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# Rats with Gats: A Story Game about the Pi-Rats of Yeld!
**Written & Designed by**: Nick Smith
**Art by**: J. Richmond
**Yeld Team**: Sally Hsu (Producer), Maia and EmmaVoid (Support)
*Copyright 2025 Nick Smith and J. Richmond. The Magical Land of Yeld is a product of Yeld LLC.*
Welcome to **Rats with Gats**, a collaborative storytelling game about ordinary stowaway rats onboard a ship who are transformed into gunslinging Pi-Rat pirates through the radical power of Math Magic!
---
## Quick Reference Links
* [OBSTACLES.md](file:///Users/ttm/Projects/pirats/OBSTACLES.md) - Tables of Obstacle Types by suit (Clubs, Spades, Hearts, Diamonds)
* [EXAMPLESCENE.md](file:///Users/ttm/Projects/pirats/EXAMPLESCENE.md) - Full walkthrough of a play scene ("The Cheesy Heist")
---
# Table of Contents
1. [Part 1: Introduction](#part-1-introduction)
2. [Part 2: Creating a Pi-Rat](#part-2-creating-a-pi-rat)
* [Rank and Hand Size](#rank-and-hand-size)
* [Secret Pirate Techniques](#secret-pirate-techniques)
* [Objectives](#objectives)
* [Personal Objectives](#personal-objectives) (Gat & Name Privileges/Taxes)
* [Crew Objectives](#crew-objectives) (Captain rules)
3. [Part 3: Playing The Game](#part-3-playing-the-game)
* [Setting Scenes](#setting-scenes)
* [Playing Out a Scene](#playing-out-a-scene)
* [Ending a Scene](#ending-a-scene)
* [Between Scenes](#between-scenes)
* [Resolving Challenges](#resolving-challenges)
* [Using Face Cards & Jokers](#using-face-cards-jokers)
* [Advanced Resolution Mechanics & Questions](#advanced-resolution-mechanics-questions)
4. [Part 4: Setting Information](#part-4-setting-information)
5. [Final Thoughts](#final-thoughts)
---
# Part 1: Introduction
What Are Pi-Rats?
Pi-Rats are four-foot-tall, gun-toting, ship-stealing rodents created by accident during a long naval war between the Kingdom of Yeld and the Legions of the Deep. Pi-Rats were originally designed to be weapons—disposable soldiers who could overwhelm enemy crews. Instead, they became something far more dangerous: pirates with attitude, cunning, and an unshakeable love of violence and the sea. Pi-Rats are scrappy, loyal to their crews, and almost never die of old age (mostly because they rarely survive that long).
Your Story Begins
You and your fellow players are ordinary rats—stowaways hiding in the cargo hold of a ship sailing the dangerous waters of Yeld. But when an unknown Mathematical mage casts the “Pie” spell, everything changes. Youre suddenly bigger, smarter, and armed with an overwhelming urge to commit piracy. Youre now a Pi-Rat!
Your first order of business? Steal the ship youre on. Deal with the current crew, establish control, and make it yours. From there, the real adventure begins: choosing a captain, assembling your crew, and committing enough piracy to earn your place in Pi-Rat legend.
The World Of Yeld
Yeld is a vast and dangerous fantasy world—a place of magic, monsters, and mystery. The oceans are controlled by the Deep, an ancient oceanic god who wages eternal war against the Vampire Prince Dragul and his Fairy armies, who rule the Kingdom of Yeld. Pi-Rats exist in the chaos between these powers, stealing ships from both sides and carving out their own chaotic existence on the high seas. Expect to encounter Mermaids, Squidfolk, vengeful ghosts, magical storms, rival pirates, and the occasional Bean Whale whos fallen in love with your ship.
### What Do I Need To Play?
* **36 Players** with a strong enthusiasm for whimsical piracy or rodentia.
* **A standard deck of playing cards** with both Jokers still in there.
* **A couple sheets of paper, some note cards, and at least 1 pencil** for tracking Objectives, Pi-Rats (Rat Records), and Secret Pirate Techniques.
### Summary Of Play
1. Each Player creates a Pi-Rat crewmember and 3 Secret Pirate Techniques.
2. As a group, take turns setting scenes where some Players control their Pi-Rats while others play as the Deep.
3. During each scene, participating Pi-Rat Players attempt to complete Personal and/or Crew Objectives.
4. Deep Players draw Obstacle cards and challenge the Pi-Rats.
5. Pi-Rats play cards from their Hand to overcome Obstacles.
6. A scene ends when all Pi-Rats have fled or the Deep chooses to end it.
7. Between scenes, Players vote to Rank up crew members and rotate roles.
---
# Part 2: Creating a Pi-Rat
To create a Pi-Rat, answer the following 6 questions and record them on a sheet of paper (your **Rat Records**). Go with your gat!
1. **What does your Pi-Rat look like?** Pi-Rats look very similar to one another, but distinguish themselves with bandanas, eyepatches, clothing, scars, tattoos, or body paint.
2. **What does your Pi-Rat smell like?** Pi-Rats identify each other by scent. Before receiving a proper name, they are referred to by the smells they produce.
3. **What was the first thing your Pi-Rat said after transforming?** A Pi-Rats first words indicate their pirate personality.
4. **Is your Pi-Rat good at Math?** This has no implications or meaning.
5. **What is something other pirates like about your Pi-Rat?** Let another Player answer this question for you.
6. **What is something other pirates hate about your Pi-Rat?** Let another Player answer this question for you.
*(Dont worry about a name right now; that comes later!)*
### Determine Starting Rank
Once questions are answered, randomly determine each Player's starting Rank:
* **One Player** starts at **Rank 3**. This Player must play the **Deep** during the first scene of the game.
* **One Player** starts at **Rank 1**. This Player must play their **Pi-Rat** during the first scene.
* **All remaining Players** start at **Rank 2**. These Players may choose to play either their Pi-Rat or the Deep during the first scene.
---
## Rank and Hand Size
Your Rank represents your status and reputation. The higher your Rank, the more respected you are. Pi-Rats gain Ranks as follows:
* Complete your first Personal Objective $\rightarrow$ **Gain 1 Rank**
* Complete your second Personal Objective $\rightarrow$ **Gain 1 Rank**
* Complete your third Personal Objective $\rightarrow$ **Choose another Pi-Rat to gain 1 Rank**
* Receive the most votes during Between Scene voting $\rightarrow$ **Gain 1 Rank**
* Special circumstances determined by the group $\rightarrow$ **Gain 1 Rank**
Your Hand size determines how many cards you have available for Challenges. Compare Ranks to determine Hand Sizes:
| Rank Placement | Maximum Hand Size |
| :--- | :---: |
| **Highest Rank Pi-Rat(s)** | 4 cards |
| **Middle Rank Pi-Rat(s)** | 3 cards |
| **Lowest Rank Pi-Rat(s)** | 2 cards |
> [!IMPORTANT]
> Anytime your Hand size increases, you immediately draw a card and add it to your Hand. This may happen in the middle of a Scene.
---
## Secret Pirate Techniques
Any time a Pi-Rat Player plays a Face Card (Jack, Queen, King) when resolving a Challenge, that Challenge is resolved utilizing a **Secret Pirate Technique**! These represent special moves, tricks, or cartoon logic.
**Example Techniques:**
* *Secret Pirate Technique #64*: "I missed on purpose"
* *Secret Pirate Technique #3*: "Carlos will figure it out"
* *Secret Pirate Technique #57*: "Never trust a hatless captain"
* *Secret Pirate Technique #90*: "I'm not left handed"
* *Secret Pirate Technique #15*: "The Albatross is always watching"
* *Secret Pirate Technique #99*: "I've got a bomb"
#### Technique Creation & Assignment
1. Using individual note cards, each Player writes down the names of 3 Secret Pirate Techniques.
2. Once created, Players swap those techniques, one at a time, with other Players until they have 3 new techniques created by others.
3. Write these 3 Techniques in your Rat Records.
4. Assign each of the 3 Techniques to a different Face Card type (**Jack, Queen, King**). Playing that Face Card type activates that specific Technique, allowing you to narrate a spectacular, automatic success!
---
## Objectives
Objectives guide your actions. Always consult them for inspiration during a scene.
### Personal Objectives
Must be completed in order:
1. **Get a Gat (or something just as good)**: Acquire an impressive weapon (pistol, cutlass, etc.).
* **Gat Privileges**: While you have a Gat, Black cards you play (Clubs ♣ and Spades ♠) during Challenges have their Value increased by 1.
* **Gat Tax**: When a Gatless Pi-Rat faces a Challenge, they may ask a Pi-Rat with a Gat in the same Scene to attempt it for them.
* *If accepted*: The Gatless Pi-Rat gives the Gatted Pi-Rat one random card from their Hand (the Gatted player chooses without looking). The Gatted Pi-Rat attempts the Challenge, sharing the successes and failures.
* *If refused*: The Gatted Pi-Rat must hand over their Gat to the Gatless Pi-Rat (who immediately completes Personal Objective 1). The newly Gatted Pi-Rat attempts the Challenge. If they succeed, they keep the Gat (the original owner must find a new one). If they fail, they return the Gat and cannot initiate a Gat/Name Tax for the rest of the Scene.
2. **Earn a Name (a normal one is fine)**: Gain a proper pirate name (e.g., Carlos, Barry, Jaspar) instead of temporary crew nicknames (e.g., Piss Whiskers, Dainty Spanker).
* **Name Privileges**: While you have a Name, Red cards you play (Diamonds ♦ and Hearts ♥) during Challenges have their Value increased by 1.
* **Name Tax**: When a Pi-Rat with a Gat but no Name faces a Challenge, they may ask a Named Pi-Rat in the same Scene to attempt it for them.
* *If accepted*: The Nameless Pi-Rat gives the Named Pi-Rat one random card from their Hand. The Named Pi-Rat attempts the Challenge, sharing successes/failures.
* *If refused*: The Named Pi-Rat gives their Name to the Nameless Pi-Rat (who immediately completes Personal Objective 2). The newly Named Pi-Rat attempts the Challenge. If they succeed, they keep the Name. If they fail, they return the Name and cannot initiate a Gat/Name Tax for the rest of the Scene.
3. **Die Like a Pirate (some pirates retire instead; those pirates are smarter than you)**: Go out in a blaze of glory or retire honorably.
### Crew Objectives
Must be completed in order:
1. **Steal a Ship (the one we're on right now is a good choice)**: Take control of a vessel by dealing with the crew.
2. **Choose a Captain**: Establish a leader.
3. **Commit Piracy**: Plunder, raid, bury treasure, and build your reputation.
#### Pi-Rat Captain Rules
* **Becoming Captain**: Once the crew controls a ship, the highest-Ranked Pi-Rat becomes the de facto Captain. Any Pi-Rat can Challenge for leadership at any time during a scene if both are present. The Captain remains in power until they give up the position, are defeated in a challenge, die, or the ship is lost.
* **Captain Privileges**: The Captain's Hand size is increased by +1, regardless of Rank. The Captain has the final say in all ship/crew disputes, and wins ties in crew votes.
* **Captain Tax**: Being Captain is high pressure! Captains lose 1 Rank each time they personally fail a Challenge during a scene.
---
# Part 3: Playing The Game
## Setting Scenes
Before each Scene, complete these setup steps:
1. **Declare Roles!** Players announce their role: **Pi-Rat Players** (control characters) or **Deep Players** (control environment, threats, NPCs). There must be at least 1 of each per scene. Players who were Deep in the previous scene must play Pi-Rats in the next.
2. **Shuffle and Draw Obstacles!** Return discards to the deck and shuffle. Draw cards from the top and add them to the **Obstacle List** until the total is **at least one greater than the number of Deep Players** in the scene.
3. **Frame the Scene!** Deep Players collaboratively describe the location, situation, and how the drawn Obstacles manifest as an urgent problem.
> [!NOTE]
> **First Scene Setup**: The first scene must establish that the Pi-Rats are on a ship they can steal (or have immediate opportunity to do so). Do not start far from water.
---
## Playing Out a Scene
* **Pi-Rat Players** narrate actions, roleplay, make decisions, and play cards to overcome Obstacles.
* **Deep Players** control NPCs, hazards, enemies, and call for Challenges when Pi-Rats attempt something risky. Deep Players can distribute the Obstacles among themselves or share them.
---
## Ending a Scene
Deep Players choose when to end a Scene. Minimum requirements to end a Scene:
* Each participating Pi-Rat has been challenged at least once and had a chance to progress an Objective.
* OR there are no Obstacles remaining on the Obstacle List.
* OR all Pi-Rat Players have fled or been narratively incapacitated (death, capture, etc.).
---
## Between Scenes
Upkeep steps before starting a new Scene:
1. **Pirate Ranking (Voting)**: Each Player nominates one *other* Pi-Rat Player to Rank up. The player with the most votes gains 1 Rank. Ties are resolved by discussion or random choice. Deep Players from the previous scene cannot be nominated but may vote.
2. **Additional Rank Bonuses**: Apply Ranks for completed Personal Objectives.
3. **Deep Players Draw Cards**: Players who were Deep in the previous scene may discard any number of cards, then draw back up to their maximum Hand size (based on their Rank).
4. **Start a New Scene!** Repeat setup.
---
## Ending the Game
End the story when the group feels ready. For the best experience, ensure:
* Each player has played the Deep at least once.
* Each Pi-Rat has completed at least one Personal Objective.
* The crew has completed all 3 Crew Objectives.
* *Recommended*: Include a wrap-up scene where the Pi-Rats party til they pass out in a pile.
---
# Resolving Challenges
When a Deep Player calls for a Challenge, follow these steps:
### Step 1: Establish Stakes!
Deep Players explain what success and failure mean.
### Step 2: Apply Obstacles!
Deep Players apply one or more cards from the **Obstacle List** to the challenge. (See [OBSTACLES.md](file:///Users/ttm/Projects/pirats/OBSTACLES.md) for the suit/value meanings).
### Step 3: Play Cards!
The Pi-Rat Player plays one card from their Hand for each applied Obstacle.
* **Card Beats Obstacle Value**: Success!
* **Card is Equal to or Lower than Obstacle Value (or no card played)**: Failure!
* *Note*: If multiple Obstacles are applied, you only need to succeed at one to pass the Challenge, but each failed Obstacle creates a narrative complication.
#### Card Values:
* **Numbers (210)**: Face value.
* **Aces**: Value of 1.
* **Face Cards (J, Q, K)**: When played by a Pi-Rat, activates a Secret Pirate Technique (automatic success). When acting as an Obstacle, their value equals the Rank of the challenged Pi-Rat.
### Step 4: Place Cards!
Played cards are placed face up below the applied Obstacle card and rotated 90°. **The last played card in the column determines the Obstacle's new value for future challenges.** The original Obstacle card always determines the suit color and narrative chart entry.
### Step 5: Narrate Results!
The suit of the card played to successfully beat an Obstacle determines how the Pi-Rat overcomes it:
* **♣ Clubs - Shootin' and Stabbin'**: You use violence, combat, or direct confrontation.
* **♦ Diamonds - Swimmin' and Sailin'**: You use nautical skills, athletics, or mobility.
* **♠ Spades - Sneakin' and Schemin'**: You use stealth, deception, or cunning plans.
* **♥ Hearts - Shoutin' and Singin'**: You use social skills, performance, or charisma.
*(If you play a Face Card, narrate using the name of your Secret Pirate Technique instead).*
### Step 6: Draw Cards!
Draw 1 card back into your Hand for each card you played that **matched the suit color** (Red/Black) of the original Obstacle card.
---
# Using Face Cards & Jokers
### Jacks, Queens, and Kings
* **Played by a Pi-Rat**: Triggers a assigned Secret Pirate Technique. **Automatic success** regardless of the Obstacle value. Describe the ridiculous trick in action.
* **Drawn as or placed below an Obstacle**: The value of the card is equal to the **Rank** of the challenged Pi-Rat.
### Jokers (Pirate Luck)
* **Played by a Pi-Rat**: Play at any time (before or after a challenge) to discard one Obstacle from the list entirely (along with its column) and draw a new one. The Joker is then discarded.
* **Drawn as an Obstacle**: Discard the Joker immediately, and permanently increase the number of Obstacles required on the list for the following scene by 1.
---
# Advanced Resolution Mechanics & Questions
* **Can the Deep say no?** Yes. Deep Players can veto impossible or context-breaking actions without offering a challenge.
* **Can multiple Pi-Rats attempt the same Challenge?** Yes. Other participating Pi-Rats can play their own cards against the applied Obstacles on behalf of the challenged Pi-Rat. They narrate their assistance and share in the successes and failures, but **only the originally challenged Pi-Rat draws cards** in Step 6.
* **Can Pi-Rats Challenge each other?** Yes. The challenging Pi-Rat plays 1 card from their hand face up as a temporary Obstacle (narrating based on suit). The defender plays a card against it. Resolve normally. Afterward, discard the temporary Obstacle and cards below it. Only the defender draws cards in Step 6.
* **How do we get rid of Obstacles?** Once an Obstacle has been successfully beaten a number of times **equal to the total number of players**, it is discarded. Unbeaten or partially beaten Obstacles remain on the list across scenes.
* **Can my Pi-Rat flee from a Scene?** Yes, anytime before or after a Challenge. Fleeing Pi-Rats cannot participate until the next Scene and cannot progress Objectives.
* **What do we do with discarded cards?** Place them in the discard pile. They are shuffled back into the deck during Step 2 of Setting Scenes.
* **What happens when my Pi-Rat dies, retires, or is kicked out?** Your story arc is complete! Create a new Rank 1 recruit with new random techniques and fresh objectives. Alternatively, you can play your deceased Pi-Rat as a **Ghost** (unable to interact well with the living but still helpful).
* **What happens when our ship sinks?** Stealing a new ship becomes the immediate priority. The Pi-Rats might wash up on an island, get rescued (and steal the rescue ship), build a raft, or escape capture.
---
# Part 4: Setting Information
The Magical Land of Yeld
Built on the back of a slumbering Serpent God, Yeld is a mysterious fantasy land bordered by dangerous wildlands. The Fairies claim to be the oldest inhabitants, but even they do not know all its secrets. It is a land of ruins, magic, monsters, and varied climates (mountains, swamps, deserts, forests, and frozen tundras).
The Vampire Prince, Dragul
Dragul usurped control of Yeld nearly 500 years ago with the help of Fairies from the Fairy Lands. A civil war crushed resistance and spread undeath. Centuries later, the oceanic god (the Deep) sent its legions of Mermaids and Squidfolk to eradicate Dragul and the undead, resulting in an ongoing war on land and sea.
The Deep
The Deep is an ancient oceanic god who detests Prince Dragul and undeath. It created species like Mermaids and Squidfolk to act as commanders and soldiers in its legions.
The Pi-Rats of Yeld
Created during the war when Goblin Math Divers cast the spell "Pie" (a spell of recited numbers that transforms stowaway rats into giant, clever gunslinging rodents to overwhelm enemy crews). The Pi-Rats proved too clever, learned to sail and speak, and stole so many ships they temporarily ground the war to a halt! They have a reputation for chaos, violence, and loyalty. There are 43 traditionally accepted Pi-Rat names, and a rat must perform a legendary feat to add a new name to the list.
### Other Peoples of Yeld
* **King's People**: Human in appearance with pointed ears. The original rulers of Yeld before Dragul's usurpation.
* **Fairies**: Large, furry creatures with pointed ears, sharp teeth, and flat feet. Sturdy, strong enough to throw a bull, and loyal to Dragul.
* **Mermaids**: Daughters of the Deep. Humanoid with finned ears and tails that propel them through water. They can transform their tails into legs to walk and fight on land.
* **Squidfolk**: The Deep's first creations. Retain weird squid heads. Initially poor spies, they now live peacefully in Yeld after being replaced by the Octopus Tribe.
* **Vampires**: Created by Dragul. Possess Fairy-like strength, speed, and immortality, but must consume flesh and blood to survive. Only King's People and Mermaids can become Vampires.
* **Goblins**: Short, mossy-green beings with large ears and stubby tails. They wear containment suits because they cannot breathe Yeld's air. Gifted merchants, mechanics, and traders.
* **Animal Tribes**: The true natives of Yeld who lived there before Witches or Fairies. Hundreds of tribes serve the Deep under the waves.
* **Ghosts**: Inhabitants of the Ghost World, a gray filter over reality. Ghosts can look back into the living world, watch over friends, or haunt enemies.
---
# Final Thoughts
*Rats with Gats* is about embracing madness, celebrating small victories, and telling ridiculous stories. Get silly, don't take it too seriously, and name your techniques ridiculous things (like *"The Cheese Tickler's Gambit"* or *"Omae Wa Mou Shindeiru"*). Every Pi-Rat deserves a chance at glory.
*Want more? Get the full game "The Magical Land of Yeld" at [YeldStuff.com](http://YeldStuff.com)!*