This article was firstly post on the fan site
故事與現實交界處│金冠學園
≡ Preface ≡
This game is freely available for everyone to play.
Please do not claim it as your own, use it for commercial purposes, or make a profit from it.
Game modifications are allowed, but please credit the original source of the game.
The only thing I hope for in return: your feedback on the game.
≡ How to Play ≡
Game Masters: 2
Players: 9
Map Movement Tools: 1 dice, 3 game pieces
Challenge and Duel Stages: 2 dice, drawing paper, music reference chart, 3 pencils, 1 set of colored pencils, stopwatch/watch, and various silhouettes related to the storyline of Princess Tutu, and a deck of poker cards.
Playtime: Approximately 4 hours
Difficulty: Adjustable by the GM based on the situation
≡ Story Summary ≡
One day after the story ends, Duck, Rue, and the Prince suddenly appeared in Gold Crown Town. Although Duck transformed back into a human girl, something unbelievable has happened to the three of them: they not only lost all memories of their time in Gold Crown Town, but they also split into three individuals—three Princes, three Rues, and three Ducks.
They could only remember the roles they have once played before, and they held quill pens with nostalgic magic.
However, they couldn't recall who the owner of this magic was, and there was no such person in Gold Crown Town...
≡ Conditions for Restoring Memories ≡
The GM will periodically announce the phases of the animation. Please restore the corresponding memories of your character according to the phase specified by the GM.
The restoration is divided into three phases:
- Early Phase: In episodes 1-8, Simple school life. Princess Tutu was collecting shards of the Prince's heart; Rue forgot her identity as Princess Kraehe; and Fakir has not yet obtained the Sword of Lohengrin.
- Middle Phase: In episodes 9-20, Rue recovered her memories as Princess Kraehe, and the Prince's heart has become tainted with the blood of the Monster Raven.
- Late Phase: In episodes 21-26, Fakir passed the Oak Tree's trial; Rue realized that she was the daughter of a human; and the Prince transformed into a Raven.
(Players may ask for clarification on the phases, but must phrase their inquiries as "yes or no" questions.)
Note: Memories from the current phase must be fully restored before moving on to the next phase. Players may only begin restoring about their own memories of the next phase once the current phase's memories have been fully restored.
For example: During the early phase, players can only inquire about early phase memories from their character cards. If players correctly answer the middle or late phase of the memories during the early phase, they will automatically lose those memories in the next round.
Note: Once all players have restored memories from both the early and middle phases, they can start assisting each other in restoring memories.
For example: If the Rue Team reaches the [Mr. Cat's Love Lecture] and they want to know what memories being related to the True Love's call, but they are unable to perform Mr. Cat's reaction to True Love's call. Then, they can request help from the Duck Team or the Prince Team to perform Mr. Cat's reaction to True Love's call, and gain the relevant memories of True Love's call.
≡ Gameplay Rules ≡
- Each player will receive a character card. The characters on these cards are from a certain work, and their portrayal and settings are related to Princess Tutu. Players use the character cards to "restore" the memories of Duck/Rue/the Prince.
- If all memories are not restored within the designated phase, the GM will calculate Tragedy points based on the numbers of the unrecovered memory-related segments.
- Building on that, the GM can adjust the difficulty based on the players' familiarity with Princess Tutu.
For example, if the players only have a vague recollection of Princess Tutu, the GM might set the requirement for the early stages of the story to recover all memories within 5 rounds.
- Scoring includes Hope, Tragedy, and Memories related to Fakir. To reach a normal ending, the Hope points must exceed the Tragedy points, and Memories related to Fakir must be at least 5 points. Otherwise, a tragic ending will be triggered.
- During gameplay, the use of electronic devices is strictly prohibited unless players reach certain locations where mobile phones can be used.
- For additional gameplay rules, please refer to "Location Overview" and "Advantages and Challenges of Additional Identities.”
≡ Script on the Character Cards ≡
- The story The Nutcracker and the Mouse King
- Ballet The Nutcracker
- Ballet Swan Lake
- Opera The Ring of the Nibelung
≡ Introduction of Locations ≡
[Church]
It is the origin and end of destiny. Each time you return to the starting point, you can gain 1 Hope point.
[Warrior's Fountain]
There is no need to pay the price with blood to gain power like Fakir. You can search for the specified memory-related information within 120 seconds by using cell phone (consuming electronic power).
[Underground Lake]
This was the dueling ground between Princess Tutu and Princess Kraehe. You must challenge one of the other teams to a duel by rolling dices to determine the winner. If both sides roll the same number, the duel ended in a tie. On the other hand, the winning side can choose between two options:
Seizing one piece of memory from the opponent.
Choosing to challenge the GM to a dice roll. If you win the dice roll, you will grant one memory unconditionally; otherwise, you will randomly lose one piece of memory.
[Gate]
The Prince's five shards of heart had been hidden in the gates to seal the Monster Raven in the past. If a team have a minion of the Monster Raven, they automatically gain one memory once they reach this location.
(Additional Note: If the Rue Team have reached the first two gates in one round, they can automatically gain one memory at the third gate in the same round.)
[Autor's Home]
Autor will decide whether to reveal information based on the team's character:
Rue: Autor is willing to reveal any memories to his beloved.
Prince: Autor has never spoken with the characters from the story before. He is very willing to tell the Prince any memory he wants.
Duck: Autor dislikes noisy people, especially those disrupting the library's peace. Additionally, he is allergic to birds. Therefore, Autor will ignore Duck until Duck has restored all early and middle-phase memories, at which point he will reluctantly give Duck a "hint."
Note: the source of Autor being a fan of the Prince & having allergy to birds:
Post-series episode: Rapsblüte no YoruNote: He knows Fakir's whereabouts, but you must restore all early and middle-phase memories first to obtain this information.
[Bridge of Riddles]
Once you reach the bridge, you will pass next turn. As you have restored your own all early and middle-phase memories, you will be asked about your (Duck/Rue/Prince) Memories to Fakir; if you cannot answer, you will be forced to pass next turn.
[Gold Crown Academy], [Duck's Pond] (Lake of Despair), [Oak's Ruins]
These three locations are challenge stages. Based on your additional identity and the memory related to the character card you want to answer, a challenge will be given. After passing the challenge, the GM will determine whether the character card and the memory correlation proposed by the player is correct.
(You can earn 1 Hope point if the memory is correctly related, mentioned during the appropriate phase, and the corresponding episode is correctly guessed)
Difficulty of challenges: Gold Crown Academy < Duck's Pond < Oak Tree Ruins.
Note: Even if you answer correctly, once the memory is restored too early, it will automatically disappear in the next round (please refer to "Conditions for Restoring Memories").
[Antique Bookstore]
This is the stronghold of the Book Butchers, who intensely dislike Drosselmeyer and his descendants. They will either hide Fakir's whereabouts or provide misleading information. You must roll two dice to test your willpower. If the total is greater than 7, you pass the willpower check and gain an opportunity to retort. Conversely, if the willpower check fails, you receive 0.5 Tragedy points.
[Pizza Place], [Student Dormitory]
Townsfolk's memories. You can specify a segment from your character card and ask a townsfolk for information; the townsfolk will tell you their impression of the relating matters. You must refer to what the townsfolk told you to guess the correct corresponding memory.
[Mr Cat's Love Lecture]
You can specify a segment from a character card, and Mr. Cat will tell you what he saw that day. And then, you must perform what Mr. Cat will react toward love affairs (similar lines will suffice).
[Grave of Drosselmeyer]
He is the cause of all tragedies. Before returning to the hopeful ending (Church), any one of you who visits here will gain 1 Tragedy point.
≡ Advantages and Challenges of Additional Identities ≡
Rules: Players will draw roles on-site and may exchange roles with other players once before the event begins.
- Role Advantage: Depending on the total of the two dice rolled, you may directly search for an image as a hint by your cell phone.
- Dice total of 2-4: You can use your cell phone to find an image within 20 seconds as a hint (it cannot be text).
- Challenge: Based on the topic given by the GM, act out clues for other players to guess. If the others guess correctly within three attempts, the challenge is passed.
- Music Department:
- Role Advantage: You receive a cheat sheet with music reference charts just before the event. The cheat sheet contains corresponding scenes and piece names, which can be used to find answers during challenge stages.
- Challenge: Based on the topic given by the GM, find the name of the background music for the specified scene and play the piece within 120 seconds.
- Art Department:
- Role Advantage: Higher coloring completion earns 1 Hope point.
- Challenge: Draw the theme specified by the GM within 60 seconds. The paper size is determined by the result of the dice roll.
- Sculpture Department:
- Role Advantage: You can choose to challenge the House of Cards (in the shape of a pyramid) instead of the silhouette guessing. If you complete it within 60 seconds, you will receive +1 Hope point.
- Challenge: Based on the silhouette image provided by the GM, guess the correct person, object, or thing within 60 seconds.
- Drama Club:
- Role Advantage: When arriving at a challenge stage, the GM will perform as an NPC to provide hints.
- Challenge: Perform the responses of the designated character, which is based on the GM's NPC performance and the specified role.
- Library Committee:
- Role Advantage: Automatically gain one additional piece of information on condition that the dice roll must be greater than 7.
- Challenge: Answer questions based on the topic given by the GM, which might include episode numbers, scenes, episode titles, etc.
- Mr. Cat's Arden Fans:
- Role Advantage: Each time at the [Mr. Cat's Love Lecture], if you perform the correct response that the Cat Teacher would have, you gain 1 Hope point.
- Challenge: Based on the GM's performance, respond as how Mr. Cat makes love confession. The number of lines must match the difficulty level:
- Low difficulty: At least 1 line.
- Medium difficulty: At least 5 lines.
- High difficulty: At least 7 lines.
- Note: Lines cannot be repeated, including in subsequent challenges.
- Rose in the Hands of Femio:
- Role Advantage: Through narcissistic positive power, if the dice total is greater than 6, gain 0.5 Hope points.
- Challenge: Based on the GM's performance, respond with Femio's narcissistic traits. The number of lines must match the difficulty level:
- Low difficulty: At least 1 line.
- Medium difficulty: At least 5 lines.
- High difficulty: At least 7 lines.
- Note: Lines cannot be repeated, including in subsequent challenges.
- Minions of the Monster Raven:
- Role Advantage: Always submit to fate. When arriving at the [Gate], automatically gain one memory.
- Challenge: Submitting to fate is a double-edged sword. Each time you face a challenge, randomly draw a role to complete the challenge. If you fail the challenge, you receive 1 Tragedy point.
- Others: (Open for players to fill in, must be related to the plot of Princess Tutu; advantages and challenges in the game will be determined by the GM.)
≡ Character Card ≡
Each paragraph of the character card is related to the character's situation in Princess Tutu and is essential for shaping or understanding that character.
Please make an effort to recall the relevant memories for each paragraph.
(The following nine character card screenshots are for demonstration purposes; the text is an earlier version.)
*Duck*
On Christmas Eve, Godfather Drosselmeyer gave Clara and Fritz a Nutcracker doll. However, Fritz broke the Nutcracker while playing with it. In the end, it was repaired thanks to Godfather's craftsmanship.
At midnight, Clara was suddenly caught up in a battle between the Nutcracker and the Mouse King. The Nutcracker was fighting wounded, and when he was about to lose to the Mouse King, Clara threw her slipper with all her might, giving the Nutcracker a chance to strike and defeat the Mouse King.
The Nutcracker transformed into a handsome prince. To thank Clara for her help, he invited her to his Candy Kingdom for a visit. Clara even danced a pas de deux with the Nutcracker Prince.
In the end, Clara woke up and realized that it was all just a beautiful dream.
You saved the Nutcracker Prince and became the lead ballerina. But, are you content with it being just a beautiful dream?
Odette was cursed by the evil sorcerer Rothbart and turned into a white swan. She could only regain her human form at night.
To break the curse, someone must truly love her and remain devoted until death.
However, the sorcerer Rothbart and his daughter, the Black Swan Odile, use deceit to impersonate Odette and trick Prince Siegfried into making a vow of true love. Odette lost hope and danced the "Dying Swan"...
Note that in the ballet, the White Swan and the Black Swan are often played by the same ballerina.
Are you sure you are truly the White Swan?
The Valkyrie Brünnhilde disobeyed the command of the god Wotan and followed his true wish, which was to let Siegmund achieve victory. However, Siegmund was dead in the duel. Brünnhilde protected and sent away Sieglinde and her unborn child (Siegfried), as that child would one day become the hero who protects humanity.
Because Brünnhilde disobeyed Wotan's command, Wotan put her into a deep sleep on a rocky outcrop surrounded by magical flames. Only a fearless hero who could break Wotan's spear would be able to pass through the flames.
Brünnhilde recognized that the hero who awakened her with a kiss was the destined hero Siegfried. The two became lovers, and Brünnhilde kept the ring for Siegfried, setting him on his heroic journey.
However, Brünnhilde was later attacked by lost to a mysterious knight as well as the theft of the ring; and she was offered as a wife to King Gunther. She discovered that the knight was actually Siegfried himself, who had forgotten her.
In her anger, Brünnhilde told Hagen, the dwarf who served King Gunther, that Siegfried was not invulnerable and had a fatal weakness on his back. Consequently, Siegfried fell, which ruined Wotan's plan for creating a human hero.
In the end, Brünnhilde rode her horse and leapt into the funeral pyre of Siegfried, following him in death.
Don't forget. In mythology, the Valkyries are depicted not only as swan maidens but also like the ravens Huginn and Muninn, serve the commands of Odin (Wotan).
Can you see through the truth and guide the hero Siegfried on the path to saving humanity at Twilight of the Gods?
*Rue*
On Christmas Eve, seven-year-old Marie heard "The Story of the Hard Nut" from her godfather Drosselmeyer. Encouraged by her godfather, she endeavored to save the Nutcracker Prince and restored him to his original form. The Nutcracker was actually Drosselmeyer's nephew, whose last name was also "Drosselmeyer."
Despite summoning the courage each night to stand against the Mouse King and help the Nutcracker defeat him, her conservative parents scolded her for daydreaming and fantasizing. In the end, even her godfather inexplicably criticized her for being a mere dreamer.
After enduring her family's lack of faith, she cried out: "Ah! Dear Drosselmeyer! If you truly existed, I would not treat you as Princess Pirlipat, disdainful of you just because you were no longer a handsome youth!"
Her true love's cry successfully broke the spell on the Nutcracker. The following year, the Nutcracker married her, and they lived happily ever after.
Odile was the daughter of the evil sorcerer Rothbart.
She impersonated the White Swan Odette and successfully tricked the Prince Siegfried into declaring his intention to marry her and love her forever, breaking the Prince's vow to the White Swan.
Rothbart could transform into an owl monster; while Odile took the form of the Black Swan.
Note that in the ballet, the White Swan and the Black Swan are often portrayed by the same ballerina.
Are you sure you are truly Odile the Black Swan? Do you want to see the Prince and the White Swan both meet their tragic end?
Gutrune was the sister of King Gunther. They followed the deceitful plan of their half-brother, the dwarf Hagen, who tricked Siegfried into drinking a potion of forgetfulness, causing him to forget his engagement to Brünnhilde. This manipulation allowed Siegfried to marry Gutrune, while Brünnhilde became the wife of King Gunther.
Although Gutrune successfully married Siegfried, she did not realize that Hagen's true scheme was to kill Siegfried and seized the ring.
However, you are not Kriemhild from The Song of the Nibelungs and cannot avenge the dead Siegfried...
*Prince Siegfried*
This young man, naturally inclined to be affectionate towards girls and cracking nuts for them, was known as the "Dear Little Nutcracker."
He was the nephew of Drosselmeyer, with his father being a toymaker.
He successfully cracked the hardest nut, breaking the spell on a princess. However, just as he was about to complete his mission, he was tripped by the Mouse Queen—he fell under a spell that turned him into an ugly Nutcracker!
Although cursed and driven away by the princess and the king, he would one day become a prince and ruler.
Additionally, he must personally kill his enemy, the Mouse King, and be fully accepted by a maiden who embraced his flaws to break the spell.
With a military sword gifted by Marie's brother Fritz, the Nutcracker successfully killed the Mouse King.
Nutcracker invited Marie to play in the Doll Kingdom. At the story's conclusion, he married Marie, who accepted all his imperfections.
Prince Siegfried promised to declare at the ball that he would marry the White Swan Odette and love her alone forever.
However, he was deceived by the sorcerer Rothbart's daughter, Odile, and danced with her at the ball. Once he vowed to marry her and love her alone, Rothbart and Odile revealed their true identities.
Will the Prince ultimately be able to overcome Rothbart and restore a happy ending with the White Swan Odette?
Siegfried, from birth, has never known fear. He killed the dragon Fafner and took the treasure and the ring. However, he was unaware that the treasure and the ring had been cursed by the dwarf Alberich.
Fearlessly, he shattered Wotan's spear and entered the magical flames surrounding the sleeping Brünnhilde. When he first saw the armored Brünnhilde, he experienced fear for the first time in his life, as she was the first woman he has encountered. Upon overcoming this fear, he realized that this strange emotion was merely his own passion.
Siegfried, as foretold by prophecy, awakened the Valkyrie Brünnhilde with a kiss, and they confessed their love for each other.
Siegfried entrusted the ring to Brünnhilde for safekeeping and continued his heroic journey.
However, Siegfried was deceived by King Gunther and drank a potion of forgetfulness. He forgot his engagement to Brünnhilde and married Gutrune. He even helped King Gunther seize Brünnhilde, allowing Gunther to marry her. The ring also returned to Siegfried's possession.
All these schemes were the work of Gunther's half-brother Hagen. Not only was he the son of the dwarf Alberich, but he also inherited his father's malice and planned to steal the ring and rule the world.
Can you avoid the tragedy of being assassinated by Hagen and losing your beloved, and become the hero who saves humanity?
≡ Answers of Character Cards ≡
≡ GM Guidelines ≡
- Game Design Intent: The game is designed to help players understand the worldview and origins of Princess Tutu through deduction during gameplay. Therefore, the role of the GM is not to manipulate or oppose the players like Drosselmeyer, but rather to assist and challenge them like Autor, providing support and tests.
- Familiarity Required: Be well-acquainted with every episode and scene from Princess Tutu, including the characters and elements present.
- Background Knowledge: Have knowledge of the story The Nutcracker and the Mouse King (not just simplified or adapted versions), the ballet The Nutcracker, the ballet Swan Lake, and the opera The Ring of the Nibelung, especially the settings and various versions of the first three works.
- NPC Role-Playing: Possess the courage, imagination, and on-the-spot response skills to portray NPCs. Lines of NPC must be clear and can serve as hints for players to progress.
- Flexible Answers: Answers for character cards are not absolute. As long as the players' theories are persuasive and touch on key points, their answers are valid.
- Multiple Endings: There is more than one possible ending. It can be a comedic or tragic conclusion, depending on the players' success in recovering memories and accumulating points of Hope, Tragedy and Memories to Fakir.
- Revealing the Truth: In the last phase of the story, the GM will reveal the story's truth. The truth is designed by the GM.
- Example from the First Gameplay: Fakir used the power of story-fulfillment to transform the duck into a human girl, causing himself to disappear. Once Duck, Rue, and the Prince recover all their memories, Fakir will return, but Duck becomes a duck again (Normal Ending). Only by gathering all magical elements enable Duck to become a true human girl and be with Fakir (Best Ending).
- Preparation: In addition to the character cards for players, the GM must prepare at least one character card with answers (not divided by episode), to be used as a scorekeeping reference.
- Scoring Notes: It is recommended to use colored pens to mark on both players' character cards and the GM's answer cards, differentiating from players' pencil notes.
- Roles of GMs:
- Main GM: Manages the storyline and NPC performances.
- Assistant GM: Handles scoring, props, timing, and monitoring players' gameplay.
- Mid-Game Break: Arrange a break after the middle-phase of the story.
Translation:ChatGpt
Correction:阿一