Blades '68 - The Trouble Deck
At a Glance
Forgo the dice and tables and execute the Trouble Engine with a few draws from this dedicated deck of cards. From a Friendly Favor to Paranormal Activity and a major Show of Force, your crew can't lay low forever.
Also includes 15 cards covering the districts of Doskvol and 6 cards detailing the Principles of Play. Altogether the 54 cards in this deck make it an ideal accessory to help streamline your game and quickly serve up some handy reminders.
About Blades ’68
Working in consultation with John Harper, designer Tim Denee advances the timeline and the technology of Doskvol one hundred years into the future with Blades ‘68.
Subversive spy games, daring heists, and paranormal mindbenders all await you in this official expansion for Blades in the Dark (a copy of which is required to play).
This official supplement uses the same core mechanics from Blades in the Dark (which is required to play) but introduces some notable changes to the system. It tweaks the Gameplay Cycle, dividing the action into crew business, the trouble engine, and personal business. Blades ‘68 expands your character options with keys and deadlocks – personality traits you can lean on for XP or cross off when you’ve succumbed to stress. It adds procedures for Time Skips, claims the crew can pursue, backing factions you can call on for help, and more.
On the worldbuilding side, technology and events have advanced. Blades ‘68 features autopods and airships. Modern life in Doskvol is powered by Electroplasmic Fusion. The game delineates the timeline of events between Blades in the Dark and Blades ‘68 and gives a concise Rolodex-style view into the factions at play in the new Age of Consensus.
Finally, the Blades ‘68 playtest document contains three “Cold Opens” – short, punchy scores to kick off a campaign – as well as two “Ticking Timebombs”: big issues that lurk in the background, ready to interrupt or complicate the business of the crew.
