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4. Resolve Action

Duskara: Children of the Twilight Turn Structure

Resolution uses a simple dice pool system: Base Pool: Roll 1d6 Add dice for advantages (max 4d6 total): Relevant character: +1d6 if a character with applicable tags is involved Relevant resource: +1d6 if you have a resource that directly helps Favorable condi...

5. Update Community

Duskara: Children of the Twilight Turn Structure

Record the outcome: Modify your tracking (map, timeline, character web) Add/remove resources as appropriate Update Open Questions Note character development Adjust Tension (see Tension section) This step is crucial. The game creates a living history through ...

6. Pass

Duskara: Children of the Twilight Turn Structure

The next player becomes active and draws a new card. Play continues clockwise (or any agreed order for async/solo play).

CRADLE — Nurture and Build

Duskara: Children of the Twilight Actions in Detail

Cradle actions invest in the settlement's future: growing food, repairing infrastructure, teaching skills, preserving culture, building relationships. These are proactive, generative actions that create capacity and sustainability. Duskara-Specific Cradle Exam...

WARD — Defend and Protect

Duskara: Children of the Twilight Actions in Detail

Ward actions respond to immediate threats: storms, equipment failures, conflicts, external dangers. These are reactive, protective actions ensuring the settlement survives to continue building. Duskara-Specific Ward Examples: Environmental Hazards: Prepare fo...

PROJECT — Major Initiatives

Duskara: Children of the Twilight Actions in Detail

Projects are substantial undertakings requiring multiple cycles and coordination. They represent the settlement's ambitious plans for growth, exploration, or transformation. Starting a Project: When the table agrees to begin a Project, define: Goal: What are ...

DELIBERATE — Discuss and Decide

Duskara: Children of the Twilight Actions in Detail

Deliberate actions focus on collective decision-making, resolving internal tensions, and defining community values. These are purely social and philosophical—you're not building or defending, you're deciding who you are as a people. When to Deliberate: Open Q...

Phase 1: Establishment

Duskara: Children of the Twilight Phases

Duration: Until the first Queen of any suit is drawn Tone: Hopeful, ambitious, foundational Focus: The settlement is finding its footing. Players define community identity, establish resources, set up infrastructure, and articulate initial aspirations. Challen...

Phase 2: Growth

Duskara: Children of the Twilight Phases

Duration: From first Queen until first King Tone: Expansive, confident, ambitious Focus: The settlement thrives. Projects advance, population grows, relationships with neighbors develop. There's momentum and optimism, but also growing complexity. Success bring...

Phase 3: Crisis

Duskara: Children of the Twilight Phases

Duration: From first King until Resolution deck exhausts (or alternate end conditions) Tone: Tested, strained, consequential Focus: The settlement faces existential challenges. Growth has created vulnerabilities; success has attracted attention or exhausted re...

Phase 4: Resolution

Duskara: Children of the Twilight Phases

Duration: Final few cards of the deck (typically last 3-5 turns) Tone: Reflective, conclusive, weighted with accumulated history Focus: The settlement's fate crystallizes. Earlier choices bear fruit or haunt decisions. Questions receive answers, though not alw...

Hearts (♥) — Community & Culture

Duskara: Children of the Twilight Prompt Cards: Suits Detailed

Hearts represent the human element: relationships, traditions, celebrations, conflicts, memory. This is the internal social life of the settlement—how people connect, clash, remember, and create meaning together. Typical prompts involve: Interpersonal relatio...

Diamonds (♦) — Resources & Technology

Duskara: Children of the Twilight Prompt Cards: Suits Detailed

Diamonds represent the material and technical aspects of survival: water, power, food, infrastructure, maintained technology. This is the practical side of life on Duskara—the systems that keep people alive and thriving. Typical prompts involve: Water systems...

Spades (♠) — Environment & Adaptation

Duskara: Children of the Twilight Prompt Cards: Suits Detailed

Spades represent Duskara itself: the wind, storms, temperature extremes, native life, and the psychic abilities humans developed to survive here. This is the interface between humanity and the planet—both the challenges and the gifts of adaptation. Typical pro...

Clubs (♣) — Mysteries & Change

Duskara: Children of the Twilight Prompt Cards: Suits Detailed

Clubs represent the unknown, transformation, and deep questions: ancient structures, lost knowledge, philosophical dilemmas, internal evolution. This is about the settlement grappling with what it doesn't understand and who it's becoming. Typical prompts invol...

Complete Card Prompts

Duskara: Children of the Twilight Prompt Cards: Suits Detailed

This table provides specific prompts for each card. These are starting points—interpret them through your settlement's current situation, history, and needs. As you become familiar with the game and setting, you're encouraged to create your own prompts based o...

Final Reflection

Duskara: Children of the Twilight End Conditions

After the game ends, spend 20-30 minutes in reflection using these prompts. This is essential for closure and sense-making. Core Questions: What did the settlement build that will endure? What was lost along the way? What sacrifices were made? Which character...

The Three Faces

Duskara: Whispers of Dusk The World of Duskara

The Day Side: A radiation-scorched wasteland where temperatures exceed 400°C. Robotic mining operations extract rare materials from the margins, but human presence is impossible. The extreme heat drives the planetary winds that define all life in the twilight ...