TEXT: Fold here – Inner Fold – Fold here – Inner Fold
  To create your character, choose one tag. Create a name for your character and fill out their demographics and description. 
  Assign your stats and pick two specialties. Pick two moves from the list in this playbook and decide on your current addiction.
  You have a starting reputation (Rep) of -1. Once everyone had created a character work out connections (Cxn).
  ADDICTIONS
   
  ►I’m addicted to… 
  (You always push (-1) on basic moves when acting against 
  your addictions)
  Cxn
  Specialties
  STATS
  Assign -1, 0, 0 and +1 to 
  your stats in any order.
   brains
   heart
   guts
   nerve
  STRESS TRACK
  Fair                | Serious [push -1]  | Critical [push -2] 
  CONDITIONS
  CONDITIONS
  CONDITIONS
  Tier 1
  Tier 2
  Tier 3
  THE  
   
   
  INTERN
  PLACE TAG HERE
  TAGS Chose one tag for your intern:
   
   Genius – During character creation, select an additional specialty.
   
   New – Tell the other players to subtract 1 from any Cxn they assign you at the start of the game. The first time you would 
  gain Rep, gain an additional +1Rep
   
   Optimistic – When you show compassion to a patient, you may always take a weak hit instead of rolling.
  CONNECTIONS
  After filling out the rest of your playbook, go around and introduce all the 
  characters. List everyone else’s name as each player introduces their charac-
  ter, then go around again for Cxn.
  On your turn, ask 1, 2, or all 3:
   
  ► Which one of you seems to have it in for me?
  For that character, write Cxn-2.
   
  ► Which one of you has been willing to mentor me?
  For that character, write Cxn+3.
   
  ► Which one of you feels pity for me?
  For that character, write Cxn+1.
  For everyone else write Cxn=0; you don’t know how everything fits together yet.
  On the others’ turns, answer their questions as you like.
  At the end, choose one of the characters with the lowest Cxn on your sheet. 
  Ask that player, “What is my nickname?”
  SPECIALTIES & MOVES
  Pick two specialties (see page 21). You may push (1) in situations that involve your specialties. 
  Pick two character moves from the following list:
   
   Harsh Lessons:  When another character bothers to belittle, humiliate, or ridicule you, you may 
  push (1) on your next roll.
   
   Overconfident:  You may always push (1) when you feign competence, but if you miss you also 
  suffer a condition (MC’s choice) in addition to any other consequences.
   
   Advisor:  At the start of each session, choose a theater (medical, social, or personal) and one 
  other player character you want as an advisor. Tell that character they act as if they have Cxn+3 
  with you in that theater for this session. At the end of the session, they gain +1Reputation if 
  they helped you succeed in that theater. 
  Theater:____________________ Advisor:_______________________
   
   Idealistic:  If you miss while showing compassion, you can take 1-stress to turn it into a weak hit 
  (7-9 result).
   
   Book Smart:  Pick a specialty; when you use that specialty outside its usual theater you may 
  push (2); when you use that specialty inside its usual theater, you push (-1). 
  Specialty:___________________
  You have a starting 
  Reputation (Rep) of -1.
  REP
  
  PLACE
  PICTURE
  HERE
  Notes
  Perks/Benefits
  The Ward: Acute Care Edition is copyright Magpie Games @2017. Find out more at magpiegames.com/theward
  DEMOGRAPHICS
  Fill out your demographics:
  Name:  
   
      
   
   
  Gender:  Female  Male  Other:
  Hair:  
   
  Eyes:  
   
   
  Corrective Lenses?:  yes  no
  Age:  
   18-24     25-34     35-44
  Race:  Asian     Black     Hispanic     Native American     White     Other:   
   
  Ethnicity:  
   
   
  Marital status:  Single     Married     Separated     Widowed     Divorced
  Next of Kin:  
   
   
   
  Relationship:  
   
  Emergency Contact: 
   
   
  Relationship:
  Description: 
   
   
   
   
   
  NICKNAME:
  You know what they call 
  the fellow who finishes 
  last in his medical school 
  graduating class?  
  They call him ‘Doctor.’ 
  —Abe Lemons
  
  Fold here – Inner Fold – Fold here – Inner Fold
  To create your character, choose one tag. Create a name for your character and fill out their demographics and description. 
  Assign your stats and pick two specialties. Pick two moves from the list in this playbook and decide on your current addiction.
  You have a starting reputation (Rep) of -1. Once everyone had created a character work out connections (Cxn).
  ADDICTIONS
   
  ►I’m addicted to… 
  (You always push (-1) on basic moves when acting against 
  your addictions)
  Cxn
  Specialties
  STATS
  Assign -1, 0, 0 and +1 to 
  your stats in any order.
   brains
   heart
   guts
   nerve
  STRESS TRACK
  Fair                | Serious [push -1]  | Critical [push -2] 
  CONDITIONS
  CONDITIONS
  CONDITIONS
  Tier 1
  Tier 2
  Tier 3
  THE  
   
   
  NURSE
  PLACE TAG HERE
  TAGS Chose one tag for your nurse:
   
   Cynical – When you show contempt towards your peers you may always take a weak hit instead of rolling.
   
   Old – Cross out the first box of your stress track and treat it as if it wasn’t there. Once per session you can call on your years 
  of experience to make any roll a strong hit instead of rolling.
   
   Optimistic – When you show compassion to a patient, you may always take a weak hit instead of rolling.
  CONNECTIONS
  After filling out the rest of your playbook, go around and introduce all the 
  characters. List everyone else’s name as each player introduces their charac-
  ter, then go around again for Cxn.
  On your turn, ask 1, 2, or all 3:
   
  ► Which one of you has caused me the most amount of extra work?
  For that character, write Cxn+2.
   
  ► Which one of you looks overconfident to me?
  For that character, write Cxn-1
   
  ► Which one of you had a thing for me?
  For that character, write Cxn-1
  For everyone else write Cxn+1. You’ve seen it all and you’re here to help.  
  On the others’ turns, answer their questions as you like.
  At the end, choose one of the characters with the lowest Cxn on your 
  sheet. Ask that player, “What is my nickname?”
  SPECIALTIES & MOVES
  Pick two specialties (page 21). You may push (1) in situations that involve your specialties. Pick 
  two character moves from the following list:
   
   Working a Double: At the start of each session, roll+guts. On a 10+, hold 2.  On a 7-9, hold 1. 
  Spend your hold to be present in any scene. On a miss, the MC holds 1 and may spend it to place 
  you in any scene, suffering from a condition.
   
   Move Aside: When you show contempt in the medical theater and hit, you may ask an extra 
  question; other characters can’t ask you questions.
   
   Nightingale: When you show compassion in any theater and get a hit, you may ask an additional 
  question (not limited to the list).
   
   Thankless Job: When another player character sticks a hand in to help you, they get 1 Perk if 
  you succeed.
   
   Seen It All: +1 Guts (max +3).
  You have a starting 
  Reputation (Rep) of +1.
  REP
  
  PLACE
  PICTURE
  HERE
  Notes
  Perks/Benefits
  The Ward: Acute Care Edition is copyright Magpie Games @2017. Find out more at magpiegames.com/theward
  DEMOGRAPHICS
  Fill out your demographics:
  Name:  
   
      
   
   
  Gender:  Female  Male  Other:
  Hair:  
   
  Eyes:  
   
   
  Corrective Lenses?:  yes  no
  Age:  
   18-24     25-34     35-44     45-54     55-64     65+
  Race:  Asian     Black     Hispanic     Native American     White     Other:   
   
  Ethnicity:  
   
   
  Marital status:  Single     Married     Separated     Widowed     Divorced
  Next of Kin:  
   
   
   
  Relationship:  
   
  Emergency Contact: 
   
   
  Relationship:
  Description: 
   
   
   
   
   
  NICKNAME:
  Nursing is not for every-
  one. It takes a very strong, 
  intelligent, and compas-
  sionate person to take on 
  the ills of the world with 
  passion and purpose and 
  work to maintain the 
  health and well-being of 
  the planet. No wonder 
  we’re exhausted at the end 
  of the day!  
  —Donna Wilk Cardillo
  
  Fold here – Inner Fold – Fold here – Inner Fold
  To create your character, choose one tag. Create a name for your character and fill out their demographics and description. 
  Assign your stats and pick two specialties. Pick two moves from the list in this playbook and decide on your current addiction.
  You have a starting reputation (Rep) of -1. Once everyone had created a character work out connections (Cxn).
  ADDICTIONS
   
  ►I’m addicted to… 
  (You always push (-1) on basic moves when acting against 
  your addictions)
  Cxn
  Specialties
  STATS
  Assign -1, 0, 0 and +1 to 
  your stats in any order.
   brains
   heart
   guts
   nerve
  STRESS TRACK
  Fair                | Serious [push -1]  | Critical [push -2] 
  CONDITIONS
  CONDITIONS
  CONDITIONS
  Tier 1
  Tier 2
  Tier 3
  THE  
   
   
  RESIDENT
  PLACE TAG HERE
  TAGS Chose one tag for your resident:
   
   Arrogant – The first time you would lose Reputation during a session, ignore the loss.
   
   New – Tell the other players to subtract 1 from any Cxn they assign you at the start of the game. The first time you would 
  gain Rep, gain an additional +1Rep.
   
   Young – Take -1 to your starting Reputation score; ignore the first instance of stress you suffer each session.
  CONNECTIONS
  After filling out the rest of your playbook, go around and introduce all the 
  characters. List everyone else’s name as each player introduces their charac-
  ter, then go around again for Cxn.
  On your turn, ask 1, 2, or all 3:
   
  ► Which of you looks the healthiest?
  For that character, write Cxn-1.
   
  ► Which one of you has been feeling under the weather?
  For that character, write Cxn+2.
   
  ► Which one of you should I consider a rival?
  For that character, write Cxn+2.
  For everyone else write Cxn+1. You know how things stand.
  On the others’ turns, answer their questions as you like.
  At the end, choose one of the characters with the lowest Cxn on your 
  sheet. Ask that player, “What is my nickname?”
  SPECIALTIES & MOVES
  Pick two specialties (page 21). You may push (1) in situations that involve your specialties. Pick 
  two character moves from the following list:
   
   White Coat:  When you feign competence in the medical theater, your patients always trust you, 
  even on a miss.
   
   Black Art:  When a patient dies in your care, you get +1 Guts (max +3).
   
   Winning Bedside Manner:  +1 Heart (max +3).
   
   Taking Up Golf:  When you blow off a responsibility or duty you should normally perform, 
  clear 1-Stress. Tell the MC which character has to pick up your slack; they mark 1-Stress.
   
   Career-Minded: In social situations, you push (1) with your betters and always push (-1) with 
  those below you (discuss with the MC if the situation is unclear).
  You have a starting 
  Reputation (Rep) of +1.
  REP
  
  PLACE
  PICTURE
  HERE
  Notes
  Perks/Benefits
  The Ward: Acute Care Edition is copyright Magpie Games @2017. Find out more at magpiegames.com/theward
  DEMOGRAPHICS
  Fill out your demographics:
  Name:  
   
      
   
   
  Gender:  Female  Male  Other:
  Hair:  
   
  Eyes:  
   
   
  Corrective Lenses?:  yes  no
  Age:  
   18-24    25-34    35-44    45-54
  Race:  Asian     Black     Hispanic     Native American     White     Other:   
   
  Ethnicity:  
   
   
  Marital status:  Single     Married     Separated     Widowed     Divorced
  Next of Kin:  
   
   
   
  Relationship:  
   
  Emergency Contact: 
   
   
  Relationship:
  Description: 
   
   
   
   
   
  NICKNAME:
  A doctor must work 
  eighteen hours a day and 
  seven days a week. If you 
  cannot console yourself 
  to this, get out of the 
  profession.  
  —Martin H. Fischer
  
  Fold here – Inner Fold – Fold here – Inner Fold
  To create your character, choose one tag. Create a name for your character and fill out their demographics and description. 
  Assign your stats and pick two specialties. Pick two moves from the list in this playbook and decide on your current addiction.
  You have a starting reputation (Rep) of -1. Once everyone had created a character work out connections (Cxn).
  ADDICTIONS
   
  ►I’m addicted to… 
  (You always push (-1) on basic moves when acting against 
  your addictions)
  Cxn
  Specialties
  STATS
  Assign -1, 0, 0 and +1 to 
  your stats in any order.
   brains
   heart
   guts
   nerve
  STRESS TRACK
  Fair                | Serious [push -1]  | Critical [push -2] 
  CONDITIONS
  CONDITIONS
  CONDITIONS
  Tier 1
  Tier 2
  Tier 3
  THE  
   
   
  SPECIALIST
  PLACE TAG HERE
  TAGS Chose one tag for your specialist:
   
   Arrogant – The first time you would lose Reputation during a session, ignore the loss.
   
   Genius – During character creation, select an additional specialty.
   
   Old – Cross out the first box of your stress track and treat it as if it wasn’t there. Once per session you can call on your years 
  of experience to make any roll a strong hit instead of rolling.
  CONNECTIONS
  After filling out the rest of your playbook, go around and introduce all the 
  characters. List everyone else’s name as each player introduces their charac-
  ter, then go around again for Cxn.
  On your turn, ask 1, 2, or all 3:
   
  ► Which one of you have I worked with in another facility?
  For that character, write Cxn+2.
   
  ► Which one of you doesn’t seem to be living up to your full potential?
  For that character, write Cxn-1.
   
  ► Which one of you do I secretly admire or envy?
  For that character, write Cxn+1.
  For everyone else write Cxn=0. You’ve got it covered.
  On the others’ turns, answer their questions as you like.
  At the end, choose one of the characters with the lowest Cxn on your 
  sheet. Ask that player, “What is my nickname?”
  SPECIALTIES & MOVES
  Pick two specialties (page 21). You may push (1) in situations that involve your specialties. You get 
  Focused. Pick one other character move from the list:
   
  5 Focused:  When making rolls associated with your specialty, you push (2) instead of push (1).
   
   Top in Your Field: Your Reputation can never go below -2 because of your actions in the medi-
  cal theater; if you would be forced to drop your Reputation to -3, mark 1-Stress instead. Personal 
  and social actions can still drop it to -3 or worse.
   
   Got it Where it Counts: +1 Brains (max +3).
   
   Work Hard, Play Hard: When you blow off steam by indulging a particularly dangerous or nasty 
  vice, remove an additional 1-stress, even on a miss. 
   
   Don’t Play a Player: If a character feigns competence in your presence, they push (-2) on the roll 
  unless they choose to owe you.
  You have a starting 
  Reputation (Rep) of +2.
  REP
  
  PLACE
  PICTURE
  HERE
  Notes
  Perks/Benefits
  The Ward: Acute Care Edition is copyright Magpie Games @2017. Find out more at magpiegames.com/theward
  DEMOGRAPHICS
  Fill out your demographics:
  Name:  
   
      
   
   
  Gender:  Female  Male  Other:
  Hair:  
   
  Eyes:  
   
   
  Corrective Lenses?:  yes  no
  Age:  
   25-34     35-44     45-54     55-64     65+
  Race:  Asian     Black     Hispanic     Native American     White     Other:   
   
  Ethnicity:  
   
   
  Marital status:  Single     Married     Separated     Widowed     Divorced
  Next of Kin:  
   
   
   
  Relationship:  
   
  Emergency Contact: 
   
   
  Relationship:
  Description: 
   
   
   
   
   
  NICKNAME:
  Medicine is my lawful 
  wife and literature my 
  mistress; when I get tired 
  of one, I spend the night 
  with the other. 
  —Anton Chekhov
  
  ACT PROFESSIONALLY
  When you try to act professionally or maintain your composure in a difficult 
  or dangerous situation, roll+guts: 
  HIT (7+): You keep it together.
  STRONG HIT (10+): Both
  WEAK HIT (7-9): Choose one:
   
  ► Reduce any stress inflicted by the situation by 1.
   
  ► You don’t show any weakness.
  MISS (6-): Miss: The MC will tell you what happens.
  DISPLAY EXPERTISE
  When you display expertise about a problem at hand, roll+brains:
  HIT (7+): You’ve got this; the MC will tell you an interesting fact about the 
  current situation.
  STRONG HIT (10+): Ask the MC one or two follow-up questions. 
  WEAK HIT (7-9): You fumble, hesitate, or stall: the MC can offer you an 
  ugly choice, an unforeseen complication, or an unpleasant side-effect.
  MISS (6-): The MC will tell you what happens.
  FEIGN COMPETENCE
  When you feign competence, lie, or bluff in the face of a difficult or danger-
  ous situation, roll+nerve:
  STRONG HIT (10+): You maintain your cloak of competence; choose one 
  person you definitely convince or gain some new insight into the current 
  problem.
  WEAK HIT (7-9): You fool some of the people around you; choose one 
  person you definitely deceive and the MC will choose one person who is 
  definitely not taken in.
  MISS (6-): The MC will tell you what happens.
  STICK YOUR HAND IN
  When you stick your hand into someone else’s situation roll+Cxn:
  STRONG HIT (10+): You push (2) on their roll. If they hit, they choose one:
   
  ► They owe you.
   
  ► You get +1Cxn with them.
  If they miss, they choose one:
   
  ► They don’t blame you.
   
  ► You get -1Cxn with them.
  WEAK HIT (7-9): You push (1) on their roll and your influence is noted, for 
  good or bad.
  MISS (6-): The MC will tell you what happens.
  SHOW COMPASSION OR CONTEMPT
  If you show compassion, concern, or care towards someone in need, 
  roll+heart:
  HIT (7+): You connect with them.
  STRONG HIT (10+): Ask up to three questions from the list below.
  WEAK HIT (7-9): Ask up to two questions from the list below. They may ask 
  one of you as well.
   ► What’s really troubling your character?
   
  ► How can I help your character?
   
  ► Where is your character vulnerable?
   
  ► What would your character like me to do?
  MISS (6-): The MC will tell you what happens.
  If you show contempt, disdain, or indifference towards someone in need, 
  roll+heart:
  HIT (9-): You cut them open and look inside.
  MISS (10+): The MC will tell you what happens.
  WEAK HIT (7-9): Ask one question from the list below. They may ask one 
  of you as well.
  STRONG HIT (6-): Ask up to two questions from the list below.
   
  ► How could I get your character to ______?
   
  ► Where is your character vulnerable?
   
  ► Are you telling the truth?
  ASSERT YOUR AUTHORITY
  When you assert your authority, give an order, or tell someone what to 
  do in the face of resistance, roll+Rep. If towards a PC, you may roll+Cxn 
  instead:
  For NPCs ▼
  STRONG HIT (10+):They attempt to do what you want, to the best of their 
  ability.
  WEAK HIT (7-9): They’ll attempt to do what you want after you pick one:
   
  ► You agree to help them, now or later.
   
  ► You take 1-Stress.
  MISS (6-): The MC will tell you what happens.
  For PCs ▼
  STRONG HIT (10+): If they do it, they gain 1 Perk. If they don’t do it, they 
  mark 1-Stress
  WEAK HIT (7-9): If they do it, you owe them.  If they don’t do it, you both 
  mark 1-Stress
  MISS (6-): The MC will tell you what happens.
  BASIC MOVES
  
  The Ward: Acute Care Edition is copyright Magpie Games @2017. Find out more at magpiegames.com/theward
  BLOW OFF STEAM
  When you do something to blow off steam, wager 0-3 stress and roll+stress 
  wagered:
  MISS (10+): Things blow up instead. The MC will tell you how.
  WEAK HIT (7-9): You catch a break, but there are complications; reduce 
  your stress by one.
  STRONG HIT (6-): You gain real relief or respite; reduce your stress by the 
  amount wagered.
  SLEEP WITH SOMEONE
  When you sleep with someone you’re emotionally invested in, ask the 
  following questions and roll+total:
   
  ► Are both your Cxns positive? 
   
   
  Take +1
   
  ► Do you work in different departments? 
   
  Take +1
   
  ► Has this happened before? 
   
   
  Take +1
   
  ► Is one of you subordinate to the other? 
   
  Take -1
   
  ► Are either of you suffering a serious condition?  
  Take -1
   
  ► Are either of you suffering a critical condition?  
  Take -2
  The other player may ask, “Is this going anywhere?”  
  Yes: +1 / No: -1 / Hesitation: -2 
  STRONG HIT (10+): It’s very good; pick two from the following list.
  WEAK HIT (7-9): It’s good; You each pick one from the following list:
   
  ► You both remove one stress.
   
  ► You feel you owe them.
   
  ► You get +1Cxn with them.
   
  ► They get +1Cxn with you.
  MISS (6-): Not good. They choose one from below:
   
  ► You get -1Cxn with them.
   
  ► You take 1-Stress.
  PLAYER AGENDA
  You’re here to play the game, and you’ll enjoy it most by play-
  ing your characters following the agendas below:
   
  ► Play your character like they’re a real person.
   
  ► Share your character’s secrets freely with the other players.
   
  ► Embrace trouble and failure.
  This certainly doesn’t mean your character will find this fun, 
  but if you keep these concepts in mind, I think you—the play-
  er—will find the story much more interesting.
  PERKS
  Perks are the “experience points” of The Ward; you earn them 
  from mistakes and successes alike.
  GAINING PERKS
  The first time you miss a roll in a situation, you gain one Perk. 
  Every miss after the first one doesn’t generate Perks for your 
  character. When a new situation arises, you’ll have a chance to 
  earn more. 
  You can also gain Perks at the end of a session. In the 
  Post-Op phase, ask each member of the group the following 
  questions:
   
  ► Was I successful in all three theaters this session?
   
  ► Did I save a life or triumph over my addictions?
   
  ► Was my nickname used more than once by others?
  Gain 1 Perk for each question answered “yes.” 
  SPENDING PERKS
  At any time after getting a Perk you may spend it, 1-for-1, for 
  push (1) on a roll. 
  In addition to spending Perks for push, you may also spend 
  Perks for the following during Post-Op:
   
  ► 2 Perks: Gain a favor from an NPC (player’s choice).
   
  ► 3 Perks: Gain a tangible Benefit  useful in a specific theater, 
  usable in the next session. Work with the MC to determine 
  something suitable for you character.
   
  ► 5 Perks: Gain +1Reputation.  If this would set your Reputa-
  tion to +4, reset it to +1 and take an advancement.
  Any unspent Perks are lost when the session is over (after Post-
  Op).
  BENEFITS
  A benefit is a specific object, resource, or circumstance that 
  allows you to push (1) when its use is fictionally appropriate.  
  They are usually applicable to a specific theater or specialty 
  and provide their boost for a single session.  This is the “gear” 
  of The Ward. 
  Here are some examples:
   
  ► My med school stethoscope (Personal)
   
  ► An “understanding” with your spouse (Personal)
   
  ► Upcoming vacation (Personal)
   
  ► Kick-ass gaming console (Social)
   
  ► New sports car (Social)
   
  ► Dirt on the Chief of Medicine (Social)
   
  ► Advance information on a new surgical procedure (Medi-
  cal)
   
  ► Tablet with up-to-date pharmacological database (Medical)
   
  ► Very competent lab assistant (Medical)
  A benefit is only of use for a single session, but can be used 
  as many times as narratively appropriate. After the session, 
  benefits don’t disappear, but they do lose their mechanical 
  advantage.
  AUXILLARY MOVES
  
  AGENDA
   
  ► Make the world of The Ward seem believable.
   
  ► Make the player characters’ lives unstable in multiple 
  theaters.
   
  ► Play to find out what happens.
  ALWAYS SAY
   
  ► What the principles demand.
   
  ► What the rules demand.
   
  ► What your prep demands.
   
  ► What honesty demands.
  THE PRINCIPLES
   
  ► Walk the tightrope between life and death.
   
  ► Address yourself to the characters, not the players.
   
  ► Make your move, but misdirect.
   
  ► Make your move, but never speak its name.
   
  ► Worsen anything left untreated.
   
  ► Name everyone, make everyone human.
   
  ► Show that everyone’s addicted to something.
   
  ► Challenge the characters’ humanity.
   
  ► Ask provocative questions and build on the answers.
   
  ► Be a fan of the players’ characters.
   
  ► Think offscreen too.
   
  ► Sometimes, ask for a second opinion.
  YOUR MOVES
   
  ► Put a life in the balance.
   
  ► Increase the pressure.
   
  ► Scramble or sever a connection.
   
  ► Impose or worsen a condition.
   
  ► Change theatres.
   
  ► Reveal immediate or dire complications.
   
  ► Reveal trouble in the wings.
   
  ► Tarnish their reputation.
   
  ► Inflict stress.
   
  ► Offer or call in a favor.
   
  ► Feed or call on someone’s addictions.
   
  ► Tell them the possible consequences and ask.
   
  ► Offer an opportunity, with or without a cost.
   
  ► Turn their move back on them.
   
  ► After every move ask: “What do you do?”
  A FEW MORE THINGS TO DO
   
  ► Make connections like crazy.
   
  ► Turn questions back on the asker or over to the group at 
  large.
   
  ► Feel free to ask for advice.
   
  ► Digress occasionally.
   
  ► Go around the table.
   
  ► Take breaks and take your time.
  CONDITIONS
   
  ►  Tier 1 conditions are simply cues for the MC and players 
  to work with and have no direct mechanical effect.
   
  ► Tier 2 conditions push (-1) on all appropriate PC moves in 
  appropriate situations and, when present on NPCs, may be 
  used by the MC to push (1) on the rolls of any PCs dealing 
  with the NPCs in appropriate situations.  
   
  ► Tier 3 conditions push (-2) on all appropriate PC’s moves and 
  allow the MC to make an MC move involving the afflicted 
  NPC in any appropriate situation.  
  Conditions can only be removed by PC action, though they may 
  be alleviated through lesser means. Anything left untreated is only 
  going to get worse. The actual death of a character, whether PC or 
  NPC, can only occur if a Tier 3 “Dying” result worsens; use it freely 
  for NPCs, but with utmost care for PCs.
  Each time a tier is cleared of stress, the player may also re-
  move a condition.
  SAMPLE CONDITIONS
  Fair (Tier 1) 
  Serious (Tier 2) Critical (Tier 3) Terminal
  Sick/Hurt 
  Very Sick/Hurt Dying 
   
  DEAD
  Frustrated 
  Angry 
   
  Enraged
  Nervous 
  Scared   
  Terrified
  Tipsy  
  Drunk   
  Passed Out
  Mistrusted 
  Disgraced 
  Pariah
  USE IT OR LOSE IT
  If your stress track is filled and you can’t (or won’t) take any 
  more conditions then you’re in pretty bad shape. The next time 
  you suffer stress, you must pick one from the following two 
  options:
  When you use it—seeking solace or respite in a new behavior, 
  habit or obsession—gain another addiction, owe that addiction a 
  favor, and clear 3-stress.
  When you lose it—venting your spleen, letting loose in public, 
  or acting self-destructively—suffer -2 Rep and clear your stress 
  track. Note that there are serious possible repercussions if your 
  Rep ever drops below -3
  THE MASTER OF CEREMONIES
  
  The Ward: Acute Care Edition is copyright Magpie Games @2017. Find out more at magpiegames.com/theward
  STRESS
  Stress is part and parcel of being a medical professional; 
  dealing with the turmoil of the daily medical grind may be the 
  most important thing one can do to stay sane. Stress is The 
  Ward’s version of “hit points,” for lack of a better term; the 
  more stress you suffer, the worse off you are.
  SAMPLE STRESS
  Here are some sample stress values for various occurrences:
  1-Stress
  Being mocked by your peers
  Giving or receiving bad news
  Poor night’s sleep
  Being confronted by a patient or subordinate (publicly)
  Being confronted by a peer (privately)
  Being part of a team that loses a patient
  Taking a second shift
  2-Stress
  Being dressed down by a superior (privately)
  Giving or receiving very bad news
  No night’s sleep
  Being confronted by a peer (publicly)
  Being directly responsible for the loss of a patient
  3-Stress
  Being dressed down by a superior (publicly)
  Losing a loved one
  PCs record their stress on their stress track. NPCs that take 
  stress suffer a condition (MC’s choice) instead.
  SETTINGS, SCENES, AND SITUATIONS
   
  ► Settings – These are the broad, physical places or locations 
  in the fiction, such as “The Hospital” or “The Emergency 
  Room” or “Stella’s Bar” or “Home.” Scenes and situations 
  occur within settings; many settings belong to a specific 
  theater (see page 37).
   
  ► Scenes – These encompass localized areas of possible 
  conflict within a setting and include all the different char-
  acters, locations, and details surrounding the PCs.  The 
  theater they belong to can change quite quickly.  Exam-
  ples might be “The break room, with Dr. Walters and Dr. 
  Samarsin having some kind of argument” or “the service 
  elevator as the power goes out.”
   
  ► Situations – These are all the various troubles and chal-
  lenges the PCs face in scenes, the real meat of the fiction. 
  Most of the time, your job as the MC is to introduce a 
  situation into a scene that compels the characters to take 
  action.
  THEATERS
  The action in The Ward can take place in three broad the-
  aters: medical, social, and personal.
   
  ► Medical – encompasses situations involving helping 
  patients, doing rounds, performing official duties in a hos-
  pital or clinic, and other professional activities.
   
  ► Social – covers situations not directly related to medicine 
  like drinking at the bar or discovering how the chief of staff 
  got their nickname.
   
  ► Personal – involves situations centered on a PC’s internal 
  life, intimate relationships, family, and people with close 
  ties.
  These theaters can rapidly shift and blur into each other, but 
  should be distinct enough so that the players always know 
  where they are, i.e. a bar with friends vs a funeral for family vs 
  another round on their night shift. Of course, they’ve only got 
  two hands to hold on to all three theaters, so they best learn to 
  juggle.
  Every NPC, scene, and situation should fall into one of these 
  theaters, though the particular theater may change at times. 
  Demarcate those changes. Make players aware when they are 
  crossing a boundary by emphasizing the look and feel of each 
  theater as they enter or leave it.
  STATUS
  Knowing the hierarchy during a crisis situation can be a matter 
  of life and death. You need to know who’s in charge, who’s re-
  sponsible, and who can be blamed when things go wrong. That 
  pecking order can change when theaters change, for the good 
  or ill of all involved.  The relationships of characters generally 
  fall into one of these three groupings:
    
   
  ► Superiors – those above you hierarchically, academically, 
  socially, or in other ways, and in the position to use that 
  against you.
   
  ► Peers – your equals, colleagues, good friends, and those 
  who stand at the same level as you in their field.
   
  ► Patients/Subordinates – those you either tend to or can 
  compel to take action when you give them instructions.
  THE MASTER OF CEREMONIES
  
  LOCATION
   
  ► Where is your hospital located?
   
  ► How big is the facility?
   
  ► What is it well known for?
   
  ► What does it currently lack that it normally has? 
   
  ► What is always in short supply?
   
  ► What is a black mark on its reputation?
  PERSONAL
   
  ► Who do you hope doesn’t come through those doors 
  tonight?
   
  ► What personal commitment are you avoiding by volun-
  teering for this shift?
   
  ► Who are you sorry to see in the break room?
   
  ► Whose name are you glad to see on the active duty roster?
  SITUATION
   
  ► What time of night is it and what’s the phase of the 
  moon?
   
  ► What’s been the main complaint about the weather?
   
  ► What just happened that got everyone’s attention?
  Wait for it...
   
  ► Where are you... right NOW?
  NOTES
  WORK-UP—NIGHT SHIFT
  Ask these questions as the players are creating their characters: Start with Location, allowing the players to discuss their answers 
  before finalizing them. Move on to Personal, each player should provide answers to all four questions as they pertain to their 
  character. Once the players have completed their characters and worked out their connections ask the Situation questions, pon-
  der their answers as people get comfortable, wait before you ask the last question, then dive in!
  THE PLAYERS CHARACTERS
  
  The Ward: Acute Care Edition is copyright Magpie Games @2017. Find out more at magpiegames.com/theward
  NAME / NICKNAME 
      DESCRIPTION / 
   
  CONNECTED TO / 
   
  OTHER NOTES
   
   
   
      CONDITIONS 
   
  ADDICTED TO 
  THE NPCS
  Night Shift is a simple standard one-shot scenario work-up for The Ward that can be used to introduce new players to the game, as well as a spring-
  board for a longer campaign. Players will create the facility their characters work at, problems ready to burst forth, and a slew of NPCs for you to 
  indulge it. Don’t go easy on them, they chose to be here.
  
SOURCE: textdata/thevault/The Ward (PbtA)/The Ward - Play Materials.pdf