I Have The High Ground Premium Set
Letās face it: dueling is sexy.
But do you know whatās sexier than combat? That slower, higher tension duel that occurs before any damage is doneābefore any blow is even struck. The duel of word and wit, of melodramatic motion and threatening maneuvers.Ā I Have the High GroundĀ is a short collaborative roleplaying and storytelling game for 2 players aboutĀ thatĀ kind of duel.Ā It'sĀ GM-lessĀ andĀ genre-neutral, and takes 1-2 hours to play.
This Premium Set includes 2 custom d6 dice with crossed rapier 6-faces, 9 printed fiberboard tokens for tracking moves, and a burlap bag for storage!
Using game mechanics inspired by competitive fencing, players choose moves in secret. After their choices are revealed, the winner takes the opportunity to flaunt their bravado or to perform subtle acts that leave a dramatic and imposing quiet in their wake. Your game is not an action-packed fight to the death but rather a portrayal of the slow, smoldering tension between two people about to risk their pride, their reputation, or even their lives.
I Have the High GroundĀ also encourages players to ask: what exactly is a duel? You might be knights or fencers with your blades crossed for sport or mortal combat. But what if you were hackers vying for control of a contested server? A murderer and the aggrieved loved one avenging their victim? What if youāre assassinsĀ andĀ ex-girlfriends, or in a boxing match, or bar fight, or even just a school talent show? So, who will you be? What will you do? Thereās only one way to find out.
Pick your weapons, push the limits, and whenever justifiable: flourish your capes.
Mechanics
I Have the High GroundĀ is a GM-less, mechanically light game meant for one-shot play, with just 24 pages of rules text. It can be played in any genre and even adapted to use characters from an existing campaignāit's a great way to zoom in on a tense, pre-battle scene from a game in another system. Inspired by competitive fencing, each round players choose in secret toĀ thrust, feint, or parry. The moves are arranged in aĀ rock-paper-scissors triangle, where thrust beats feint, feint beats parry, and parry beats thrust, scoring one point for the victor. These moves do not, however, translate to the bloody jabs of a sword. Instead, they help structure the narration that follows:Ā thrustsĀ resolve to vicious insults or imperious gestures,Ā feintsĀ into provocative bait that incites opponents into emotional vulnerability, whileĀ parriesĀ resolve as cunning repartees. When one player reaches 9 points, their opponent is defeated, and the loser is forcedāin a shameful outburst of emotionāto use their weapon and strike the blow that begins the ensuing battle!
Storytelling
The mechanical victory provides inspiration and structure for the narration that follows. The rules establish who gets the narrative "last word" and how players negotiate their actions so that the loser gives the victor a satisfying chance to demonstrate their victory.Ā I Have the High GroundĀ is aĀ collaborativeĀ game. Players are expected to help each other tell the stories they want to tell, treating losses as an opportunity to show their characters weaknesses and demonstrate their opponent's strengths.
Character and Setting Creation
Players begin with a combination of open-ended prompts and pre-written options designed to ensure that each character develops into a dramatic foil of their opponent. Players establish a history between their characters, whether that be ārivalsā, āex-loversā, orĀ both, and select narrative advantagesālike the āthe high groundā, āsuperior fashionā or āto be your opponentāsĀ exactĀ type.ā Which player selects first depends directly on the most important mechanic:Ā the cape rubric. The player with the finest cape chooses the section of character creation in which they will receive first pick.
Check out a flip through of the entire zine on our YouTube channel
24 page, 8.5 x 5.5 inch, black & white, saddle-bound risograph zine
Burlap drawstring bag, custom wooden tokens and dice
Includes a free digital package with PDFs of the book and printable character and background sheets
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Product Information
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I Have The High Ground Premium Set
I Have The High Ground Premium Set
Letās face it: dueling is sexy.
But do you know whatās sexier than combat? That slower, higher tension duel that occurs before any damage is doneābefore any blow is even struck. The duel of word and wit, of melodramatic motion and threatening maneuvers.Ā I Have the High GroundĀ is a short collaborative roleplaying and storytelling game for 2 players aboutĀ thatĀ kind of duel.Ā It'sĀ GM-lessĀ andĀ genre-neutral, and takes 1-2 hours to play.
This Premium Set includes 2 custom d6 dice with crossed rapier 6-faces, 9 printed fiberboard tokens for tracking moves, and a burlap bag for storage!
Using game mechanics inspired by competitive fencing, players choose moves in secret. After their choices are revealed, the winner takes the opportunity to flaunt their bravado or to perform subtle acts that leave a dramatic and imposing quiet in their wake. Your game is not an action-packed fight to the death but rather a portrayal of the slow, smoldering tension between two people about to risk their pride, their reputation, or even their lives.
I Have the High GroundĀ also encourages players to ask: what exactly is a duel? You might be knights or fencers with your blades crossed for sport or mortal combat. But what if you were hackers vying for control of a contested server? A murderer and the aggrieved loved one avenging their victim? What if youāre assassinsĀ andĀ ex-girlfriends, or in a boxing match, or bar fight, or even just a school talent show? So, who will you be? What will you do? Thereās only one way to find out.
Pick your weapons, push the limits, and whenever justifiable: flourish your capes.
Mechanics
I Have the High GroundĀ is a GM-less, mechanically light game meant for one-shot play, with just 24 pages of rules text. It can be played in any genre and even adapted to use characters from an existing campaignāit's a great way to zoom in on a tense, pre-battle scene from a game in another system. Inspired by competitive fencing, each round players choose in secret toĀ thrust, feint, or parry. The moves are arranged in aĀ rock-paper-scissors triangle, where thrust beats feint, feint beats parry, and parry beats thrust, scoring one point for the victor. These moves do not, however, translate to the bloody jabs of a sword. Instead, they help structure the narration that follows:Ā thrustsĀ resolve to vicious insults or imperious gestures,Ā feintsĀ into provocative bait that incites opponents into emotional vulnerability, whileĀ parriesĀ resolve as cunning repartees. When one player reaches 9 points, their opponent is defeated, and the loser is forcedāin a shameful outburst of emotionāto use their weapon and strike the blow that begins the ensuing battle!
Storytelling
The mechanical victory provides inspiration and structure for the narration that follows. The rules establish who gets the narrative "last word" and how players negotiate their actions so that the loser gives the victor a satisfying chance to demonstrate their victory.Ā I Have the High GroundĀ is aĀ collaborativeĀ game. Players are expected to help each other tell the stories they want to tell, treating losses as an opportunity to show their characters weaknesses and demonstrate their opponent's strengths.
Character and Setting Creation
Players begin with a combination of open-ended prompts and pre-written options designed to ensure that each character develops into a dramatic foil of their opponent. Players establish a history between their characters, whether that be ārivalsā, āex-loversā, orĀ both, and select narrative advantagesālike the āthe high groundā, āsuperior fashionā or āto be your opponentāsĀ exactĀ type.ā Which player selects first depends directly on the most important mechanic:Ā the cape rubric. The player with the finest cape chooses the section of character creation in which they will receive first pick.
Check out a flip through of the entire zine on our YouTube channel
24 page, 8.5 x 5.5 inch, black & white, saddle-bound risograph zine
Burlap drawstring bag, custom wooden tokens and dice
Includes a free digital package with PDFs of the book and printable character and background sheets
Original: $44.95
-70%$44.95
$13.49Product Information
Product Information
Shipping & Returns
Shipping & Returns
Description
Letās face it: dueling is sexy.
But do you know whatās sexier than combat? That slower, higher tension duel that occurs before any damage is doneābefore any blow is even struck. The duel of word and wit, of melodramatic motion and threatening maneuvers.Ā I Have the High GroundĀ is a short collaborative roleplaying and storytelling game for 2 players aboutĀ thatĀ kind of duel.Ā It'sĀ GM-lessĀ andĀ genre-neutral, and takes 1-2 hours to play.
This Premium Set includes 2 custom d6 dice with crossed rapier 6-faces, 9 printed fiberboard tokens for tracking moves, and a burlap bag for storage!
Using game mechanics inspired by competitive fencing, players choose moves in secret. After their choices are revealed, the winner takes the opportunity to flaunt their bravado or to perform subtle acts that leave a dramatic and imposing quiet in their wake. Your game is not an action-packed fight to the death but rather a portrayal of the slow, smoldering tension between two people about to risk their pride, their reputation, or even their lives.
I Have the High GroundĀ also encourages players to ask: what exactly is a duel? You might be knights or fencers with your blades crossed for sport or mortal combat. But what if you were hackers vying for control of a contested server? A murderer and the aggrieved loved one avenging their victim? What if youāre assassinsĀ andĀ ex-girlfriends, or in a boxing match, or bar fight, or even just a school talent show? So, who will you be? What will you do? Thereās only one way to find out.
Pick your weapons, push the limits, and whenever justifiable: flourish your capes.
Mechanics
I Have the High GroundĀ is a GM-less, mechanically light game meant for one-shot play, with just 24 pages of rules text. It can be played in any genre and even adapted to use characters from an existing campaignāit's a great way to zoom in on a tense, pre-battle scene from a game in another system. Inspired by competitive fencing, each round players choose in secret toĀ thrust, feint, or parry. The moves are arranged in aĀ rock-paper-scissors triangle, where thrust beats feint, feint beats parry, and parry beats thrust, scoring one point for the victor. These moves do not, however, translate to the bloody jabs of a sword. Instead, they help structure the narration that follows:Ā thrustsĀ resolve to vicious insults or imperious gestures,Ā feintsĀ into provocative bait that incites opponents into emotional vulnerability, whileĀ parriesĀ resolve as cunning repartees. When one player reaches 9 points, their opponent is defeated, and the loser is forcedāin a shameful outburst of emotionāto use their weapon and strike the blow that begins the ensuing battle!
Storytelling
The mechanical victory provides inspiration and structure for the narration that follows. The rules establish who gets the narrative "last word" and how players negotiate their actions so that the loser gives the victor a satisfying chance to demonstrate their victory.Ā I Have the High GroundĀ is aĀ collaborativeĀ game. Players are expected to help each other tell the stories they want to tell, treating losses as an opportunity to show their characters weaknesses and demonstrate their opponent's strengths.
Character and Setting Creation
Players begin with a combination of open-ended prompts and pre-written options designed to ensure that each character develops into a dramatic foil of their opponent. Players establish a history between their characters, whether that be ārivalsā, āex-loversā, orĀ both, and select narrative advantagesālike the āthe high groundā, āsuperior fashionā or āto be your opponentāsĀ exactĀ type.ā Which player selects first depends directly on the most important mechanic:Ā the cape rubric. The player with the finest cape chooses the section of character creation in which they will receive first pick.
Check out a flip through of the entire zine on our YouTube channel
24 page, 8.5 x 5.5 inch, black & white, saddle-bound risograph zine
Burlap drawstring bag, custom wooden tokens and dice
Includes a free digital package with PDFs of the book and printable character and background sheets






















