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Doorkick

Kick open the door, fight whatever is behind it, take its things — and watch your friends do their level best to make sure you lose the fight.

3–6 players · 45–90 minutes · free · no account

Play Doorkick

How it works

One person opens kutuverse.com and creates a room. Everyone else joins by scanning the QR code or opening the link — on a phone, a tablet or a laptop, whatever they already have. Nobody makes an account, nobody downloads anything, and the game runs directly between your devices rather than on a company's server.

Short of players? Add computer players to fill the table, or play the whole thing on one device and pass it round.

How to play Doorkick

Goal

Everyone starts at Level 1. First to the winning level wins — and that last level must come from killing a monster.

Your turn

Kick open the door: a monster means a fight, a curse hits you, anything else goes to your hand. If it wasn't a monster, fight one from your hand (Look for trouble) or take another door card face down (Loot the room). Then end your turn.

Fighting

Your strength is your Level plus your equipped gear. Beat the monsters' total and you go up a level and draw their Treasure. Monsters win ties unless a Meathead is fighting.

Interfering

During a fight anyone can play one-shots on either side, enhancers on a monster, more monsters, curses, or class powers. Every card played gives everyone more time to react, and anyone watching can press Wait! once. The fighter can finish once everyone has passed or the time runs out.

Asking for help

One other player can join your side and add their strength. Offer some of the Treasure to talk them into it — they take their share first. You can also promise items you have in play — they are handed over if you win.

Running away

Losing? Press Run away, then roll one die for each monster — each hero rolls separately. 5 or more and you escape that monster; Tree Huggers and some boots add to the roll. Every monster that catches you does its Bad Stuff.

Escape tricks

Rolled too low? Some characters get a second go before the Bad Stuff lands. A Spell Nerd can cast Flight — discard up to 3 cards for +1 each, once per fight. Someone Snack-Sized can discard a card to roll again, once per fight. And anyone with an intern can send the intern in instead (goodbye, intern).

Death

You keep your Level, races and classes. Everyone else loots one card from your body. You come back at the start of your next turn with fresh cards.

Items

One headgear, one armour, one footgear and two hands' worth of weapons can be equipped, and only one Big item carried. Items marked 🔒 only work for that race or class. On your turn, sell items worth 1000 GP for each level — never the winning one.

Interns & permission slips

An Unpaid Intern can be hired at any time: +1 in fights, and they carry one item for you without using a slot — even a Big one. A Forged Permission Slip stuck on an item lets you use it whatever your race, class or free slots. Both go into the loot pile when you die.

Trading, donating, stealing

Items in play can be traded with anyone who isn't fighting — both of you have to agree — or simply donated. A Kleptomaniac can also try to steal a small item once per turn: discard a card and roll 4 or more.

Two races or two classes

Complicated Family Tree lets you hold a second race, Overqualified a second class. Played on just one, you keep its perks and lose its weaknesses — monsters that hate it get no bonus against you.

Charity

At the end of your turn you may hold five cards. Extras go to the lowest-level player — or are discarded if that's you.

The other games

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