TEXT: Doublecross
  A game for three roleplayers
  The AgenT
  You are alone in foreign 
  territory: your superiors 
  are out of touch, and your 
  contacts compromised. The 
  Femme Fatale is a mystery, 
  but an alluring one. The 
  Officer continues to play 
  along with your “gentle-
  man’s agreement”, but some-
  thing has to give soon, 
  and you can’t complete 
  your Mission without find-
  ing out what he knows.
  The Officer
  Sometimes you wonder if 
  you’re addicted to the 
  chase; that must be why 
  you haven’t arrested the 
  Agent yet. You tell the 
  Bureau you need further 
  proof, but it’s an open 
  secret while you continue 
  your cat-and-mouse game. 
  The Femme Fatale could be 
  the Agent’s downfall — if 
  you think you can trust 
  her.
  The femme fATAle
  Double agent, mole, plant... 
  You’re not even sure of 
  your own loyalties these 
  days. The Officer is a bum-
  bling fool, but you can 
  use him. The Agent repre-
  sents an opportunity for 
  you, but for what? To get 
  out for good? To switch 
  sides? To advance your-
  self? Does it even matter 
  now?
  The AgenT’s TrAiTs
  Black: 4
  Red: 3
  White: 2
  AdvAnTAge: Dead Drop
  In lieu of offering dice to 
  a roll, you may propose to 
  exchange up to three dice 
  with another player. Both 
  players choose their dice 
  secretly.
  WeAkness: Paranoia
  You may not offer more 
  than one black die to an-
  other player.
  The Officer’s TrAiTs
  Red: 4
  White: 3
  Black: 2
  AdvAnTAge: Eyes Everywhere
  Red dice in other players’ 
  rolls succeed on a result 
  of 3-6.
  WeAkness: Indecisive
  Another player may per-
  manently discard a die of 
  their character’s color; 
  you must then discard a 
  red die and may not invoke 
  the Endgame this session.
  The femme fATAle’s TrAiTs
  White: 4
  Black: 3
  Red: 2
  AdvAnTAge: Persuasion
  If a player refuses an 
  offer from you, you may 
  change your offer and 
  make a second, final at-
  tempt.
  WeAkness: Duplicitous
  White dice must outnumber 
  all other colors in any 
  offer you make.
  TrAiTs in Brief
  Each character has three pools containing different types of dice: black dice are keyed 
  to the Agent, white dice correspond to the Femme Fatale, and red dice are the domain of the 
  Officer.
  Each also possesses three descriptive attributes: two are predetermined - an Advantage, 
  which defines the character’s foremost strength; and a Weakness, which restricts or chal-
  lenges the character. The third, Mission, is the ultimate end the player chooses to work 
  toward for their character.
  
  The rules
  rule Of PlAy: Do what is most fun. Change or discard any of these rules or any other facet of 
  the game if they make your game less enjoyable, as long as all players agree.
  rule Of rOlling: When it is your scene, you don’t have to roll dice unless what you want to 
  happen in a scene is opposed by another player, either directly via their character or in 
  the form of a narrative complication. When it is not your scene, you may only influence 
  events by offering dice to the player in control of the scene.
  rule Of nArrATiOn: Each player gets to start one scene per session, and is in control of that 
  scene. Each player contributes one narrative detail to the beginning of each scene (the 
  Setup). The player with the highest number of their character’s dice at the end of the ses-
  sion gets to narrate the closing scene of the session (the Denouement). If there is a tie, 
  the Femme Fatale’s player decides who narrates the Denouement.
  rule Of success: Six-sided dice (d6) are used to roll. A die that comes up 4, 5, or 6 is a success. 
  For each success on a die that corresponds to their character included in a roll, a play-
  er gets to set (either change or add) a narrative detail to the scene.
  rule Of fAilure: If a failed die was offered to a player, it is returned to the offering play-
  er’s pool. If a failed die was not offered, it is given to the player of the character match-
  ing the color of the die.
  rule Of cOlOrs: Successful dice always benefit the character matching the color of the die, no 
  matter who else benefits from the action.
  rule Of Offering: Any player may offer any dice from their pool to another character’s action. 
  Only one offer can be made per player per roll; no changing your offer after it is accept-
  ed or refused. Each die represents a complication that can change the consequence of the 
  action. All dice offered by a player must be taken or refused together.
  rule Of keePing: If all of the dice of your character’s color come up successes, and at least 
  one die of another character’s color offered to you comes up a failure, you may turn one 
  of those failures into a die of your color and add it to your pool.
  rule Of sAncTiTy: Players have sole authority over what happens to their characters. You may 
  suggest a detail that gives a character something freely, but may not suggest a narrative 
  detail that harms or deprives a character except as a narrative complication when offer-
  ing dice, which the player may then refuse.
  rule Of Ten: If you acquire ten dice of your character’s color in your pool, you can invoke 
  the Endgame, a final scene in which the story is resolved under your control. If you ac-
  quire ten of another character’s dice in your pool, you must immediately give one of them 
  to that character’s player.
  This work licensed under a
  Creative Commons Attribution-
  NonCommercial-ShareAlike 3.0
  Unported License
  A Parenthesis Press Nano-game
  Written by Neal Stidham
  @houseofcardsrpg
  
SOURCE: textdata/thevault/Doublecross.pdf