How to Play

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Quick Reference Guide
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Version 5.0
Release Date July 2024

How to Win

  • Reach 100 cookies, or
  • Win 10 fights

Ties

  • If both players meet one of the criteria to win at the same time, the game is a tie, UNLESS
  • One player achieves both conditions at the same time. That player wins.

Order of the Turn

Setup

  • The high roll on a 6-sided die goes first!
  • Shuffle your deck, add 30 cookies to your jar, and draw 10 cards. Pick 6 to keep and shuffle 4 back into your deck.
  • In a best of 3, loser of the last game goes first.

First Turn

  • During the starting player's first turn, they do not have a fight step nor do they draw a free card during their resource step.
  • The following player's turn proceeds as normal.

Starting Step

  • In this step, you play Characters, Fields, Actions, and activate abilities, up to 4 times.
  • Opponents may play up to 4 Quick Actions / Quick Abilities during this step.
  • You can have up to 5 Characters and 1 Field in play.

Fight Step

  • You may (but don't have to) choose one of your characters and one of your opponent's characters to fight.
  • After that, you and your opponent alternative playing up to 4 Quick Actions or Quick Abilities that may affect the fight.
  • Once you're done, compare both characters' Confidence and Maturity.
  • If the character's Confidence is greater than or equal to the Maturity of the opposite character:
    • regress that character if they're an adult, or
    • send them to timeout (discard) if they're already regressed
  • If you win the fight, gain the cookies on the losing character's fight reward

What counts as a win?

  • Any character who changes state at the end of the fight via damage lost the fight.
  • This means that both players can win AND lose a fight in the event of a tie that causes both parties to regress and/or go to timeout.

Fight Review:

  • If your opponent's character regresses or is sent to timeout, you win.
  • If your character regresses or is sent to timeout, you lose.
  • If both characters regress or are sent to timeout, both players win AND lose.
  • If neither character regresses or is sent to a timeout, it's a draw (no one wins OR loses).

Resource Step

  • In this step, collect all the resources listed on the bottom of character cards you control.
  • Resource modifiers are added in the order if the player's choice.
  • You may draw one 'free' card. If you have over 9 cards, discard down to 9.
  • Resolve all "at the end of the turn" effects, and erase any single-turn effects.
  • When a new turn starts, all cards should read as printed unless another card in play changes that text.
  • Once you've gotten your cookies, cards and resolved effects, your turn is over!

Card Sections

Icon Element Description
Icon Indicates the card type
Cost How many cookies you pay to play this card
Art No game effect, But it looks cool!
Ability The way the card impacts the game.
Confidence Character's ability to win fights. (Attack)
Maturity Character's ability to stay adult - or out of timeout (Defense)
Resources The number of cookies and cards you gain each resource phase
Fight Reward The number of cookies you get if you win a fight against this character

Card Types

Icon Type
Adult Character
Regressed Character
Adult Main Character
Regressed Main Character
Action
Quick Action
Decisive Quick Action
Field
Iconic Field
Iconic Global Field
Toy
Shiny Toy
Scene
Memorable Scene

Note: players can have 3 of most cards per deck. However, players may only have 1 main / decisive / iconic / shiny / memorable prefixed card per deck.

Rules

Rule of One

No value can be zero. If a stat or cost would go below 1, it still functions as 1, and would read as: (-x) 1, unless it's printed value is already 0.

Rule of Fun

(As important as the Rule of One) Make sure the ways you're engaging with the game, playspace and opponent foster a positive experience. If at ANY POINT during a game, elements of that game (beyond the board state) are preventing you from having fun, whether they are external or internal, express this and catch your breath. It's always better to delay a game by a minute to preserve the fun. Do Not Abuse This Rule.

Field of Play

Each player has 5 Character slots, 5 Toy slots, and 1 Field slot unless a card changes these values.

Field Replacement

You can play a field even if you already have one in play. The existing field goes to Timeout.

Toys

Toys stay in play after their cost is paid. Grabbing a Toy is a normal speed action unless otherwise indicated by a shooting-star icon (quick ability).

Emptying Your Draw Pile

If you run out of cards to draw, shuffle your Timeout - it becomes your new draw pile.

Scenes

Scenes stay in play after the cost is paid. Scenes can be played to any slot on the board (including the opponents side) and only affect the space they are played into.

Good Players Don't Interrupt

All cards in Little Troubles resolve in full before another card can be played. Even in the case of a 'Quick' card, there can't be any other cards being played in order for you to play a new one. If a card has an effect, for example "if a character would be regressed while this card is in play, restore it and regress this character instead", that happens as a part of playing the card.

Game Formats