LINK: RISE is a hack of the game LINK by Riley Rethal (at https://metagame.itch.io/link). In the game of LINK, two pilots are synchronized when driving a mech, and must keep that sync going even as memories flood their connection. LINK: RISE adds mechanics to add a mechanical endpoint to the game and escalate its pace.

New Rules

Scenes

At the beginning of the game, three 7-step clocks are set to zero: mission, danger and enemy. The mission clock represents the PCs furthering the mission they set for themselves; the enemy clock represents the enemy of the LINK game getting what they want. The danger clock represents the escalation of threats: when it fills, the player characters are removed from the action by those dangers.

Players play LINK, except that rather than pull cards from the top of the deck, they each have a hand of three cards and choose a card from their hand to play each round in turn. They also cannot tell each other what cards they have in hand; the player whose turn it is to play the first card can, however, can tell the other player about the color or numeric value of the card they’re about to play. Once the round is done, a new one starts where the other players tells the other the same characteristic (color or value) for the card they are about to play. Then play continues in turn with players telling each other value, then color, then value, and so on.

When it’s a player’s turn to play a card first, they also get first say in setting the scene for that specific prompt unless the prompt says otherwise.

After each scene, players note down which combination was played (that is, which rule of LINK they followed to build their narration) and ask themselves the following questions:

A scene can be Safe, Risky or Dangerous:

To figure out which kind of scene this is, look at the number of times your combination has been played:

Then, players refill their hand. If their danger clock is 0 or 1, they draw until they have 3 cards in hand. With 2 or 3, they draw until they have 2 cards instead. With 4 or more, they draw to one, and no longer can tell each other color or value before playing for the rest of the game.

Ending

In addition to the rules for ending the game in LINK (at the end of the deck, or at the end of the narrative), the clocks may also end the game. If any clock fills, the game is immediately over.

Once the game is over, the players decide on their outcome, which depends on the degree the clocks were filled:

Play notes

If I had to play this again, I would probably shrink the danger and enemy clocks to 5 instead; the ending rules would kick if it’s half-filled (3/5 or more) instead of 4/7.