There's no doubt that with a game like Untold, that ruthlessly slaughters as "sacred cows" and completely changes the paradigms of what gaming IS and IS NOT, we know there are bound to be questions. That's what this forum is for: answering those questions. We ask that if you have questions about Untold, you check here first and if you're question's not covered below, then ask it here. We'll get to it as soon as we can and hopefully give you a response that'll help you out!
Untold Frequently Asked Questions (FAQ)
Q1: What is Untold?
A1: Untold is a card-based role playing game. That means there are no rule books or character sheets. Your character is a deck of cards. Not sure how a particular spell or weapon works? Read the card! All of the rules and abilities are printed right on the card.
Q2: How much does it cost to get started in Untold?
A2: Let’s see...you’ll need to build a character. Your friends will need to build characters since you can’t play alone. The GM will need minions and bane cards. $30.00!!! That will get you the Starter Set, which includes enough for a GM AND 6 players!
Q3: What is a C.U.B.E.?
A3: A C.U.B.E. is a Certified Untold Boost Event. Run by one of the Wandering Men or a certified Untold GM, C.U.B.E.’s are demos of the Untold RPG and Untold: Battle.
Q4: How do I become a certified Untold GM?
A4: Contact demo [at symbol] untoldthegame [dot symbol] com
Q5: What is UP?
A5: UP, in the game is an abbreviation or "Untold Points" and they are the points you use to create and build your character. UP, on these forums, are Untold Points that you can earn within your site profile.
Q6: How can I get UP?
A6: UP is given out to people who perform Untold "Good Deeds". This can include writing stuff for the website, editing, participating in C.U.B.E.’s, posting stuff about Untold on other websites, and anything else that assists in spreading the goodness that is Untold.
Q7: What do I do with the UP that I have earned?
A7: Spend It! You can redeem your UP for items in the Untold store.
Q8: As a GM, how would you create balanced encounters for the players?
A8: Character UP is the key here. You can throw out an equal number of minions as there are players in your party so long as no single minion has UP that is greater than twice the UP of a single character. However, pay attention to the MAG (with boosts) of the minions. If a single minion can deal MAG that is more than half of the UP of a character, you may end up killing off the party. If a minion has half the UP of a character, you can throw 3X’s the number of minions at that character.
Q9: What is MAG?
A9: MAG, or magnitude, is how effective a card is at doing it's job. If the card is a Damaging Power card, then MAG represents how much damage it does, if its a Aegis Power Card, then the MAG represents how strong the armor is, etc...
Q10: What is Vitality?
A10: Vitality, or VIT, is your character’s ability to resist damage. If your character is dealt damage, you would subtract your vitality from the damage. If any damage is leftover, your character UP would soak it up. This means that you would now downgrade your character.
There are cards (Aspect Cards, and Aegis Power Cards, for instance) that can increase your character’s Vitality.
Q11: During a single round of combat, is Vitality subtracted from each attack that deals damage?
A11: Yes. Each time damage is dealt to a character, Vitality is subtracted first, and any extra damage is then taken out of the character’s UP and the character must downgrade.
One way to deal with high Vitality characters, is to try directly attacking the powers that provide extra Vitality.
Q12: How do I deal damage to a minion in the RPG or Battle?
A12: Minions take damage the same way a character does. Vitality is subtracted first. Any damage leftover is then dealt to the minion’s UP. When UP is gone, so is the minion. If blue power and yellow aspect cards were added to the minion to make him stronger and more powerful, the minion may take the UP damage from those cards before he takes damage to itself.
Because minion cards cannot be downgraded the way characters can, putting the cards in a clear card sleeve and using a dry erase marker to keep track of UP damage is recommended.
Q13: How does boosting work?
A13: There are three boost types: Mind, Body, and Soul. Each of these can be used once per round. So on your turn, you could use your Soul boost to increase your initiative. Later that same round, you could use your Body boost to increase the result of a Body-based Check Roll. During, some rounds, you might end up using all three boosts. Boosting resets on your character’s initiative (or turn).
Q14: How do you Upgrade (level up) my character?
A14: Quite simply - as you adventure, your character gains more UP from role-playing, defeating enemies, clever and creative Power usage, or any other number of things. This UP adds to the character's total effectiveness, making them "level up".
Q15: How does Untold work with long term campaigns?
A15: The focus of long term campaigns should be character development and growth. A good GM can tell a story to guide the characters. With the Untold setting, he/she can take the characters anywhere and do anything to them. Through this, the characters will gain UP to put towards their Aspects and Powers. The more UP you have, the more your character can grow and develop. And you will be surprised how quickly 200 UP can be used up. Even with additional Power decks, 200 UP does not go far.
Q16: How do Bane cards work?
A16: Bane cards can affect any character or minion. When a power or ability caused a negative effect to a character, that character is now affected by the appropriate Bane card. Each Bane card explains how that character is affected and the negative effects it has on character stats.
Q17: My Power card says Condition (X), if in (X), play (Y). How does that work?
A17: If a character is already affected by Condition (X), then you would replace (X) with (Y). For example, Sleep causes a character to become Staggered. If a character is already Staggered, and Sleep is played on him/her, then the character now becomes Helpless (Staggered is removed).
Two different characters with the same Power card can escalate the Bane. For example, player A uses Sleep to cause a minion to become Staggered. Player B, who also has Sleep, can use it to cause the same minion to become Helpless.
Q18: Can a character become afflicted by two different Banes?
A18: Yes. For example, if a character uses Sleep on a minion, the minion is now Staggered. The next character uses Knock'em Back on the same minion, causing him to become Prone. That minion is now Staggered AND Prone.
Q19: What happens if my character dies?
A19: Make a new one! It takes minutes to create a character. So if your current character dies, step away for a few minutes and make a new one. When you return, tell everyone a little about your character. Then allow your GM to introduce your character to the rest of the party. Now continue playing!
Q20: I'm aware by the everything I've read concerning the rules that you can only have x number of points in play, to include points held in reserve for the hot swap. What I'm wondering is what limit there is to the number of cards a player can have in hand that can be placed in play. Having so many rules lawyers as gaming buddies, I'm afraid this may be the beginning of a long series of questions on my part that they'll try to use to their advantage.
A20: An answer to your question is simple: it depends. Officially, there is no dictated limit. Some documents state that initially a limit of 25 cards is suggested, just to avoid overwhelm. Otherwise, it's the GM's call. The general Untold community is not nearly as rule-dictation-oriented as either edition of the World's Most Popular Role-Playing Game(tm). Play of the game and interpretation is much more 'loose'.
Q21: Why do "Title (Aid)" cards have a UP of 0? Are these meant to denote upon whom a character with the power has conferred benefits? Example cards: "Tactics" and "Tactics (Aid)" possess the same text. The same applies with "Armor of Oaze" and "Armor of Oaze (Aid)."
A21: Aid cards come in two "forms" - the Parent card (which costs UP) and the Children cards - which symbolize the Power that is transferred to another. So if your Character plays Armor of Oaze, they lay down the parent card and pay the UP. The next round, they can hand out a Armor of Oaze child card to another player, which they can put in their deck for zero UP, but they gain the benefits listed on the card. You can continue to do this as long as you wish (until you take Armor of Oaze out of play, or run out of child cards...)
Q22: So why do I have to login to make a purchase?
A22: First of all, we don't want you to just place an order from out of nowhere and then disappear back into the aether! There's more to Untold that simple purchases and deliveries! We're working hard to provide the best user experience and most friendly gaming community on the web, and we'd love for you to be a part of that! Creating a login will allow you to come back at any time and securely check on your order's journey through the process, get shipping updates, and give you the chance to participate in the Untold Community forum! There you can find all sorts of extra ideas and suggestions to make your Untold play as fun as it can possibly be, connect with other Untold Players and GM's all across the world, participate in site-specific contests, qualify for special Community-only discounts on future products and learn some ways to start earning some free Untold swag. Won't you join us?
LOL, kinda my fault I guess... (Short version) Ashy was running a little test on something he called a "One Night Stand". Pre-gen characters and a kill the baddie, save the Princess, get the treasure campaign that was ideal for the GM who suddenly found only half the folks of his/her regular group at the table. Instead of everyone going home you could run a small group and run a complete game in one evening. We ran it and me being me refused to take my character into the Sea Hag cave, I instead wanted to bring them out to us (keep in mind these characters were built to go into the cave from the beginning.) needless ta say that began a campaign that 13 or so gamers at the table 2.5 years later and each of us at VERY high levels we ended the campaign. (though the "One Night Stand" didn't work out so good, oopse, I'll hafta say that ended up being one FANTASTIC game!)
PROBLEM: 13 HIGH level characters and leveling up.
Ashy runs some dang good games and a lot of home brew involved. it was taking 1-2 weeks to level up all the characters and one battle could easily run on average 2 hours or so. Ashy and the rest of us wanted to get more gaming out of the time we spent... gaming. That spawned the great question... "Can we find a way to make gaming, better?" I got locked in a room to design the look while Ashy and Nathan put their heads together and built the core of what is now the game we all know and love! We wanted gamers to be able to play more, battle faster, and still be able to build amazing role play and put imagination BACK into gaming.
There is a lot more as to how we got where we are now but this is just a quick look into the beginning. Feel free ta ask questions if ya want that's what we are here for!
See ya at the table!
And to think...If you had just gone into the cave...I'd still be struggling to get Jennifer to play D&D and refusing to kill the evil wargs that had been pursuing the party...
LOL - exactly guys! BTW, welcome to the boards Lunar_skull! To expand a bit on what Hall said, I had grown really frustrated with the mechanics for rewarding my players (i.e. leveling up). In role-playing, the way a GM rewards his players for doing a good job is awarding them experience points, or power points, or whatever - the ultimate effect of which would be said characters leveling up, right? However, with the current systems, doing that is really a labor-intensive kinda effort. I wanted a better way to reward my players for doing their job well, so I began tinkering with some rules light systems, but none of them gave me the flexibility and story-related mechanics that I really wanted for my game. In the process of creating my own rules-light system, we hit upon the idea of distilling everything down to a card and making the entire RPG modular - that was the real "light-bulb" moment.
The rest, as they say, is history.
LOL we should scan in and show the original card we started with! I think we cannibalized a hunk of cardboard and nabbed a sharpe marker!!! Good times good times!
Yea, we should! Those were good times; at least we got to PLAY back then! :P
Ah... PLAY, How do I miss thee? Let me count the ways.
...
...
20 20 20 20 20 !!!!! LOL
But that is seriously one of my major problems and something the wife and I discuss all the time. We have all these wonderful ideas for characters but because we NEVER GET TO ACTUALLY PLAY, then whats the point? It's like, I was going to go pick up the Gifts of Oaze from TBS the other day to build that character I just posted, but then Jennifer pointed out, what's the point? You're never going to get to play him...
(whispering voice carried on the wind) If you build them we will game..... ;)
Why in the world can't you guys game? You both game, surrounded by other gamers and time - what's the issue? :P Now, it might be different if you were working two jobs, teaching classes, had 4+ kids, were home-schooling said kids, running a business on the side, etc... :P
LOL--That's when you coerce babysitters, part-time tutors, and alternate GMs to help add some gaming to an overflowing entree plate of activities. :P
We're actually busier than we appear.
But when I say "play" I mean as a PC. I am always the GM, which is fine at cons and the like. But every now and then, I like to be on the other side of the table, if you catch my meaning. Now, I'm grooming two guys down here to be GM's in the Untold universe.
I relished the oppurtunity to actually play at Imagicon and ConCarolina's.
Well, next time we're together, you can play. Believe me, I understand - I'm usually the GM too. :P
Trust me, being the GM can be fun and very rewarding (I mean, really, you didn't see the trap and/or giant monster waiting for you?), but at the same time, I have all these wonderful character ideas. And plus, I'm a deck builder, I can't help it. I CCG'd religiously for years. I like building decks. And building character decks in Untold is a lot of fun. Occasionally, it'd be nice to play them...
Well... this is interesting... I see before me a pair of GM's who truly do love their craft. The thrill of the spellbinding mysticism that draws willing gamers deep into a story designed to thrill them while promising at every turn to kill them. The joy of watching the reaction of each at the table as some twist of story is reviled or a new puzzle is introduced. I have been a PC in both of your games and I have to say neither has left me wanting! I have enjoyed playing, fighting and even dieing at the capable and talented hands as the two of yours. I can understand how you would long to act and not direct. Even Greek mythology talked of the Gods that walked amongst men to experience THEIR lives. (That is just a descriptive aid there gents so don't gettin a big head! :P ) So here we have GM's that long to be PC's and oddly enough, a PC that after his first run ever as a GM hungers for more... what ever shall we do???
I think that you should join my PBP game. ;)
Now THAT would be fun! ;)
HALL, please do! :)
But Hall has a real point here Ashy...
As much as this scares me to say this....
And I mean really...REALLY...scares me...
...
...
...(hangs head in shame)...
...
...
...I think we need to work together. Dual-GM a campaign...It would only be for players who could handle that kind of insanity...Imagine what horrors would be released upon the world! What damage would be dealt to the fabric of reality itself!...Jennifer would kill me...But still...It would be EPIC!!!!!
May not fit the bill, but I'd be glad to don the steel strait jacket necessary to experience that cataclysm...
Yes it would, in fact! And while I love this conversation, we probably need to take this conversation over to Open Discussion: http://www.untoldthegame.com/forums/untold-community/open-discussion
I'm aware by the everything I've read concerning the rules that you can only have x number of points in play, to include points held in reserve for the hot swap. What I'm wondering is what limit there is to the number of cards a player can have in hand that can be placed in play. Having so many rules lawyers as gaming buddies, I'm afraid this may be the beginning of a long series of questions on my part that they'll try to use to their advantage.
An answer to your question is simple: it depends. Officially, there is no dictated limit. Some documents state that initially a limit of 25 cards is suggested, just to avoid overwhelm. Otherwise, it's the GM's call.
The general Untold community is not nearly as rule-dictation-oriented as either edition of the World's Most Popular Role-Playing Game(tm). Play of the game and interpretation is much more 'loose'.
Emperor Xan (welcome to the boards, BTW!), Bob's got the answer! :D
+2 UP for Bob!
So, house ruling is the order of the day in regards to constructing anything beyond how the cards work? Thanks for the welcome, Ashy.
No prob, Xan!
In regards to your question: Basically, the game is designed to work pretty much anyway you want it to. A very small number of the cards have "Pre-requisite" cards that you must play in advance in order to play them, but other than that; it's pretty much whatever you want to build. Whatever you can build, you can play. ;)
Role-playing the way it's MEANT to be. ;)
Why do "Title (Aid)" cards have a UP of 0? Are these meant to denote upon whom a character with the power has conferred benefits? Example cards: "Tactics" and "Tactics (Aid)" possess the same text. The same applies with "Armor of Oaze" and "Armor of Oaze (Aid)."
Aid cards come in two "forms" - the Parent card (which costs UP) and the Children cards - which symbolize the Power that is transferred to another. So if your Character plays Armor of Oaze, they lay down the parent card and pay the UP. The next round, they can hand out a Armor of Oaze child card to another player, which they can put in their deck for zero UP, but they gain the benefits listed on the card. You can continue to do this as long as you wish (until you take Armor of Oaze out of play, or run out of child cards...)
Does that make sense?
I suspected as much. It's the lack of differentiation that stood out in my mind. One of the things I've learned is to imagine I was a complete noob approaching a game for the first time.










How did the idea to create this game all start?
Banana Approved!