Nobi Nobi Magic
Nobi Nobi Magic Rulebook
Table of Contents
Table of Contents
Contents
8 Character cards. Each card features a different character on the front and back. Each character has a different profession, different Abilities and Skills. Select the character you like best, based on their Ability or even just on the illustration.
A Character card shows the character's Name, a Power skill (number), a Technique skill (number), and an Ability with its name, its usage (for example "Solo"), and its effect.
20 Light cards. You gain one of these cards when you successfully complete a Scene. Light cards add Skill bonuses and interesting Abilities to the characters.
20 Darkness cards. You obtain one of these cards when you fail a Scene Test. Darkness cards add unexpected characteristics to the characters and make them more interesting.
A Light or Darkness card has a Name, a Description and an Effect. An Effect can be a bonus to a Skill or a new Ability.
8 Introduction cards. These cards provide an introduction to the story. They should be used as a reference during the first few games.
40 Scene cards. The contents of these cards are very varied, from epic battles to everyday situations. Connecting these Scenes with one another will allow you to build your own story. Each Scene card has a Name, a Description, and either a Check (with a Skill and a difficulty, for example "power: 14") or a role-play instruction, followed by an Effect.
8 Epilogue cards. One of these cards is drawn randomly at the end of the game. It provides the conclusion to the story and a final Test to face.
6 six-sided dice. These dice are used to play out the story and move it along. They are placed in the center of the table so all players can easily reach them.
GM card. This card designates the current GM (Game Master). It is passed clockwise from one player to the next at the end of each Scene.
Main Character card. This card indicates the Main Character of the current Scene. It is passed clockwise from one player to the next at the end of each Scene.
Reference card. A summary of Nobi Nobi's rules on a single card. Keep it close by during the first few games. The text is transcribed in the Reference Card section at the end of this rulebook.
2 special table cards. The two double-sided cards, Objects 1 and 2 and Opponents 1 and 2, can be used to randomly create objects and opponents with a roll of the dice, whenever you need some help playing out a Scene and you're all out of ideas. See Using the Opponent/Objects Cards below.
Setting Up the Game
Choose a Character card
There are 8 double-sided Character cards, for a total of 16 characters. The cards have different characters with different looks and abilities on the front and back. Each player can freely choose their preferred character.
Prepare the table
Shuffle each of the packs of cards separately, then place the Scene, Light, and Darkness cards face down in the center of the table along with the dice. Shuffle the Introduction and Epilogue decks separately and set them to one side, as they will only be used once per game.
Choose the first GM and the first Main Character
Select the first GM using the method of your choice (play rock, paper, scissors for it, etc.). Anyone who has some experience of role-playing games (RPGs) would be a good choice for this role. The chosen player receives the GM card, and the player to their left becomes the first Main Character and receives the relevant card.
Introduction
One of the players draws an Introduction card and reads it out loud. Once everyone has had a moment to imagine the situation, you are ready: it's time to head off on your adventure!
Everything is ready, the adventure is about to begin! If it's not your first time playing, try changing characters for a different experience.
Playing the Game
- The GM draws a Scene card and reads it out loud.
- The Main Character tries to resolve the Scene with a Skill Check (see Skill Check) or by a Role-play challenge (see Role-play Challenge).
- The Main Character gains a Light card if they successfully complete the Scene, and a Darkness card if they don't.
- The GM and Main Character cards are passed to the next players clockwise: the Main Character becomes the GM and the next player to the left becomes the Main Character.
Continue the game by repeating these steps.
Connecting the Scenes
Sometimes, the Scene card that has just been drawn will seem to have very little to do with the previous one. The GM's task is to weave the scenes together into a story. It doesn't matter if the connection seems far-fetched or forced; the most important thing is to make it creative. Don't worry about the result; strange and unexpected connections sometimes make the most interesting stories!
Scenes can be connected freely. Even if you think there can't be anything in common between the Scenes, don't panic, just find a way to force them together. The result will be even more fun!
The GM sets up the Scene, the Main Character plays it out.
Darkness and Light cards
When a player gains a Light or Darkness card, they should place it face up on the table in front of them.
Skill Check
- The Main Character rolls 2D (2 six-sided dice) and adds their score to the Skill designated for the Check: Power or Technique.
- If the resulting total is higher than or equal to that required by the Check (for example "Technique: 11"), the Check is a success. If the total is lower, then the Check has failed.
- Some cards may give you additional or different instructions to follow in order to resolve a Check.
Roll two dice and try to obtain the highest score possible! If the score is higher or equal, it's a SUCCESS!
If you think you'll fail the Check, you can suggest a few ideas to the GM to convince them to reduce the Difficulty… or you can simply accept the fact that you're not going to make it, and that it's not a big deal!
Abilities
Each character has an Ability that can help you during your adventures. More Abilities may be obtained from the Light and Darkness cards that you gain during the game.
- The descriptions for the Abilities explain how and when you can use them. For example, "Solo" means that you can only use the Ability during your own Tests; "Assist" means that you can use it to help another character during their Tests; "Permanent" designates an Ability that is always active.
- If you wish to use an Ability on a Skill Check, you must announce it BEFORE rolling the dice.
- Unless indicated otherwise, each character may only use one Ability per Scene.
Note: the current GM's character and cards are not used during the Scene.
Role-play Challenge
Follow the instructions on the Scene card and simply state what your character would do, "as the character". This is where you actually get to play a role. But don't get stage fright, there's no need for any improv' skills, acting techniques, or anything like that! You can simply express yourself normally, for example, saying "I did this" or "I'm going to do that." The most important thing is to have fun together and try to involve the other players.
When it comes to role-playing, there's no need to follow a script! For example, saying "I'm cooking a curry" is perfectly fine if that's what you think your character would do!
Success or Failure
During Role-play Scenes, the GM does not intervene, but they alone decide if the Scene is a success or a failure. They could say "I like your idea, it's a success!" or "You played that out really well, but I'm afraid you've failed." The GM can decide freely, and whatever the decision, it's not a big deal.
Epilogue
Once each of the players have been the GM 3 times, the story reaches its end. The players need to face one last challenge!
Playing out the Epilogue
- There is no GM during the Epilogue. The players manage the Scene collectively.
- Only Abilities with the indication "All" or "Permanent" can be used.
- NPCs (Non-Player Characters, secondary characters) can join in this Scene if they come from Light or Darkness cards.
Defeat the final boss
A player draws an Epilogue card and reads it out loud. Not all Epilogues are as simple as a final combat against a more powerful opponent. If you prefer to end the story with an epic battle, you can simply continue drawing new cards from the deck until you get one that suits you.
Epilogue cards carry the final Test as a Check. For example, the "A magical menu" Epilogue card has this Check: "Each player rolls 2D + Power and Technique, also including any bonuses from their Light and Darkness cards. The results indicate the quality of each character's dish. The best dish, or the one with the most suitable score, is the one that saves the world!"
Wrapping up the adventure
Even if you fail the final Test, it doesn't mean the game itself is over.
Whether you head off in search of new adventures or seeking revenge, you can always play another game. After all, having a good time with your friends is the game's true reward! Once your adventure is over, if you still have time, you can start another one, and maybe you can pick a different character this time.
Failure or success doesn't make much of a difference. Your adventure will lead you through situations and interactions to the inevitable Epilogue… Just trust the dice, and your companions!
Two-Player Games
The recommended number of players for this game is 3 to 5 (referred to as "regular play" below), but it can be played by 2 people by making the following changes to the rules:
- Each player picks 2 Character cards, a main one and a second as a support character.
- The two players play the Main Character and the GM in turn, Scene after Scene as they do in regular play.
- The GM can use their own characters to help the Main Character.
- Once both players have each been GM 3 times, they move on to the Epilogue, just as they would in regular play.
Solo Play
Using the following modifications, you can even play on your own!
- Select a character.
- Draw a Scene card and play it out as you would in regular play. You are both the GM and the Main Character for every turn. Reduce Skill Check difficulties by 4. For Role-play challenges, imagine how they could play out and be resolved.
- Instead of speaking out loud, write down what your character says and does during the Scenes. You can do it on paper, on your computer or even post it to social media!
- After 5 Scenes, draw an Epilogue card.
- Ignore the Epilogue's Test. Instead, try to imagine the most interesting outcome and write it down.
- Write out the story's Epilogue, then give it a read through and make any necessary corrections. It's ready to be shared!
Other Rules
Using the Opponent/Objects Cards
In some cases, you may be stuck for ideas on how to connect the Scenes or describe their conclusion. When that happens, you can use these cards by rolling the dice to select the elements randomly.
It's best to use this tool sparingly, don't let your imagination rest for too long!
The special table cards list entries for each face of the first die and of the second die. The rulebook does not print a further procedure for them beyond rolling the dice to select the elements randomly.
Objects table 1
| Face | First die | Second die |
|---|---|---|
| 1 | Potion | Of happiness |
| 2 | Ray | Of destruction |
| 3 | Book | Of defeat |
| 4 | Wand | Of minimal size |
| 5 | Dish | Of time |
| 6 | Flower | Of the gods |
Opponents table 1
| Face | First die | Second die |
|---|---|---|
| 1 | Murderous demon | Red |
| 2 | Ghost | Young |
| 3 | Devil | Ancient |
| 4 | Warlock | Greedy |
| 5 | Nobleman | Dark |
| 6 | Castle | Forest |
Note: the Opponents table 1 second-die column is partly hidden behind the Objects card on the printed page; its entries are taken from the PDF text layer in face order.
Note: the back sides of the two special table cards (Objects 2 and Opponents 2) are not reproduced in this rulebook.
Glossary
2D – Two dice (D for dice).
Ability – This is something special about your PC that lets you break the rules in interesting ways. Each Ability has its own instructions for use, specified on the Character card.
Darkness card – Darkness cards add some unexpected characteristics to the characters and make them more interesting.
GM – Game Master: The narrator and the referee of an RPG. A role that may seem difficult, but is particularly fun and something that doesn't exist in other types of games. In NOBI NOBI, players take turns acting as the GM.
Light card – Light cards add interesting additional Abilities to the characters.
PC – Player Character, the player's alter ego. In other RPGs, you can create your own characters, which is also very (very, very!) fun to do.
Power – The PC's strength and determination.
RPG – Role-Playing Game: A game played around a table using conversations and dice. Since the invention of RPGs, an untold number of rules and adventure styles have been created. NOBI NOBI is one of the most compact versions ever.
Technique – The character's concentration and efficiency level.
The icon at the bottom of the card indicates that it belongs to NOBI NOBI – MAGIC. This comes in handy when you need to sort cards after playing with multiple versions of NOBI NOBI.
Can be combined with all NOBI NOBI boxes.
Reference Card
Transcribed from the reference card's printed back side.
Rules
Setting up the game (see page 6)
- Choose a Character card.
- Choose the first GM.
- Choose the first Main Character (player to the left of the GM).
- Draw an Introduction card.
Playing the game (see page 8)
- The GM draws a Scene card and reads it out loud.
- The card defines if it is a Check or a Role-play Scene.
- The Main Character gets a Light card if the Scene is a success, or a Darkness card if it ends in failure.
- The roles of GM and Main Character (and the relevant cards) are passed to the players on the left.
Skill Check (see page 10)
- Most cards indicates which Skill to check: Power or Technique. To carry out a Check, roll two dice, and add their score to that of the Main Character's tested Skill.
- Compare the resulting total with the Check difficulty: if it is higher than or equal to the difficulty, it's a success! If not, they fail.
Role-play Challenge (see page 12)
- The resolution of the Scene is played out loud.
- The GM can freely decide if the Scene is a success or a failure, also taking into account the reactions of the other players.
Abilities should be used before rolling the dice. Each player may only use one Ability per Scene.
Epilogue (see page 14)
- Once each player has been GM three times, begin the Epilogue.
- Draw an Epilogue card.
- Carry out the final Check and play out the end of the adventure.
The reference card's front side (shown in the rulebook's page 5 preview) lists the same steps with page references "> PAGE 7, 10, 11, 13, 15"; the page numbers there refer to a different layout of the book and are not reproduced.