Players’ Quick Start
Get ready to play Comrades & Chollimas in 10 minutes: pick a chair, learn your two actions, know the d20 and stop-the-line, and what to keep open.
Follow these steps and you are ready for your first Comrades & Chollimas session in a few minutes. This page prints on one sheet. Keep it next to you.
Your first session in 4 steps
- Get a chair and a role. The Incident Master (IM) assigns you the Comrades’ chair or the Company’s chair, and a role. See Chairs and Roles.
- Open your role page. It lists your three verbs, what each does, and what you never do. See the role cards.
- Learn the loop. Each round the IM reveals the clue tier, the table talks, the best-fitting role acts. You have 2 actions, and every role verb costs one. The IM calls the d20 and says the target first, and the acting player throws it.
- Ask questions. The IM is there to help. Nothing bad happens to you for trying.
What to have open
- Your role page and the Quick Reference.
- The case file with the 3 hire cards (the IM hands it out).
- A notepad for your own notes and your debrief commitment.
Role snapshot
| Chair | Role | Verbs |
|---|---|---|
| Comrades | Persona | Perform, Deflect, Stall |
| Comrades | Ground Crew | Hop, Relay, Forge-doc |
| Comrades | Tooling | Use-key, Mask, Probe |
| Comrades | Money | Route-wage, Swap-payee, Cash-out |
| Company | HR | Verify, Probe-interview, Reference-check |
| Company | Engineering | Scope, Review, Sandbox |
| Company | SecOps | Pull-log, Isolate, Watch |
| Company | Finance & Legal | Check-payee, Hold-payment, Approve-cut |
Ask, Look and Hold are free for anyone. Only Pull-log and Question a hire also cost a lookup (Probe-interview rolls and costs none; Pull-log and Question a hire never roll). Short on players? Borrow another role’s verb for one action.
The five things to remember
- The IM calls the rolls, and the acting player throws. Target is Easy 8, Standard 12 or Hard 16, d20 at or above.
- Two tracks, both visible. Payoff is the Comrades’ progress. Exposure is the Company’s self-inflicted harm. Both run 0 to 9.
- Stop the line to accuse. Vote on three: point at a hire, or fold arms. Most fingers wins. Once per stage per table, and the cost is paid at the call. In stage 1 a call is a meeting only, because no money clue exists yet.
- A cut needs a reason and two clues. Name a control or show the human cost (a harm to a named person or group, tied to a fact in the file), and have 2 revealed clues of 2 types, process and money, not before stage 2. Looks alone never count.
- Judge the process, not the person. No accents, passports or faces as evidence.
Phones
No phones during play. If you need a fact the cards do not show, Ask the IM, or spend a lookup on a Pull-log or a question to a hire.
If you are uncomfortable
Say so or use the X-card. The IM pauses with no questions. See the safety page.
Level up after your first game
- How actions resolve: How a Round Works
- The board: Tracks, Evidence and the Bench
- The vote: Stop the Line
- The wrap-up: Endings and Debrief
- Common questions: FAQ