Yes, Dark Lord! True stories. Yes, Dark Lord

  • 25.09.2019

In any epic tale, villains build insidious plans to destroy the forces of good, so that the Dark Side of existence can prevail. So they build these plans, build them, and then the Heroes come. The villains, having thoroughly battered the Heroes, die, and Goodness and Justice reign in the country. Glory to the Heroes, thanks to whom the Light shone! But... What will happen when the messengers of the humiliated and defeated darkness return to the same dens of lawlessness that gave birth to them? And what happens if all these events take place in a world called Kragmort? How the slippery and secretive Servants of the Dark Side will behave when they come face to face with their Dark Master, Rigor Mortis, the Evil Genius and the Lord of the Lost Lands. We will now find out the answers to these questions ...

Game description

Events of the game "Yes, the Dark Lord!" (abbreviated as DTV!) take place in a magical and frivolous world. To play, you'll need some improv skills, a few friends, and a desire to have a lot of fun. The game is easy to learn and easy to play. The evil and nasty Servants of Rigor Mortis, the one and only Evil Genius, return home after another failed task and must justify themselves to the Master, for which they invent the most intricate stories and shift the blame onto their accomplices. An important role in the game is given to the player who performs the duties of Rigor Mortis. He is the bearer of absolute power; his servants belong to him with giblets. Only he decides when to interrupt the stream of excuses and which of the negligent minions to punish. Who, if not the Dark Lord, should execute or pardon slow and daring minions? And those who do not have enough ingenuity or resourcefulness to justify themselves will feel the full weight of the Withering Gaze of the Dark Lord...

Player Roles

In DTV! players play several roles: the role of the Dark Lord and the role of his Servants. At the beginning of the game, one player must be chosen or appointed as the Dark Lord (you can take this post by force). All other players become Servants of the Dark Lord, the most secretive and insidious creatures from Kragmorta, or any other evil creatures from any fantasy world that comes to mind. These creatures in any case have a number of outstanding traits: stupidity, clumsiness and inability to complete even the simplest task. With several sessions of the game in a row, the role of Rigor Mortis is transferred in a circle or given to the loser ... or it is again captured by force! Why should evil be less?!

Cards

In DTV! the game is played with two types of cards. Hint cards are used by players as hints about what to lie to the Master. Hint cards are played one at a time, forcibly introducing new elements into the player's narrative. When playing a hint card, a player may draw inspiration from text, an image, or any single element of the played card, but the association between his story and the card must be obvious and acceptable to Rigor Mortis. The action card must be used in conjunction with the hint card. A card played allows you to perform a specific action, represented by a symbol on the card. allows you to intervene in the course of the story of another player during his turn and give him a new hint (the player who played the card "Wait, locomotive!" does not take away the right to move, but simply prevents the other player from laying down a clear legend). A number of cards allow only one action, but there are cards that allow you to choose any of the two actions.

First person

Looking at my green-skinned servants, groveling in front of me every day, every time I imagine in their place the creators of the damned machine that threw me here. I would like to ask them, towering on the throne of darkness and winking at the court executioner: “Well, and from whose suggestion am I being nice to you here? Who didn't turn the nut?"

No matter how pleasant it is sometimes to feel my dimensionless greatness, I still would prefer to get out of here as soon as possible. But the trouble is that I still have not developed a smart jump algorithm. I have to sit and wait for fate to deign to throw me further along the one course it knows.

And here is a new batch of defeatists. If only they all failed at the same time...

Ridiculous Excuses of Careless Servants

Although specially commissioned servants were vigilant that the temperature in Rigor Mortis's throne room never rose to a comfortable level, Hobbes felt a bead of sweat creeping down his wrinkled forehead.

The dark lord, leaning on the massive armrest of the throne, looked into the distance. Still far away. Only when the negligent goblins began to shift nervously from foot to foot and bite their nails did he speak, slowly, separately and monotonously:

- Be silent. Raise no objection. I know without you: you did not bring the tax from the elven forests. Of course, none of you are to blame for this. And, of course, everyone is ready to explain whose fault it is. Right, shorty? The Master pointed to Hobbes. “So be it, you can talk.

Hobbes swallowed noisily, but reacted quickly - rich experience affected. Taking a deep breath, the goblin chattered homework:

“You see, Your Darkness, we walked and walked as long as the road led us. And then at the crossroads I look at the map ...

In the stronghold of the Great Evil, another long evening began.

View from the gallery

AT ordinary life the need to make excuses for work failures and delays is not a pleasant fate. But games, as you know, color any activity with new, eye-pleasing colors. "Yes, dark lord" turns the act of torment into a source of fun. After all, where else will you get a chance to try on the role of a small servant of a great evil and answer for the failure of a grandiose plan to take over the world?!

At the beginning of this colorful parlor game, one of the participants is appointed by the dark lord, the others are despicable goblins. Each of them receives three cards from the deck of hints.

The first accusation is sounded, and the pointing finger picks out the first suspect of negligence from the ranks of the losers. He is obliged to play a “hint” from his hand and connect a speech in his defense with his text or image. The style and details of speech are completely at the mercy of the player. If the goblin's tongue is well suspended and fortune is on his side today, the little man may escape punishment.

But someone has to pay.


Desperate attempts to avoid cruel torture

- I did everything according to the charter, but this swindler with his hair growth potion ...

- You yourself are a dried pike! I just started telling those dark elves about our lord's exploits, how do you...

- Yes, while you all foolishly toiled, I alone cut the claws of the griffin!

The evasive ritual took an unusually long time. Numzgil blamed Blog, that one - Unkful, that one - Widdle, that one - Loll, that one - Hobbes, and he, in turn, closed the series of accusations in a ring that squeezed the head of the dark lord more and more tightly. The goblins understood: the patience of Rigor Mortis was slowly, drop by drop, but inevitably running out.

Understanding this made them even faster drive the scalding potato of guilt in a circle.

View from the gallery

Second type game cards- turnout maps. Any speech ends with their use: we bring to the moment when our heroic actions were nullified by another goblin's mistake, and we throw a card with a pointing finger on the table. Everything, you can breathe freely, then the neighbor will have to wag his tongue.

If the card shows a palm, this is a chance to set up an opponent. Right in the middle of someone else's story, the player has the right to lay out such a card, along with a hint card. Then ask a tricky question, to which the current "scapegoat" is obliged to immediately answer, without violating the logic of the story.

One “but”: when the players have already thoroughly entered into roles, it becomes a burden to monitor the timely drawing of cards from the second deck. It overloads the game rather than adds meaningful variety to it.



Kragmort

The Dark Lord universe has a name: Kragmort. The second board game is also called, in which Rigor Mortis and his quirky henchmen could not do without.

Its plot is simple: curious goblins strive to steal badly lying books from the ruler's library while no one is watching. Of course, in every possible way substituting each other. Moving across the field for the next Talmud, the main thing is not to catch the eye of its owner. Otherwise, in anger, he will impose on the goblin, and with it the player, a curse from his rich arsenal.

In curses - all the charm of this, in general, a simple game. By the middle of the game, it’s a pleasure to look at its participants: one holds the card under his arm, the other jumps on one leg, the third brings his elbows behind his back, and the last looks at those around him from the bottom up, because he is chained to the table with his chin.

Conclusion? Don't anger the Dark Lords!

Hundred-ton glances of empty eye sockets

As soon as the dark ruler cleared his throat noisily, the hubbub of thin voices ceased. Instantly, as if by magic, a dead zone with a radius of five meters formed around the Blog. The goblin collapsed like a wreck, knees thumping on the stone floor.

- I beg you, be merciful! ..

“Hush, you,” the dark lord interrupted the failed plea of ​​the century. “I'm not going to quarter you. And he also does not intend to feed the creatures of the transcendent abyss. I came up with something more sophisticated.

Rising from his throne, Rigor Mortis loomed over the shrunken servant. He picked him up by the scruff of the neck... and sat him down in his place.

- Like this. Relax, wait for the next game. I charge you to listen to all their stories. Find out who screwed up the most - he will take the rap for you. And if I find out that I went AWOL, I will give the court executioner carte blanche at your expense. Am I being clear?

The blog smiled all twenty teeth and nodded, diligently showing that he had never heard clearer words in his life.

View from the gallery

A goblin who somehow did not please the ruler runs the risk of feeling his Sizzling Gaze on himself - that's right, with capital letters. Therefore, all excuses end: the culprit of the failure is obvious and trembles in fear. The investigation of the next failure begins. And so - until the third Glance at one of the players, which marks the end of the game and one puny life.

The wrath of Rigor Mortis necessarily causes only the absence of cards in the hand of the unlucky player. For the rest, the decision on punishment is at the mercy of the performer of the role. Wants - Looks for delays and unconvincing stories. Wants - for disrespectful treatment of him and conversations not on business. Each ruler has his own rules.

Hence it follows main principle games, exactly the same as in role-playing games: if you want to have a good time, appoint an intelligent presenter. The Dark Lord is far from being a perfectly cut salon game, but one thing is done right in it: on foreground- not rules, but people revealing new facets of their characters.

« I was away from work until lunchtime as I was abducted by alien beings in the morning and spent several hours on an intergalactic ship where I was examined, interrogated and amnestic. Three hours later, I was dropped off in the city center, from where I immediately went to work, where, in fact, I am now and I am writing this explanatory note". Everyone wrote something like this in their life... Today on the Pink Sofa there is a story-making board game "Yes, the Dark Lord!".

A correctly drafted explanatory note can save you from severe punishment (tested on personal experience). The Dark Lord, sitting in an office with a tabular "Company Management", must be sure of the truth of the exculpatory words of his subordinates, shamelessly late for work, playing computer games and discussing "pressing issues" on the phone during business hours.

The more reliable your story is, the less likely you are to get scolded by your superiors. But... Such "excusable art" requires skills and training, otherwise you won't be blown off your head.

A small box with the game contains everything you need to write an explanatory note for any occasion. Judge for yourself: inside there are 121 “hint” cards, 37 “action” cards, 10 “withering looks” and a booklet with a quick guide to using all this justifying wealth.

The cards are different appearance: skulls will give clues to compose a "true" story; the goblin's surprised face will allow you to shift the burden of excuses to your neighbor; withering glances will “destroy” the negligent narrator and bring a lot of trouble on his head.

In short, before us is a set for a fun pastime in the company of talkative and positive people who will act as employees (sorry, servants) of one Dark Lord and will try to justify their negligent attitude towards the work entrusted to them.

Since goblins are decent creatures, they shift the blame on each other in order or plot intrigues on their brothers in order to complicate their already difficult situation.

The Dark Lord is best of all, who, with his sizzling gaze, is ready to pierce a sluggish victim suffering from a lack of imagination.

"Master, I'm not to blame!"

Get ready, unfortunates, today Rigor Mortis himself is calling you - the terrible Dark Lord of the great state of Kragmort! The time has come to answer for their parasitism and carelessness. Line up, idlers, and answer to the great leadership!

The most ruthless player with a complete lack of sense of humor takes on the role of the great Dark Lord and receives a set of cards of withering look. Everyone else draws three Hint and Action cards each (place the remaining decks in the center of the table).

The Dark Lord comes up with a theme for the story and asks menacingly:

“Unfortunate ones, I entrusted you with the simplest task: to go to who knows where and bring me who knows what. It's been three hours already, and... where, one wonders, is my Dunno What? Answer, your shameless eyes, what did you do during working hours ?!

The player chosen by the Overlord must justify himself. On your turn, you can play up to three cards"hints" from the hand, and then you need to transfer the arrows to a party ally. If you have nothing to translate arrows, then ... you become a "weak link", "goblin scapegoat" and so on. In a word - you are responsible for everyone and get a penalty card ...

« My lord, I immediately rushed to fulfill your order, but the supply manager was absent from the workplace, so I could not take the keys to the garage. I had to use personal transport - a flying broom. I'm flying over houses and offices, suddenly I see - the building is rickety, of an incomprehensible appearance. I go down - and this is a tavern. Let me think, I'll listen to what people say - look, someone knows where Dunno What is».

During the story, another player can intervene by playing a “freeze” action card and complicate the situation for the defendant.

« My Lord! This unworthy one was looking for a potion in the tavern to poison Your Grace. This green vile has always disliked Your Splendor, spoke of You with all sorts of unholy words, and also put low marks on Your scientific works and wrote insulting things on Your Omnipotence's Twitter!»

At the end of his turn, the player adds hint and action cards to his hand up to his starting number. Keep in mind that if you have made life difficult for someone, and at the beginning of the turn you do not have hint cards, then ... you will not be able to justify yourself!

« Lord! In the tavern I was told that Dunno What is on an island in the sea. I immediately rushed across the shaky bridge to the port, where I did not find a single ship. Having built a raft, I... I...»

« I don't believe you, you green vile, your shameless eyes! I suppose he stayed at the table in the tavern and ate all kinds of food, instead of fulfilling my order! Get a sizzling look from me, you will not see an award this month!»

The Dark Lord has the right to give the player a card of a sizzling look, if he does not believe in the story, or if the defendant is embarrassed, nervous, blushed, turned green ... In general, he lied.

Three glances - and dismissal from service with life imprisonment in a dark casemate. You can, of course, beg for forgiveness, but given the nasty nature of the Dark Lord, this is quite problematic.

- "Have mercy, Lord!"

- “To the kitchen, finely chop it with spices and fry well with turnips - a noble stew will turn out from this blockhead ...”

Well, or close to it...

As soon as one of the players receives three cards of withering gaze, the game ends, another player takes the place of the Dark Lord and ... the fun continues!

“Kazyaina, you are right, as always!”

There is an alternative game where the opponents get 3 action cards and 5 hint cards. Additionally, three hint cards are placed face up in the center of the table - this is the beginning of the story. The Dark Lord is once again preparing to incinerate everyone with his gaze.

The essence of the game remains the same: to invent fables, though with three cards in the center of the table. In addition to the withering gaze, the Dark Lord also has the right to personally translate arrows. From now on, icons located in the upper left corner of the map are taken into account - it is necessary to continue the story with a similar type of hint. In a word, the game becomes more intricate, more chaotic and more fun.

« Have you completely lost your fear? And you consider this modest paragraph a review of the second version of the rules, which is more thoughtful than the base game?! Executioner to me, now we will separate this chronicler's evil head from the body and play football with it!»

Turned to ashes...

A fun game to develop imagination, communication skills and just to cheer up. Once I bought my child "", which helped us in the development of colloquial speech. "Yes, Dark Lord!" - a game similar in meaning, but for an older age. We have a set of cards and an "introductory" one, the task of the rivals is to develop the plot and weave a mountain of fables.

The only “minus” is the subjective assessment by the host (Dark Lord) of the stories of his servants. Therefore, it is necessary to treat the gameplay as a fun pastime, where there are no winners and losers.

The game "Yes, the Dark Lord!" requires an adequate sense of humor, the desire of the players to have fun and chat - in a word, the game is in the mood. In a gloomy company of stock market analysts, such entertainment can cause boredom and misunderstanding, and the snobs of the closed English club will definitely burn the box in the fireplace.

Game provided for review by the store " hobby games", the sellers of which will advise and help in choosing the product you are interested in.

What is the game about

With board game Yes, Dark Lord you will find yourself in a situation called disruption of flights. One of the members becomes a master of black magic named Rigar Mortis. He summons a crowd of goblin henchmen, that is, other players, to the carpet.

The Green Brigade was supposed to fulfill the next order of the master, but as usual, everything failed. The goal of the goblins is to justify themselves, and this is not your Friday night office meeting. There are few times a minute to nod with a smart look, and the rest of the time to secretly monitor social networks.

What is to be done

Players use hint cards and, in accordance with their text, come up with excuses. If the story does not suit the ruler, you will slap his withering gaze and write wasted.

As in any friendly team, you can transfer arrows to colleagues, interrupt them and substitute action cards in every possible way. The main thing is not to anger Rigor Mortis, the final word is still his.

is a very fun board game that makes players fantasize and come up with very funny stories on the go. It is perfect for a company and for parties, as well as for simple gatherings with friends. brings players together, allows them to loosen up to some extent and develops oratory, so it can be considered an educational board game! And if, on top of everything else, you are a fan of conversational games, then be sure to play it.

Training

The game box contains only a rule and two stacks of cards, but this is enough to have fun. One of the players by the rules board game becomes a dark lord. He will have to come up with a story, or rather a task that he entrusted to his wards and they mediocrely failed him.

Comes up with excuses

Everyone else plays as Goblin minions and receives three cards from both shuffled decks. All players, starting with the first one, make excuses, trying to explain the reason why they did not cope with the task. To simplify, they use hint cards in their story, playing them on the table.

For example, you can refer to the fact that the goblins were prevented by an evil monster.

It's all his fault!

Along with the Hint card, the Goblin is allowed to play the Arrow Shift card to convey the need to justify to another player. Having played it, the player gets up to three hint cards.

The participant who was transferred to the arrows, according to the rules of the board game, receives one action card and continues the story of the previous goblin, trying to be as convincing as possible.

The main thing to remember is that this game is humorous and the funnier and more ridiculous your excuses are, the more fun it will be for all players.

Stop symbol

In addition to the arrows, action cards have a Stop symbol. Such a card can be thrown to a comrade in misfortune along with a hint card right during his explanation and demanded from him to explain why he still has not told the lord about this significant moment.

If none of the goblins have arrow translation cards in their hands, they will run out of hint cards and receive the first withering gaze of the Dark Lord. He discards all his cards from his hand and draws three from each deck.

The ending

It is important to remember that the dark lord is first of all a ruler and if something does not suit him in the history of goblins, he has the right to reward them with new withering eyes. And as soon as one of the goblins receives the third withering look, the chief emits anger at this unfortunate one and the game ends with the defeat of this player.

You can use a special rule that allows you to leave this moment to chance and live the goblin for some more time.

Then the characters and terminology will be unambiguously familiar to you. But we warn you right away: these are completely different games :)

If you have never come across these games, then here you are brief digression: the game takes place in the fictional world of Evil, in the domain of the Dark Lord Rigor Mortis, who distributes tasks to the servants of darkness, and they, in turn, either because of laziness or because of criminal negligence, cannot fulfill these orders in any way.

Justify yourself if you can

After yet another mission failure (not surprising, is it?), the goblin minions of Rigor Mortis must account for their failures to their master in every possible way. Everything is used: fantastic stories of varying degrees of plausibility, blaming comrades in failure, open lies and slander. And what happens if the justification did not suit the ruler? That's right - ax head, Scorching Gaze. Of course, this Gaze is not deadly, but if you get three of them, the game will be over for everyone.

So the main goal of the game Yes, Dark Lord!- Make up excuses for your failure. There is a deck of cards with hints to help set the stage for your fable, and then…. Then you must clearly explain to your master why you did not fulfill your mission. For example, when you met with a forest gnome, you swung your sword at him, and the sword suddenly melted, and then a herring suddenly flew across the sky, obviously with very bad intentions, and you decided to follow it, and so on.

When you run out, or in the case when nothing comes into your head, you can transfer the arrows to another player, and then he will have to take the rap.

Exculpatory storytelling for everyone

While one is puffed up with his ridiculous stories, other players can interfere with him by interrupting his story and adding some absurdity to it. And then you will need to connect your story with what was planted by insidious neighbors.

Rigor Mortis, in turn, will contemptuously look at the frightened vassals from his black throne and make sure that the negligent servant does not get confused in his testimony, is not too boring and does not allow inappropriate humor in such a responsible situation. In general, play the role of a strict mentor and educator, distributing cards of the Withering Gaze to all the guilty ones, which inevitably bring the game closer to the end.

The game continues until one of the players has three Scorching Gaze and is kicked out. However, even three Glances is not yet a verdict. A valiant enough servant may ask the Overlord to have mercy on him and give him another chance to show his skills in telling foldable and fascinating tales.

Yes, Dark Lord!- one of the few games that uses not only the resources of the game itself, but the capabilities and talents of the players themselves. This game is a classic storytelling simulator (from English - “storytelling”), thanks to which participants will be able to develop their storytelling skills, learn to think quickly and structured, choose the right words and keep the attention of the audience.

So, despite all the jokes of the game Yes, Dark Lord!, it is also a useful educational tool that does not require much explanation.