • Highly professional
    • Can smell lies

    Sergeant Fred Colon

    Watch Sergeant

    Traits:

    • Career watchman
    • Expert at avoiding actual work
    • Surprisingly insightful at times
    • Best friend to Nobby Nobbs

    Corporal Nobby Nobbs

    Watch Corporal

    Traits:

    • Carries a certificate proving he's human
    • Expert scavenger
    • Surprisingly good at undercover work
    • Has "borrowed" most of the Watch's evidence

    Sergeant Detritus

    Watch Sergeant

    Traits:

    • Troll with a siege crossbow
    • Smarter in cold weather
    • Takes "by the book" literally
    • Excellent at crowd control

    Constable Visit-The-Infidel-With-Explanatory-Pamphlets

    Watch Constable

    Traits:

    • Omnian missionary
    • Never without pamphlets
    • Surprisingly effective policeman
    • Partners well with Constable Shoe

    Guild Leaders

    Lord Downey

    Head of Assassins' Guild

    Traits:

    • Refined and sophisticated
    • Expert in poisons
    • Never uses the word "kill"
    • Maintains high professional standards

    Mrs. Rosemary Palm

    Head of the Seamstresses' Guild

    Traits:

    • Politically astute
    • Protects her guild members
    • Maintains respectability
    • Expert negotiator

    Queen Molly

    Head of Beggars' Guild

    Traits:

    • Surprisingly wealthy
    • Knows everything happening on the streets
    • Runs the most organized guild in the city
    • Expert in the economics of poverty

    Dr. Whiteface

    Head of Fools' Guild

    Traits:

    • Takes comedy very seriously
    • Never laughs
    • Maintains strict discipline
    • Expert in slapstick-based punishment

    Unseen University Faculty

    Mustrum Ridcully

    Archchancellor

    Traits:

    • Believes exercise and fresh air solve everything
    • Loud and direct approach to management
    • Surprisingly resistant to magical mishaps
    • Keen crossbow enthusiast

    The Librarian

    University Librarian

    Traits:

    • Ook
    • Transformed into an orangutan by magic
    • Protective of books
    • Can travel through L-space

    The Senior Wrangler

    Faculty Member

    Traits:

    • Competitive about everything
    • Particularly about breakfast
    • Secret romantic
    • Expert at academic politics

    Ponder Stibbons

    Head of Inadvisably Applied Magic

    Traits:

    • Actually runs the University
    • Enthusiastic about magical research
    • Holds most of the important positions
    • Tries to explain things scientifically

    The Lecturer in Recent Runes

    Faculty Member

    Traits:

    • Expert in ancient languages
    • Prefers theoretical to practical magic
    • Excellent at committee meetings
    • Can sleep with eyes open

    The Chair of Indefinite Studies

    Faculty Member

    Traits:

    • Not quite sure what his job entails
    • Expert at avoiding work
    • Comfortable with uncertainty
    • Excellent at academic politics

    Dr. Hix

    Head of Post-Mortem Communications

    Traits:

    • Contractually obligated to be mildly evil
    • Wears a skull ring
    • Very concerned with rules and regulations
    • Actually quite reasonable

    The Dean

    Former Faculty Member

    Traits:

    • Fond of shouting "Bursar!" and "HOOM!"
    • Enjoys large breakfasts
    • Surprisingly agile for his size
    • Secret rock music enthusiast

    The Bursar

    University Administrator

    Traits:

    • Requires regular dried frog pills
    • Sees things that aren't there
    • Excellent at mathematics when properly medicated
    • Believes he can fly (sometimes correctly)

    Mrs. Whitlow

    Head Housekeeper

    Traits:

    • Runs the university's domestic staff
    • Pronounces all her Ws as Ws
    • Can intimidate even senior wizards
    • Knows where everything is

    Rincewind

    Professor of Cruel and Unusual Geography

    Traits:

    • Expert at running away
    • Speaks many languages (mostly to scream for help)
    • Surprisingly still alive
    • Has seen more of the Disc than anyone else (while fleeing)

    Times Staff

    William de Worde

    Editor-in-Chief

    Traits:

    • Committed to the truth
    • Nobility in self-imposed exile
    • Sharp investigative mind
    • Values facts over sensationalism

    Otto Chriek

    Iconographer

    Traits:

    • Reformed vampire
    • Black ribbon wearer
    • Passionate about photography
    • Disintegrates in his own flashes

    Sacharissa Cripslock

    Head Reporter, The Times

    Traits:

    • Writes everything down
    • Good looking if considered over several centuries
    • Suffers from misplaced gentility

    Rocky

    Printer's Devil

    Traits:

    • Street-smart dwarf
    • Ink-stained everything
    • Knows all the gossip
    • Can operate any press

    Notable Merchants

    Cut-Me-Own-Throat Dibbler

    Entrepreneur

    Traits:

    • Sells questionable sausages-inna-bun
    • Always has a new business scheme
    • Surprisingly honest about dishonesty
    • Can sell anything to anyone once

    Harry King

    Waste Management Entrepreneur

    Traits:

    • Self-made businessman
    • Knows the value of everything
    • Protective of his employees
    • Takes recycling very seriously

    Mrs. Cake

    Medium and Landlady

    Traits:

    • Precognitive headaches
    • Answers questions before they're asked
    • Runs a boarding house for the differently alive
    • Makes excellent tea

    Reet'zkit

    Troll Jeweler

    Traits:

    • Expert in diamond grading
    • Can spot a fake at fifty paces
    • Surprisingly delicate touch
    • Connected to all the best mines

    Patel

    General Store Owner

    Traits:

    • Has everything you need
    • Shop is bigger on the inside
    • Never closes
    • Knows everyone's shopping habits

    Grabpot Thundergust

    Dwarf Weapon Smith

    Traits:

    • Makes ceremonial weapons that work
    • Proud of his craft
    • Can tell a person's worth by their blade
    • Keeps the good stuff under the counter

    Mrs. Marietta Cosmopilite

    Landlady and Shopkeeper

    Traits:

    • Has a saying for every occasion
    • Rents rooms to 'interesting' people
    • Knows everything about her tenants
    • Makes her own medicines

    Chalky

    Street Vendor

    Traits:

    • Sells anything that falls off the back of a cart
    • Knows where to get anything
    • Can disappear at the first sign of Watch
    • Everything's genuine (probably)

    Claude Maximilian Overton Transpire Dibbler, Jr.

    Enterprising Merchant

    Traits:

    • Trying to live up to the family name
    • More ambitious than competent
    • Sells slightly better quality sausages
    • Has inherited his uncle's business sense

    Hobson

    Livery Stable Owner

    Traits:

    • Knows every horse in the city
    • Can match mount to rider perfectly
    • Takes no nonsense from anyone
    • Excellent judge of character

    Canting Crew

    Foul Ole Ron

    Professional Beggar

    Traits:

    • Has a smell with its own personality
    • Millennium hand and shrimp
    • Owns a surprisingly intelligent dog
    • Member of the Beggars' Guild

    Service Industry

    Igor

    Various Medical Services

    Traits:

    • Traditional approach to surgery
    • Excellent at stitching
    • Appears exactly when needed
    • Keeps spare parts fresh

    Claude

    Barber

    Traits:

    • Knows all the gossip
    • Quick with scissors
    • Excellent listener
    • Discrete when needed

    Gimlet

    Dwarf Restaurant Owner

    Traits:

    • Makes the best rat-based dishes in the city
    • Proud of his establishment's cleanliness
    • Expert with throwing knives
    • Knows everyone's usual order

    Mrs. Gammage

    Washerwoman

    Traits:

    • Knows everyone's dirty laundry (literally and figuratively)
    • Expert at removing bloodstains
    • No questions asked policy
    • Formidable with a washboard

    Modo

    UU Gardener

    Traits:

    • Can grow anything anywhere
    • Knows which plants are actually trying to eat you
    • Cheerful despite everything
    • Expert in magical composting

    Wallace Sonky

    Rubber Goods Merchant

    Traits:

    • Innovative entrepreneur
    • Discrete business practices
    • Expert in customer satisfaction
    • Supplier to the Seamstresses' Guild

    Shatta

    Troll Bartender

    Traits:

    • Makes the best Molten Sulphur in town
    • Can break up fights by joining them
    • Remembers every tab
    • Excellent at cooling drinks (naturally)

    Willikins

    Butler to the Ramkin-Vimes Household

    Traits:

    • Impeccable service standards
    • Former street fighter
    • Deadly with a rolled newspaper
    • Knows everything about everyone

    Sham Harga

    Restaurant Owner

    Traits:

    • Specializes in "named meat" dishes
    • Creative menu descriptions
    • Surprisingly clean kitchen
    • Knows which customers not to serve

    NPC Generator

    Generates a random Discworld-appropriate NPC. Species are weighted toward human, but the Disc is a varied place.

    Random Event Generator

    Generate a random event for your session. Choose a category or roll across all of them.

    Post Office

    Stanley Howler

    Head of Stamps

    Traits:

    • Pin collector turned stamp enthusiast
    • Takes stamps very seriously
    • Surprisingly good at organization
    • Protective of his collection

    Mr. Groat

    Senior Postman

    Traits:

    • Old-school postal worker
    • Peculiar medical theories
    • Loyal to the Post Office
    • Keeps all his toenail clippings

    Mr. Pump

    Parole Officer Golem

    Traits:

    • Cannot be outrun
    • Literal-minded about rules
    • Made of clay and duty
    • Excellent at detecting lies

    Miss Iodine "Killer" Maccalariat

    Counter Clerk

    Traits:

    • Terrifying efficiency
    • Guardian of proper procedure
    • Can reduce anyone to stammering
    • Knows all the rules

    George Aggy

    Postman

    Traits:

    • Knows every address in the city
    • Can dodge any dog
    • Expert at deciphering handwriting
    • Always carries emergency stamps

    Adrian "Mad Al" Turnipseed

    Postman and Pin Collector

    Traits:

    • Former wizard student
    • Understands pin theory
    • Good with numbers
    • Mentors Stanley in pin collecting

    Ankh-Morpork Map

    Map of Ankh-Morpork

    Notable Districts

    • The Scours (East Bank)
    • Dimwell (West Bank)
    • The Shades
    • Seven Sleepers
    • The Hippo
    • Unreal Estate
    • Dolly Sisters
    • Streets of Small Gods
    • The Shambles
    • Nap Hill

    Thud - The Discworld Board Game

    Quick Rules

    Dwarfs:

    • Move any distance in straight lines
    • Hurling:
      • Form a straight line of dwarfs
      • Front dwarf can "hurl" at a troll
      • Hurl range = number of dwarfs in line
      • Must land exactly on troll to capture
    • Score: 1 point per surviving dwarf

    Trolls:

    • Move one square in any direction
    • Capture any adjacent dwarfs after moving
    • Can "shove" using multiple trolls
    • Score: 4 points per remaining troll

    Dwarf Hurling Tip:

    Line up your dwarfs to increase hurling range. A line of 3 dwarfs lets the front dwarf hurl up to 3 spaces to capture a troll!

    Victory:

    Game ends when no more captures are possible or a player has no valid moves.

    Current Player: Dwarfs