TEXT: Quick Reference Sheet
  Challenges
  The Guide sets the difficulty level of a 
  challenge, and the Exile who faces the 
  challenge rolls their d12. To succeed at a 
  challenge, they must either meet or roll 
  above the difficulty-level. 
  The difficulty level is adjusted up or 
  down, depending on whether the Exile 
  has a skill, object or circumstance that 
  helps or hinders them.  A challenge’s dif-
  ficulty can be anywhere between 1 and 
  12, but an average challenge begins at 6, 
  and a hard challenge at 9.  
   
  Exiles may help or hinder each other. 
  Describe how, and change the diffculty 
  accordingly. 
  Lighting Matches
  An Exile may spend a match to 
  overcome a challenge automati-
  cally. You can do so after they 
  learn the difficulty of a challenge, 
  but before the roll is made. If you 
  roll the die, you must stand by 
  the result.  
   
  You also lose a match if you roll a 
  1 on a challenge roll. 
  Each match counts: after the last 
  match has been spent, You keep 
  playing until the next time you 
  fail a challenge. At that point, 
  your character is lost. It is up to 
  you to describe how. 
  Advantage and Disadvantage
  Rolling a 12 means two things: you get to roll the next challenge with advantage 
  (roll twice, take the highest result), and if you used an object to impact the dif-
  ficulty-rating, that object is not used up, but remains on your sheet.  
   
  Rolling a 1 means you choose one: you roll the next challenge at disadvantage 
  (roll twice, take the lowest result), or you lose a match. 
  Character Sheet
  Your name, your past, your reason for exile, 
  your skill, your object, your matches - any-
  thing written on your character sheet may 
  be used to meet a challenge. Once an object 
  has been used, it must be crossed out.  
   
  You may add things you find on your jour-
  ney to your sheet - or subtract them as you 
  are changed by your experiences. 
  Safety
  This can be an intense game. Decide 
  where you draw the line, and take 
  care of each other as you play. Check 
  in often, take breaks, and stop before 
  it gets too much.  
   
  Lines and Veils are strongly recom-
  mended, as is Script Change or the 
  X-card.
  
SOURCE: textdata/thevault/The Dark Below/TheDarkBelow-QuickReference.pdf