Group Games
Story Night games
Round-robin tales, prompt cards, silent story beats, and kind storytelling formats for living rooms and campfires.
All Story Night games (60)
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One-Word Lightning Story
Speed-build a silly tale.
Players: 4-20Time: 20-90 minEnergy: Low
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Partner Story Confirm
Make story direction dual-checked.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Architect Turn
Let winners shape the next round.
Players: 4-20Time: 20-90 minEnergy: Low
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Circle Reset Credits
End with a clean story circle.
Players: 4-20Time: 20-90 minEnergy: Low
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Silent Round · Story Night
Add a quiet focus round.
Players: 4-20Time: 20-90 minEnergy: Low
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Partner Confirm Round · Story Night
Make results dual-checked.
Players: 4-20Time: 20-90 minEnergy: Low
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Beginner Hint Token · Story Night
Welcome beginners.
Players: 4-20Time: 20-90 minEnergy: Low
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Comeback Token · Story Night
Give trailing players a door back.
Players: 4-20Time: 20-90 minEnergy: Low
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Pattern or Prompt Draft · Story Night
Make prompt choice fair.
Players: 4-20Time: 20-90 minEnergy: Low
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Host Script Round · Story Night
Keep hosting consistent.
Players: 4-20Time: 20-90 minEnergy: Low
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Three-Round Mini Match · Story Night
Keep the match short.
Players: 4-20Time: 20-90 minEnergy: Low
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Blind Draw Order Social · Story Night
Randomize order fairly.
Players: 4-20Time: 20-90 minEnergy: Low
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Team Average Social · Story Night
Compare team scores per player.
Players: 4-20Time: 20-90 minEnergy: Low
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Theme Night Round · Story Night
Ride one theme together.
Players: 4-20Time: 20-90 minEnergy: Low
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Relay Mark or Pass · Story Night
Share the spotlight.
Players: 4-20Time: 20-90 minEnergy: Low
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Freeze and Verify · Story Night
Keep scoring honest.
Players: 4-20Time: 20-90 minEnergy: Low
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Kids and Adults Split · Story Night
Include mixed ages.
Players: 4-20Time: 20-90 minEnergy: Low
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Finale Double Round · Story Night
Make the last round matter.
Players: 4-20Time: 20-90 minEnergy: Low
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Kindness Bonus Square · Story Night
Reward optional kindness.
Players: 4-20Time: 20-90 minEnergy: Low
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Second Chance Card · Story Night
Give one recovery door.
Players: 4-20Time: 20-90 minEnergy: Low
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Memory Trio Round · Story Night
Add a gentle memory beat.
Players: 4-20Time: 20-90 minEnergy: Low
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Confidence Call · Story Night
Add playful confidence calls.
Players: 4-20Time: 20-90 minEnergy: Low
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Clean-Up Credits · Story Night
End with clean-up pride.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Zone Ladder
Climb scoring zones with equal turns.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Equal-Turn Sprint
Short race with equal turns for everyone.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Partner Handoff
Partners alternate legal attempts.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Soft-Touch Control
Soft controlled attempts only this round.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Captain Setup Call
Captain locks one safe rule before the round.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Verify-First Finish
No cheer until the result is verified.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Comeback Lane
Trailing side gets one legal extra finale attempt.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Blind Order Draw
Draw turn order before play.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Kids Track Split
Kids use a simpler track on the same flow.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Process Sheet Round
Visible score sheet scores 1 process point.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Boundary Respect
Out past the hard line scores 0.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Practice Beat Free
One free practice attempt before scoring.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Honesty Self-Call
Self-called fouls earn 1 honesty point.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Shared Team Mean
Match uses team average.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Silent Focus Beat
One round uses gestures only.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Mirror Match
Copy the prior legal attempt style with equal turns.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Relay Chain
Each teammate completes one legal attempt in order.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Target Swap
Targets or prompts swap mid-round once.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Precision Window
Only attempts inside a tight window score.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Warm Seat Start
New players get one free orientation turn.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Shadow Score
Keep a shadow sheet for disputed calls.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Pace Ladder
Each equal-turn set slightly speeds the table clock.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Split Field
Two fair sub-fields run the same rules in parallel.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Guest Guide
A guest sets one safe house rule for the round.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Carry Token
Bank one legal success as a carry into the next set.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Quiet Corner
Offer a quiet lane or seat for low-stim play.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Spotter Assist
One named spotter may stabilize props once per turn.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Tiebreak Draw
Ties resolve with one equal-turn sudden finish.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Shared Trophy
Celebrate co-winners when totals match after verify.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Reset Ritual
Group reset between sets earns one process point.
Players: 4-20Time: 20-90 minEnergy: Low
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Story Night Twists (60)
Optional one-rule scoring twists for a game your group already plays.
Silent Round Rule · Story Night
Use Silent Round · Story Night: One round uses gestures only.
- Use Silent Round · Story Night: One round uses gestures only.
- Compatible host: Silent Round · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. During round two, use gestures for creative directions and responses. The teller may gesture and the host may neutrally name the fictional character, action and outcome for confirmation. Consent, access and safety communication may use any needed method at any time. Ask rather than assuming silence means consent. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Keep creative communication gestural in the host’s stated quiet round; consent, access and safety communication always use any needed method. Silence never establishes consent. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Silent Round Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Silent Round Rule · Story Night; stop at the agreed finish condition.
Partner Confirm Rule · Story Night
Use Partner Confirm Round · Story Night: Partners both confirm before score posts.
- Use Partner Confirm Round · Story Night: Partners both confirm before score posts.
- Compatible host: Partner Confirm Round · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Pair people as checkers; a host can join an unpaired participant. The checker still receives their own scheduled turns. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. Before posting a point, the actor and checker both confirm the character, action and outcome. Permit one ordinary evidence recheck. If they still disagree, ask the host to apply the stated criterion; if it remains unverifiable, record 0 rather than guessing. Consent, access and safety concerns can be raised again whenever needed. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Both named partners confirm the host’s stated result before its point posts. Keep one ordinary record recheck, with unresolved points unposted or 0 as the host describes. Needed consent, access and safety checks have no numerical cap. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Partner Confirm Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Partner Confirm Rule · Story Night; stop at the agreed finish condition.
Comeback Token Rule · Story Night
Use Comeback Token · Story Night: Trailing side gets one extra legal finale turn.
- Use Comeback Token · Story Night: Trailing side gets one extra legal finale turn.
- Compatible host: Comeback Token · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Before starting, announce one comeback token for the entire group. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. After the three ordinary rounds, identify the lowest total strictly below the lead. Draw one eligible name if tied and offer that person one extra turn on the final task under the same rules. A pass uses the token. If all totals tie, nobody trails and it stays unused. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. The one extra turn has the same 1-or-0 value, with no extra process bonus. Compare totals after the three equal ordinary rounds and the single preannounced comeback exception. Highest total wins; tied leaders share the result. Selected rule: Use the single preannounced extra finale turn already described in this host. It is an explicit exception after equal ordinary turns, not another token per teammate or a second extra turn. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Comeback Token Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Comeback Token Rule · Story Night; stop at the agreed finish condition.
Beginner Hint Rule · Story Night
Use Beginner Hint Token · Story Night: One rules hint per new player.
- Use Beginner Hint Token · Story Night: One rules hint per new player.
- Compatible host: Beginner Hint Token · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Give each new player a paper token for one optional reminder during play. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A new player may hand in the token for a reminder about the turn or scoring rule, such as who acts next. The helper must not supply the scene for its teller. The token adds 0 points; ordinary rule clarification and access support remain available after it is used. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Keep one optional rules-only token per new player, worth 0. Do not supply the participant’s task answer. Ordinary clarification and access support remain available after it is spent. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Beginner Hint Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Beginner Hint Rule · Story Night; stop at the agreed finish condition.
Team Table Rule · Story Night
Use Three-Round Mini Match · Story Night: Tables share one result and rotate the actor.
- Use Three-Round Mini Match · Story Night: Tables share one result and rotate the actor.
- Compatible host: Three-Round Mini Match · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Announce exactly three rounds and no optional extra-turn token. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Stop after exactly three offered turns each. Add all three round scores; highest total wins and tied leaders share the result. Do not add a tie round in this activity. Selected rule: Before the scored portion, make equal-sized table teams and write an actor rotation. For an odd roster, one willing person may call this game and join a later game. If everyone wants scoring turns now, use solo teams for everyone instead; each solo team keeps the same stated schedule. Never compare a solo total with a larger team’s total. Each table shares one result on a turn; rotate its actor until every teammate has had three offered turns. Other teammates may discuss but only the scheduled actor submits the result. An out-of-turn submission earns 0 and erases only its pending point; then offer the scheduled actor a turn. Keep the host’s task criterion and point value. Compare team totals only after equal offered quotas, sharing ties. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Team Table Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Team Table Rule · Story Night; stop at the agreed finish condition.
Lightning Care Rule · Story Night
Use Three-Round Mini Match · Story Night: Timer cannot force unkind or unsafe play.
- Use Three-Round Mini Match · Story Night: Timer cannot force unkind or unsafe play.
- Compatible host: Three-Round Mini Match · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Announce exactly three rounds and no optional extra-turn token. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Stop after exactly three offered turns each. Add all three round scores; highest total wins and tied leaders share the result. Do not add a tie round in this activity. Selected rule: If the group wants a timer, agree a comfortable turn length before the scored portion and use it only as a reminder to offer the next turn, never as a speed bonus. Anyone gets one honored ordinary slowdown call. Pause or extend again whenever needed for consent, access or safety, without deduction or shaming. Keep the host’s actual task and score. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Lightning Care Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Lightning Care Rule · Story Night; stop at the agreed finish condition.
Theme Lock Rule · Story Night
Use Theme Night Round · Story Night: Theme stays kind and inclusive.
- Use Theme Night Round · Story Night: Theme stays kind and inclusive.
- Compatible host: Theme Night Round · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Lock the theme “a friendly library” before starting; nobody needs themed clothing, purchases or personal disclosure. Set each of the three fictional scenes in a friendly library. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. Keep the announced library theme for all three rounds. Pass freely if a prompt is uncomfortable. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Here the 1 point is for a completed task matching the announced library prompt; it is not an additional theme bonus. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Keep the announced kind theme fixed during ordinary play, with free passes. A needed consent, access, safety or inclusion correction can still change it; do not require purchases, costumes, photos or personal experiences. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Theme Lock Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Theme Lock Rule · Story Night; stop at the agreed finish condition.
No Cash Prize Rule · Story Night
Use No Cash Prizes · Story Night: Points or stickers only.
- Use No Cash Prizes · Story Night: Points or stickers only.
- Compatible host: No Cash Prizes · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Announce “Points or stickers only. No gambling.” Do not collect stakes or make purchases a condition of taking a turn. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. The group receives 1 shared process point when the prize rule has been explained, separate from individual task totals. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Points or stickers only. No gambling. Keep the host’s shared preparation point separate from task scores; no purchase is required to take a turn. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score No Cash Prize Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after No Cash Prize Rule · Story Night; stop at the agreed finish condition.
Opt-Out Rule · Story Night
Use Opt-Out Always Ok · Story Night: Pass a turn without penalty.
- Use Opt-Out Always Ok · Story Night: Pass a turn without penalty.
- Compatible host: Opt-Out Always Ok · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. The host demonstrates “I pass” and moves calmly to the next person without asking for a reason. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A person can decline the entire activity, an individual task, a photograph or an introduction. Leave their remaining places on the turn list available; do not require an explanation or public applause for passing. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Use the demonstrated pass without demanding a reason, deduction or loss of later offered turns. A full opt-out remains welcome. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Opt-Out Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Opt-Out Rule · Story Night; stop at the agreed finish condition.
Finale Double Rule · Story Night
Use Finale Double Round · Story Night: Announced final round scores double.
- Use Finale Double Round · Story Night: Announced final round scores double.
- Compatible host: Finale Double Round · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Announce before the first turn that round three is the finale and doubles task points. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Valid tasks earn 1 in rounds one and two, then 2 in round three. Invalid attempts and passes remain 0; double no process points. After the same three offered turns each, including the announced double finale, highest total wins. Tied leaders share the result. Selected rule: Use the host’s preannounced third round as the double finale: valid task points are 2 instead of 1, and invalid attempts or passes remain 0. Equal offered turns remain; process points are never doubled. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Finale Double Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Finale Double Rule · Story Night; stop at the agreed finish condition.
Verify First Rule · Story Night
Use Three-Round Mini Match · Story Night: No cheer until verify finishes.
- Use Three-Round Mini Match · Story Night: No cheer until verify finishes.
- Compatible host: Three-Round Mini Match · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Announce exactly three rounds and no optional extra-turn token. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Stop after exactly three offered turns each. Add all three round scores; highest total wins and tied leaders share the result. Do not add a tie round in this activity. Selected rule: Before announcing a winner, the host checks offered turns, task criteria and addition. An incorrect win call simply resumes any unoffered scheduled turns or corrects the total, with no extra penalty or invented replay. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Verify First Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Verify First Rule · Story Night; stop at the agreed finish condition.
Guest Host Rule · Story Night
Use Guest Host Rotation · Story Night: Rotate host or caller each round.
- Use Guest Host Rotation · Story Night: Rotate host or caller each round.
- Compatible host: Guest Host Rotation · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Invite three willing callers, one for each round; the main host covers a passed role. Let each practice this line: “Here is our prompt; you may try it, use support or pass.” Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. The caller reads that round’s prompt and offers turns in the written order. The main host keeps scoring and consent checks consistent; callers still receive their own offered task turns. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Completing all three caller rotations earns the group 1 shared process point, separate from individual totals. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Use the complete caller rotation and practice line stated above. The main host covers any passed role and keeps checks consistent; nobody must introduce or display another person without permission. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Guest Host Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Guest Host Rule · Story Night; stop at the agreed finish condition.
Prompt Architect Rule · Story Night
Use Story Architect Turn: Winner designs next safe prompt.
- Use Story Architect Turn: Winner designs next safe prompt.
- Compatible host: Story Architect Turn. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. After the three rounds and score check, invite the winner to design one next PG fiction prompt with a character and situation. Tied winners may agree on one, or draw a willing designer. The host vetoes unsafe or unkind prompts and offers “a friendly robot’s picnic” if the designer passes or a prompt cannot be used. Offer one unscored sharing circle on that prompt. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. The willing designer receives 1 prompt-design point when the host approves the prompt. Record it after naming the three-round winner; it does not retroactively select a different designer. The closing sharing circle adds no points. Name the highest three-round total, sharing ties, before prompt design. Finish with the optional designer-led prompt circle and acknowledge the approved design separately. Selected rule: Keep the host’s winner-designed, host-vetted next prompt and separately recorded 1 design point. If the winner passes, use the host’s stated safe fallback. Do not retroactively change who won the ordinary game. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Prompt Architect Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Prompt Architect Rule · Story Night; stop at the agreed finish condition.
Second Chance Rule · Story Night
Use Second Chance Card · Story Night: Trailing player replaces one prompt once.
- Use Second Chance Card · Story Night: Trailing player replaces one prompt once.
- Compatible host: Second Chance Card · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Make a spare copy of each task card and mark one Second Chance card. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. Before round two or three, the player with the lowest total strictly below the lead may use the group’s one Second Chance card; draw one eligible name if tied. Before their next turn, they replace its prompt with another of the three named prompts. This is one replacement in the whole game, not an extra turn, and keeps the same criterion and 1-point value. A tie across everyone leaves the card unused. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Keep the one preturn prompt replacement for a strictly trailing person, drawn if eligible people tie. It changes a prompt, not the turn count or value, and remains unused if all totals tie. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Second Chance Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Second Chance Rule · Story Night; stop at the agreed finish condition.
Memory Trio Rule · Story Night
Use Memory Trio Round · Story Night: Three items then pause for memory play.
- Use Memory Trio Round · Story Night: Three items then pause for memory play.
- Compatible host: Memory Trio Round · Story Night. Seat the group comfortably with paper, a pen and a visible turn list. Read this trio aloud and show it in writing: key, kite and robot. Prepare a new ordering of those same three items for each of three rounds. Explain communication support, rereads and free passes before starting. Offer everyone one response each round after a brief pause. Ask them to name or point to the three items in any order; reread or show the list again whenever needed. Nobody must remove an access aid or be photographed, perform or tell a personal story. A pass completes the offered response and keeps later turns. Naming or indicating all three announced items earns that person 1 point, including after a reread. A missing item or pass earns 0, with no deduction. Keep three results per person. After three equal offered recall turns each, highest total wins; tied leaders share the result. Selected rule: Keep the host’s actual three-item recall task, rereads and visible list available. Naming or indicating all three earns 1 even with support. Keep it a friendly recall task, without pressured disclosure or performance. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Memory Trio Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Memory Trio Rule · Story Night; stop at the agreed finish condition.
Kindness Bonus Rule · Story Night
Use Kindness Bonus Square · Story Night: Optional safe kind action can add 1.
- Use Kindness Bonus Square · Story Night: Optional safe kind action can add 1.
- Compatible host: Kindness Bonus Square · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Announce one optional kindness action: offer a willing neighbor a prompt card or pen without supplying their story. Ask first; a declined offer needs no explanation. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. A completed, welcomed instance of the announced action can add 1 to the helper’s total, at most once per person per round. Skip it freely if uncomfortable. Never award for posing, dressing up, disclosure, contact or answering for another player. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Keep only the host’s announced, welcomed safe helping action for +1, at most once per person per round. Skip freely if uncomfortable; it never buys consent. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Kindness Bonus Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kindness Bonus Rule · Story Night; stop at the agreed finish condition.
Clean-Up Credits Rule · Story Night
Use Clean-Up Credits · Story Night: Group reset scores 1 shared point.
- Use Clean-Up Credits · Story Night: Group reset scores 1 shared point.
- Compatible host: Clean-Up Credits · Story Night. Set out a container for cards and equipment and identify what belongs to the group. Wait until the main activity has stopped. Invite people to help in a comfortable way or pass. Together, collect prompt cards and pens, return chairs with help as needed, and leave a clear path. Ask before handling someone else’s belongings or images. The host reads brief kind credits such as “Thanks for making room and sharing equipment”; do not rank helpers or single out people who passed. Record 1 shared process point when the agreed space and equipment are reset. This is one group point, with no individual totals or speed bonus. Everyone shares the win when the agreed reset is complete. End with a quiet final check that people and belongings are accounted for. Selected rule: Complete the stated optional reset for 1 shared process point and kind group credits. Do not add a competitive speed score or rank helpers. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Clean-Up Credits Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Clean-Up Credits Rule · Story Night; stop at the agreed finish condition.
Blind Draw Order Rule · Story Night
Use Blind Draw Order Social · Story Night: Draw turn order before play.
- Use Blind Draw Order Social · Story Night: Draw turn order before play.
- Compatible host: Blind Draw Order Social · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Write one number per participant on folded slips. Everyone draws once before play; list their chosen names in that order. Use the same order in all three rounds, with no mid-game redraw. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. After all scheduled turns have been marked, the group receives 1 shared process point for the completed order record; it does not break an individual tie. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Use the fixed order drawn before play, with no mid-game redraw. A pass completes an offered place and leaves later places available. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Blind Draw Order Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Blind Draw Order Rule · Story Night; stop at the agreed finish condition.
Team Average Rule · Story Night
Use Team Average Social · Story Night: Match uses team average.
- Use Team Average Social · Story Night: Match uses team average.
- Compatible host: Team Average Social · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Divide willing participants into teams and record each roster before play. Keep every person’s own three offered turns, even if team sizes differ. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Add each team’s individual points and divide by its recorded number of players. For example, 9 points from 3 players averages 3; 12 from 4 also averages 3. Keep the full fraction for comparison. This adjusts for team size, not skill. After three offered turns per player, the highest team average wins. Equal averages share the result; no team removes a passing player from its divisor. Selected rule: Keep all rostered players in the divisor, add their individual points and divide by player count after equal offered turns. Compare exact averages and share ties; this adjusts for team size, not skill. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Team Average Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Team Average Rule · Story Night; stop at the agreed finish condition.
Freeze Audit Rule · Story Night
Use Freeze and Verify · Story Night: Random freeze audits three results.
- Use Freeze and Verify · Story Night: Random freeze audits three results.
- Compatible host: Freeze and Verify · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Write the numbers 1, 2 and 3 on slips; draw one secretly to choose which round is followed by an audit. Keep a sheet of prompt, chosen name and result only. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. At the end of the drawn round, number the completed result entries, put those numbers on slips and draw three. Recheck the character, action and outcome for those entries; with fewer than three, check all available entries. Use the original participants’ confirmation, not a demand to retell personal material or share an image more widely. Correct any arithmetic or unverified point calmly. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. The completed three-result audit earns the group 1 shared process point, separate from individual totals. If an audited point cannot be verified from the original task record and participants’ confirmation, mark it uncertain and record 0 for that entry, with no further deduction. Do not invent evidence, demand a wider image disclosure or replay a finished attempt. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Use the stated random pause and check three actual completed records, or every available record if fewer exist. Correct errors calmly; use only the fictional task record and participants’ confirmation. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Freeze Audit Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Freeze Audit Rule · Story Night; stop at the agreed finish condition.
Kids Track Rule · Story Night
Use Kids and Adults Split · Story Night: Separate simple track on same flow.
- Use Kids and Adults Split · Story Night: Separate simple track on same flow.
- Compatible host: Kids and Adults Split · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. With responsible adults, make a separate supervised simpler track; use the same three-round order and keep separate sheets. No child needs a costume, personal story or photograph of themselves. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. On the simpler track, each offered turn is to name a friendly character and one thing it does. The host supplies assistance and checks a friendly character and an action. Keep adult and child scores on their own sheets; offer all three turns on each track. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. On the simpler track, meeting its announced simpler criterion earns 1; a pass completes the turn for 0. Celebrate both tracks independently. After three offered turns per person, name the highest total within each track. Ties share that track’s result; do not compare children with the adult track. Selected rule: Keep the supervised simpler track and its independent result. Compare each track only against its own announced task and offered schedule, with shared ties. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Kids Track Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Kids Track Rule · Story Night; stop at the agreed finish condition.
Relay Rule · Story Night
Use Relay Mark or Pass · Story Night: Teammates alternate who acts.
- Use Relay Mark or Pass · Story Night: Teammates alternate who acts.
- Compatible host: Relay Mark or Pass · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Make teams with equal numbers of active players; anyone left over may join a separate equal-sized group or take an independent three-turn score. Write a rotation for each team. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. Teammates act only in their written rotation, with one offered turn per person each round. A pass advances to the next actor. An out-of-turn attempt earns 0 and erases only that attempt’s pending point, never earlier points; then offer the scheduled actor their turn. Do not replace a passing teammate with a stronger actor. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. After three offered turns per person, compare total points only among teams with equal rosters and schedules. Highest total wins; tied teams share the result. Independent players compare only their own equal schedule. Selected rule: Keep the written actor rotation. A pass advances an offered place; an out-of-turn attempt erases only its own pending score, not earlier results. Do not give a stronger teammate a passed person’s extra scored attempt. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Relay Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Relay Rule · Story Night; stop at the agreed finish condition.
Confidence Call Rule · Story Night
Use Confidence Call · Story Night: State confidence without changing verify.
- Use Confidence Call · Story Night: State confidence without changing verify.
- Compatible host: Confidence Call · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. Before a turn, a person may say “ready,” “unsure” or “let’s try,” or skip the call. It adds 0 points, never changes the criterion or the host’s check, and invites no teasing. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: The friendly confidence call is optional flavor worth 0. Keep the same verification and task points; never import a preattempt confidence bonus. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Confidence Call Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Confidence Call Rule · Story Night; stop at the agreed finish condition.
Speed Cap Rule · Story Night
Use Three-Round Mini Match · Story Night: One slow-down call must be honored.
- Use Three-Round Mini Match · Story Night: One slow-down call must be honored.
- Compatible host: Three-Round Mini Match · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Announce exactly three rounds and no optional extra-turn token. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Stop after exactly three offered turns each. Add all three round scores; highest total wins and tied leaders share the result. Do not add a tie round in this activity. Selected rule: Honor each person’s one ordinary “slow down” request by pausing before their next task and reviewing its rule. There is no speed score. Further time or pauses remain available whenever needed for consent, access or safety; never shame a request or remove later turns. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Speed Cap Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Speed Cap Rule · Story Night; stop at the agreed finish condition.
Grid Draft Rule · Story Night
Use Pattern or Prompt Draft · Story Night: Draft categories into blank grids.
- Use Pattern or Prompt Draft · Story Night: Draft categories into blank grids.
- Compatible host: Pattern or Prompt Draft · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Copy the three named prompts onto one slip each for every participant, using a separate opaque bag per person. Before round one, each person draws all three slips into a fixed personal order, so every prompt appears once. Mark that order on their sheet. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. For this draft version, use each person’s fixed drawn prompt order instead of the common listed round order. Everyone still receives one of the three tasks per round and all three exactly once. No mid-round redraw; someone may pass without explaining. Replace an inaccessible or unsafe instruction through the host, not by chance-drawing an advantage. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Once everyone has been offered their set, record 1 shared process point for the completed draft, separate from individual totals. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: For this selected format, replace the host’s pregame prompt-order draw with a blank three-cell grid per person. Draft character, action and outcome once each into different cells, with no duplicate categories. Keep that category layout. Use the three named story prompts in their original listed order; for each new prompt, fill fresh fictional character/action/outcome entries before that turn, or pass. A scene still needs all three parts for 1; the completed offered grid draft earns the same one shared process point, not an extra point per cell. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Grid Draft Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Grid Draft Rule · Story Night; stop at the agreed finish condition.
Picture Assist Rule · Story Night
Use Three-Round Mini Match · Story Night: Accessibility assists allowed.
- Use Three-Round Mini Match · Story Night: Accessibility assists allowed.
- Compatible host: Three-Round Mini Match · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Announce exactly three rounds and no optional extra-turn token. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Stop after exactly three offered turns each. Add all three round scores; highest total wins and tied leaders share the result. Do not add a tie round in this activity. Selected rule: Provide large-print or picture prompts, read them aloud, let someone point or dictate, and offer an agreed helper for physical handling. The participant still makes the fictional character, action and outcome choices while a helper may write or read for them. Do not deny needed support to protect a supposed difficulty level, and never photograph a person to prove participation. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Picture Assist Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Picture Assist Rule · Story Night; stop at the agreed finish condition.
Three-Round Cap Rule · Story Night
Use Three-Round Mini Match · Story Night: Match ends after three rounds unless tied.
- Use Three-Round Mini Match · Story Night: Match ends after three rounds unless tied.
- Compatible host: Three-Round Mini Match · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Announce exactly three rounds and no optional extra-turn token. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Stop after exactly three offered turns each. Add all three round scores; highest total wins and tied leaders share the result. Do not add a tie round in this activity. Selected rule: Announce this selected rule before the scored portion: play three equal offered rounds, then at most one extra equal round for tied leaders, using the final task and normal point value. If the extra round still ties, share the result and stop. This explicitly replaces an exactly-three host cap for this selected format; add no comeback turn as well. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Three-Round Cap Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Three-Round Cap Rule · Story Night; stop at the agreed finish condition.
Host Script Rule · Story Night
Use Host Script Round · Story Night: Host follows intro and kindness script.
- Use Host Script Round · Story Night: Host follows intro and kindness script.
- Compatible host: Host Script Round · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Read this introduction: “We will make three rounds of kind fictional scenes. On each turn name a character, what they do and what happens next. All three parts earn 1 point; a missing part or pass earns 0. After three offered turns each, highest total wins and ties share. You may speak, write, use support or pass, and you never owe us a personal experience. Everyone keeps their later turns. We check the scene’s parts, not who performs best.” Demonstrate one turn and a pass before scoring. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Completing that introduction and demonstration earns 1 shared process point for the group, separate from individual totals. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Read the complete introduction and demonstrate the offered turn and pass as stated above. Award its 1 shared process point once, not once per sentence or person. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Host Script Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Host Script Rule · Story Night; stop at the agreed finish condition.
Fair Pass Rule · Story Night
Use Opt-Out Always Ok · Story Night: Passing never reduces future fair turns.
- Use Opt-Out Always Ok · Story Night: Passing never reduces future fair turns.
- Compatible host: Opt-Out Always Ok · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. The host demonstrates “I pass” and moves calmly to the next person without asking for a reason. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A person can decline the entire activity, an individual task, a photograph or an introduction. Leave their remaining places on the turn list available; do not require an explanation or public applause for passing. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. After three offered turns each, the highest total wins; tied leaders share the result. Finish the current circle before comparing scores. Selected rule: Keep every later offered turn available after a pass. Celebrate the group without spotlighting, persuading or demanding an explanation from someone who opted out. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Fair Pass Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Fair Pass Rule · Story Night; stop at the agreed finish condition.
Process Sheet Rule · Story Night
Use Three-Round Mini Match · Story Night: Visible score sheet scores 1 process point.
- Use Three-Round Mini Match · Story Night: Visible score sheet scores 1 process point.
- Compatible host: Three-Round Mini Match · Story Night. Seat the group in a clear circle with paper, a pen and a visible turn list. Write three PG fiction prompts: a lost library key, a picnic interrupted by a friendly robot, and a kite that delivers a message. Explain that nobody needs to tell a personal story. People may speak, write, use communication support or pass. Announce exactly three rounds and no optional extra-turn token. Play three rounds in the listed order, using one prompt per round. Offer each person one short fictional scene: name a character, say what that character does, and describe what happens next. For example, a librarian follows a paper trail and finds the key under a book. The host checks those three parts, not acting skill, taste or personal disclosure. Allow a missing part to be clarified before moving on. A scene containing a character, an action and an outcome earns its teller 1 point. A pass completes the offered turn for 0, with no deduction or loss of later turns. Record points beside chosen names or initials; do not record anyone’s personal story. Stop after exactly three offered turns each. Add all three round scores; highest total wins and tied leaders share the result. Do not add a tie round in this activity. Selected rule: Before play, draw a visible sheet with chosen names or team labels, three offered-turn boxes and three point boxes. Keep it available to both sides without recording personal stories or copies of images. A completed accurate visible sheet earns 1 shared process point for the group, separate from competitive totals and awarded only once. This selected rule overrides only its explicitly named schedule, task or score condition; keep all remaining host rules. Use only this selected rule, with no other optional twists or duplicate comeback. Passing never removes later offered turns. Use PG prompts only, allow passes, never force personal trauma stories, and keep pathways clear. No scary jump-scare games. Scored results are tracked as challenge points.
- Score Process Sheet Rule · Story Night as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Process Sheet Rule · Story Night; stop at the agreed finish condition.
Story Night Announced Bonus Zone
One announced zone or prompt scores double once.
- One announced zone or prompt scores double once.
- Announce before attempts begin. For a completion-counting story round, announce the bonus prompt before speaking begins. Apply the one-time double score to the agreed story structure, not to personal disclosure or emotional intensity. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Announced Bonus Zone as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Announced Bonus Zone; stop at the agreed finish condition.
Story Night Equal Attempt Cap
Everyone gets the same attempt count before totals.
- Everyone gets the same attempt count before totals.
- Extra attempts outside the cap score 0. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Equal Attempt Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Equal Attempt Cap; stop at the agreed finish condition.
Story Night Neutral Verify Rule
A neutral player verifies disputed results.
- A neutral player verifies disputed results.
- Replay if the group cannot agree. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Neutral Verify Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Neutral Verify Rule; stop at the agreed finish condition.
Story Night Soft Reset Token
One clean reset can restart an interrupted turn.
- One clean reset can restart an interrupted turn.
- Resets never erase safety stops. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Soft Reset Token as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Soft Reset Token; stop at the agreed finish condition.
Story Night Role Rotate Call
Caller, scorer, and starter roles rotate each round.
- Caller, scorer, and starter roles rotate each round.
- Nobody is stuck judging alone. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Role Rotate Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Role Rotate Call; stop at the agreed finish condition.
Story Night Low-Impact Option
Any player may choose the lower-impact version first.
- Any player may choose the lower-impact version first.
- Lower-impact completion scores the same. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Low-Impact Option as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Low-Impact Option; stop at the agreed finish condition.
Story Night No-Shame Pass Rule
Passing never reduces future fair turns.
- Passing never reduces future fair turns.
- Celebrate participation. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night No-Shame Pass Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night No-Shame Pass Rule; stop at the agreed finish condition.
Story Night Banked Streak Rule
Bank a clean streak before risking the next attempt.
- Bank a clean streak before risking the next attempt.
- Unbanked misses reset only the current streak. Record points from completed story turns before the next turn in the streak. A later incomplete story does not erase banked points or require the speaker to disclose anything personal. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Banked Streak Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Banked Streak Rule; stop at the agreed finish condition.
Story Night First Clean Bonus
First clean legal result of the round earns +1.
- First clean legal result of the round earns +1.
- Must be verified before the next turn. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night First Clean Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night First Clean Bonus; stop at the agreed finish condition.
Story Night Boundary Zero Rule
Boundary breaks score 0 for that attempt.
- Boundary breaks score 0 for that attempt.
- Set boundaries before play. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Boundary Zero Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Boundary Zero Rule; stop at the agreed finish condition.
Story Night Captain Fair Call
Captain names one fair scoring clarification pre-round.
- Captain names one fair scoring clarification pre-round.
- Cannot add unsafe or money rules. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Captain Fair Call as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Captain Fair Call; stop at the agreed finish condition.
Story Night Partner Assist Cap
One invited assist is allowed per trailing player.
- One invited assist is allowed per trailing player.
- Assists cannot take over the whole turn. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Partner Assist Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Partner Assist Cap; stop at the agreed finish condition.
Story Night Tempo Cap Rule
One slow-down call must be honored.
- One slow-down call must be honored.
- No shaming for pace requests. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Tempo Cap Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Tempo Cap Rule; stop at the agreed finish condition.
Story Night Clean Credits Rule
Group reset scores 1 shared process point.
- Group reset scores 1 shared process point.
- Leave the space better than found. For the shared reset point, collect prompt cards and ready the circle for the next willing speaker. Keep the previous final sentence available if the chosen format continues it. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Clean Credits Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Clean Credits Rule; stop at the agreed finish condition.
Story Night Finale Double Cap
Announced final equal-turn set scores double.
- Announced final equal-turn set scores double.
- Fouls still score 0. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Finale Double Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Finale Double Cap; stop at the agreed finish condition.
Story Night Open Table Invite
Anyone waiting may join the next equal-turn set.
- Anyone waiting may join the next equal-turn set.
- Wait for the next set to add a player; do not interrupt an attempt already in progress. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Open Table Invite as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Open Table Invite; stop at the agreed finish condition.
Story Night Soft Landing Rule
A safe miss scores 0; respond without blame.
- A safe miss scores 0; respond without blame.
- Encourage the player as they reset safely for the next attempt. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Soft Landing Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Soft Landing Rule; stop at the agreed finish condition.
Story Night Dual Scorer Check
Have two scorers agree on the totals before making them final.
- Have two scorers agree on the totals before making them final.
- If a result is disputed, replay only that attempt. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Dual Scorer Check as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Dual Scorer Check; stop at the agreed finish condition.
Story Night Skill Band Split
Split players into two skill groups that use the same winning condition.
- Split players into two skill groups that use the same winning condition.
- Recognize the result in each group separately. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Skill Band Split as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Skill Band Split; stop at the agreed finish condition.
Story Night Prop Budget Cap
Each side must use only the announced equipment.
- Each side must use only the announced equipment.
- An attempt using equipment outside that allowance scores 0. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Prop Budget Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Prop Budget Cap; stop at the agreed finish condition.
Story Night Kind Coach Line
Each trailing player may receive one coaching tip per set.
- Each trailing player may receive one coaching tip per set.
- The coach gives advice; the player must make the attempt. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Kind Coach Line as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Kind Coach Line; stop at the agreed finish condition.
Story Night Weather Pause Token
Pause the clock once for weather or noise.
- Pause the clock once for weather or noise.
- When play resumes, each side must still have the same number of turns remaining. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Weather Pause Token as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Weather Pause Token; stop at the agreed finish condition.
Story Night Consent Prompt Swap
Any player may exchange one prompt for a PG option they are more comfortable with.
- Any player may exchange one prompt for a PG option they are more comfortable with.
- The swap does not use up the player's turn. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Consent Prompt Swap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Consent Prompt Swap; stop at the agreed finish condition.
Story Night Floor Clear Bonus
Clear the play area completely after play to earn 1 shared process point.
- Clear the play area completely after play to earn 1 shared process point.
- The group loses this bonus if anything unsafe is left behind. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Floor Clear Bonus as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Floor Clear Bonus; stop at the agreed finish condition.
Story Night Last Call Equalizer
The trailing side chooses who starts the final set of equal turns.
- The trailing side chooses who starts the final set of equal turns.
- Only the starting order changes; the attempt rules stay the same. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Last Call Equalizer as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Last Call Equalizer; stop at the agreed finish condition.
Story Night Observer Vote Cap
Observers may settle one tie by a respectful majority vote.
- Observers may settle one tie by a respectful majority vote.
- Players may decline the vote and replay instead. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Observer Vote Cap as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Observer Vote Cap; stop at the agreed finish condition.
Story Night Hydration Break Mark
Announce a water break during the set, then resume scoring after the break.
- Announce a water break during the set, then resume scoring after the break.
- Use the break for water, not to delay play for an advantage. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Hydration Break Mark as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Hydration Break Mark; stop at the agreed finish condition.
Story Night Rookie Shield
First-time players may discard one foul without score loss.
- First-time players may discard one foul without score loss.
- Shield is once per gathering. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Rookie Shield as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Rookie Shield; stop at the agreed finish condition.
Story Night Spotlight Pass
Winners pass the next starter role to another side.
- Winners pass the next starter role to another side.
- Winners must make this handoff once. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Spotlight Pass as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Spotlight Pass; stop at the agreed finish condition.
Story Night Memory Note Rule
Write one rule clarification on a visible card.
- Write one rule clarification on a visible card.
- Use the written clarification to settle disagreements about the rule during the round. PG only; no forced personal trauma; passes ok. Scored results are tracked as challenge points.
- Score Story Night Memory Note Rule as 1 challenge point, separate from the main score.
- Reset and rotate evenly after Story Night Memory Note Rule; stop at the agreed finish condition.































