Collection: Twelve Years Roleplaying Game
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Twelve Years at Sea
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Twelve Years
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Village Expansion for Twelve Years
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Demon Lord Expansion for Twelve Years
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Campaign Journal for Twelve Years
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Hexploring Expansion for Twelve Years
Regular price $5.00 USDRegular price$6.00 USDSale price $5.00 USDSale -
Twelve Years T-Shirt
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Testimonials
3rd Party Content
by 1d10+5
Spectral Domains
Every village has one: a place nobody goes after twilight. Places spoken about in hushed tones: places of murder, execution, and betrayal, where restless spirits still roam, where sinister shades still guard the hordes they acquired during their violent and evil lives, and where dark artefacts await the brave or foolhardy seeker...
by 1d10+5
Twelve Years Quicker Play Generator
The Twelve Years: Quicker Play generator automates the various tables in the game to speed up play. It is mobile compatible, so you can also play anywhere you happen to be so long as you have pencil, paper and hex grids!
by Ange
Delving Deeper
Delving Deeper is an expansion written by Ange for the game Twelve Years by Max Moon.
Delving Deeper adds a dungeon table along with new rooms, monsters, and traps to enhance your gameplay experience.
3rd Party Links
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Guidance for navigating this world.
Style Guide -
License
The word of law.
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SRD
System Reference Document
(still in development)
If you have a question that isn’t on here, please email us or join the Twelve Years channel on the Flaming Hand Discord server. It may be something we should add!
FAQ
When facing the Lich King, the rules indicate that an evasion roll of 4 or a successful attack dealing "full damage" or more works. What does "full damage" mean?
Read this as "normal damage or more." It refers to any successful attack roll other than the 1/2 damage roll. Basically, a result of 5 or 6.
Hexploring Encounters lists a duration of "passing" or "permanent." Do creatures disappear?
"Passing" is used more to differentiate from "permanent." The “passing” doesn’t always mean that the Friend or other encounter left. It could just mean that you don’t see them anywhere in the hex next time you are there. Creatures will remain in the hex unless something causes them to leave, whereas other encounters such as a stone portal or dungeon entrance will remain for the rest of the game. One minor exception is the Satyr.
The Lost Noble "Offers you 100g to safely escort them back to the nearest village." I don't see anything in the tables that actually generates a village. Am I missing something? Or is this like the Tinker, and the Noble just wants to go to the next hex?
There is only one "village" at this time. This refers to the city in the start hex. In order to collect your reward and possibly advance a level, you must escort the Lost Noble back to the start hex safely.
My party was pulled into a dungeon through the pond, which I assume they cannot go back the way they came. Then when I rolled the number of doors for the first room, it was a dead end. Should I reroll, or is that party lost?
Unfortunately, your party is trapped in the Fae and will starve to death or worse. Add one year and roll up a new party.
I am going to be playing Twelve Years with a group of 4 people. Do you have any advice for playing with this many people?
Yes! I do! I highly discourage trying to play fully cooperatively with more than two players. The game is intentionally designed to become more chaotic as more players attempt to collaborate. Consider ebbing and flowing among collaborative, parallel, and competitive play. Twelve Years is first and foremost a solo game, but it works very well in larger groups by making it a race, turning on your friends, fighting and robbing each other. Consider trying to form allies, pit players against each other, and maybe even a little subterfuge. Having two parties team up can be great, but once a third joins the group, well that’s a ton of people in a tiny dungeon room! Having two teams of two parties could make for a great competition! Multiplayer games are most fun when shifting between all modes.