At the Last Throw
A tabletop RPG for people who don’t have time for tabletop RPGs.
You work. You have a life. You haven’t touched a rulebook in years — or maybe you never have. But you still want to sit around a table with friends, roll dice, and tell a story where your choices matter.
At the Last Throw was built for you.
The Pitch
Four dice. Four attributes. One page of rules you’ll actually remember.
No initiative tracking. No grid combat. No three-hour character creation. No rulebook you need a bookmark for.
You pick up a character sheet, grab a handful of six-sided dice, and play. The Narrator asks “What do you do?” — and the game begins.
What Makes It Different
One mechanic to rule them all. Every action in the game — fighting, sneaking, persuading, casting spells — uses the same roll. Learn it once, use it everywhere.
Combat is a conversation. No turns, no initiative order. The Narrator describes the scene, you say what you do, you roll, things happen. A fight takes minutes, not hours.
Magic is dangerous. Spells are cards with a cost and a consequence. Fail the roll and the magic hits you back — or worse, hits your friends. Every casting is a group decision.
Your character grows through the story. No XP grinding. You advance by making discoveries, facing your flaws, and changing the narrative. Declare your goal, play it out, earn the growth.
Fatigue and wounds share one pool. Cast a spell, lift a boulder, take a hit — it all draws from the same reserve. The warrior who spent his strength breaking down a door is vulnerable when the ambush comes. Every choice costs something.
Who Is This For
- Working adults who have two hours on a Friday night, not eight on a Saturday.
- New players who want to try RPGs without reading a textbook first.
- Veterans tired of systems that get in the way of the story.
- Narrators who want tools, not chains.
What You Get
- A complete rulebook — 19 pages, illustrated, available in English and Italian.
- Grimoire cards — spell cards with art, effect, and backlash. Print and play.
- Equipment cards — weapons and armour at a glance.
- A character sheet — one page, designed to be filled by hand.
- Blank card templates — for the Narrator to create their own spells and gear.
Everything is designed to be printed on a home printer and played the same evening.
The Core Mechanic
Roll six-sided dice. Compare to a target number. Done.
| Your Level | What You Roll |
|---|---|
| Untrained | 2d6, keep the lowest |
| Competent | 1d6 |
| Expert | 2d6, keep the highest |
Two or more sixes? That’s a Critical — something extraordinary happens.
Failed a Critical? You can’t retry until the situation changes. Find another way.
Need to push beyond your limits? Exertion: take a wound, add a die. Risk everything on one roll.
At the last throw.
Downloads
The rulebook is free. Print it, play it, share it.
| Language | File |
|---|---|
| 🇬🇧 English | At the Last Throw (EN) |
| 🇮🇹 Italian | All’Ultimo Tiro (IT) |
Status
The game is in active development. The core rules are complete and playtestable. Feedback is welcome.
Choice, Faith, Consequence.