Romantasy Comes to Life
A Game of Mates and Mischief brings the world of Romantasy novels to table top gaming. This game was born from a love of the genre and a desire to live out the fantasies for ourselves.
You take on the role of a hopeful main character navigating an epic journey of self discovery and ultimately finding your mate. Each turn brings cunning sabotages and unforeseen plot twists to shake up the game.
Meet the Mates
Silas, The Bloodlusting Baron
Raine, Astral Incarnate
Elisabet, The Hunter
Adrian, Archangel in Training
Coen, Warrior of the Realm
Ember, Lady of Treachery
Learn to Play
A Game of Mates and Mischief is easy to learn for players of all skill levels. Learn more if you need help getting started or have rule questions.
Rule Clarifications
-
No, the card may only be played if you can meet the condition. If you are unable to play the card, the actions "Share Childhood Trauma" and "Rid the Competition" allow you to discard a Trope or Sabotage card from your hand.
-
The triggered plot twist cards can be placed in a discard pile near the draw stack.
-
Yes, a player may play as many card they would like.
-
Yes, cards may be played after another player. The card effects all trigger immediately.
-
That is fine, the 5 card hand limit goes into effect at the end of the round. At the end of the round if you still have 5 cards then you must discard down to 5.
-
Yes, you can play a sabotage card on yourself if you want to.
-
Reshuffle any of the discarded cards back into a new pile. Do not touch the cards that players have played.
-
Yes, you may keep both cards drawn from that action and discard a card from your hand as long as it is the correct type.
-
The card "Interupt a Moment" must be played as soon as a player chooses an action. If the player choses to make a claim attempt, the card must be played before they roll.
-
No, the card total is determined as cards you have played prior to the roll. Any cards played during the claim attempt only count for their normal bonuses.
-
No, the "Wingman" bonus will only apply to the next claim attempt you make. Meaning, your next claim attempt roll will have an automatic +3. It cannot be saved if you succeed without the +3.
-
Yes, the card is still played, just the effect on the card is cancelled.
-
No, the first player token will stay with the first player until another player takes the "Self Reflection" action.
-
Coen's fifth claim is a wild space. You get to declare which skill it is you will use to attempt the claim. The chosen skill can change claim to claim.
-
Every plot twist rolled will trigger. There is no limit to the number that can trigger on a round.
-
The mate must have all the spaces filled to be cycled out, even if there is no way anyone could get 3/5 claims. This will require someone sacrificing an action to finish the claims and cycle a new mate in.