The Rules rule
Nice one. I’m glad you’re game to game.
You take a deep breath, and have a read of the rules.
The Basics
You play the game, by reading what’s happening and making a decision about what to do next. You’ve probably already figured that out, because you’ve done just that to get here.
Character sheet
But what you probably didn’t know, unless you’re a big nerd and you’ve done this kind of thing before, is that you’ve also got a character sheet, that describes the character your chose. You can copy it out on a bit of paper, or print it if you have access to a printer, whatever that might be.

Benevolent Winston Peter’s attributes
● SKILLZ reflects your swordsmanship, fighting and honking expertise, as well as other activities, such as sneaking, climbing, casting spells or dodging. The higher the better.
● HEALTH – the higher your HEALTH, the longer you will survive.
● LUCK – LUCK represents how lucky or unlucky you are during your adventure.
Fighting
When you are told to fight an opponent, you must resolve a battle as described below.
First right down your opponent’s SKILLZ and HEALTH on a piece of paper.
How to fight with weapons (attack round)
1. Roll the two dice for the opponent. Add its SKILLZ. This total is its Attack Strength.
2. Roll the two dice for yourself. Add your SKILLZ. The total is YOUR Attack Strength.
3. If your Attack Strength is higher, you have hurt the opponent. If the opponent’s Attack Strength is higher, it has hurt you. If both are equal, you have both missed, silly gooses, and must start the next Attack
Round from step 1.
4. If you hurt the opponent, subtract two (2) points from its HEALTH. Some items or spell may do damage – they’ll tell you this when you obtain them.
5. If the opponent wounded you, subtract two (2) points from your HEALTH.
6. Make the appropriate changes to either the opponent’s or your own HEALTH begin the next Attack Round (Repeat steps 1-6).
This continues until the opponent’s HEALTH or yours have been reduced to zero (death).
How to fight with magic (attack round)
If you know some spells, you can cast them once in your attack round, instead of making a weapon attack.
For all magic attacks, roll both dice. If you roll a 6 on either dice, then your magic spell is successful, and you can apply the effects of the spell. If your spell misses, your opponent automatically damages you for 2 points of health.
For example, as Florence the Goose you choose to attack Donkey Man with your Honk Blast spell. The fight would go like this:
1. You cast Honk Blast. Roll two dice. You roll a 5 and a 3. Your spell is unsuccessful, and Donkey Man clobbers you for 2 points of health damage with his hideous hoofhand.
2. You can Honk Blast again. Roll two dice. You roll a 6 and 6. Double hit! Honk Blast gets him right between the eyes and you do 4 points of damage for each blast. That’s 8 damage. Donkey Man is dead. Who will mourn him? No one.
Sometimes in the game, you’ll be asked to test your LUCK.
1. Roll two (2) dice.
2. If the number rolled is equal to or less than your current LUCK, you have been lucky. If the number rolled is higher than your current LUCK, you have been unlucky.
3. The consequences of being lucky or unlucky will be found on the page.
Sometimes in the game, you’ll be asked to test your SKILLZ.
As above, but swap out LUCK for SKILLZ.
Restoring HEALTH
You’ll find items throughout the game that will restore your HEALTH. For example, a Bottle of Goose Juice that will restore your HEALTH fully. You can save these and use them at any time. They can only be used once.
If you’re taking all this as seriously as the person who wrote it, you can download a PDF, whatever that is, of the above rules for handy reference.