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  • For those of you who were reading Warriors in the 2009 to 2012 range and happened to

  • look in the backs of your Omen of the Stars books, you might have seen strange little

  • numbered walls of text, with the title informing you this was the Warrior Cats Adventure Game.

  • Honestly, from what I've seen the majority of even the people who did see these ignored

  • them, but the same can't be said for me.

  • These wonderful, horrible, absurd little stories at the back of each Omen of the Stars book,

  • along with Battle of the clans and the old Warriors website, were for a while the main

  • draw of the books to me at all.

  • And frankly, I think more people should know about this odd little game, so I'm going

  • to explain it for you all here.

  • The Warrior Cats Adventure game is a group tabletop game written by Stan Brown and illustrated

  • by James L. Barry where you and a group of friends each create characters in the Warriors

  • world and play through pre written adventure stories where you get to use your team's

  • unique blend of strengths, skills, and choices to solve problems in your own way, earning

  • praise and acclaim for your characters if you do well and disappointment or pain if

  • you do badly.

  • You could find six of the eight adventures in the backs of each book in the Omen of the

  • Stars arc, one in the back of the Battles of the Clans field guide, and one tutorial-style

  • adventure was included in the rulebook, the 53 page PDF detailing the game's rules and

  • setup that could be found for free on the old Warrior Cats website.

  • The blank character sheets were also available there.

  • I still have both PDFs in full downloaded from when I used to be extremely invested

  • in the game, but they are also still accessible if you just searchWarrior Cats Adventure

  • Gameas others have uploaded the full PDFs in the wake of the old website's closure.

  • As for how the game is actually played, it's more complicated than your average board,

  • card, or video game but significantly less complicated and more limited than other tabletop

  • roleplaying games.

  • The character sheets have space for you to add in plenty of information like the cat's

  • name, pelt & eye colors, and even a picture of them if you're interested in adding it,

  • but most of the space is for mechanical information.

  • Your character's clan and age, for example, both have mechanical impacts.

  • Each of the clans you can join, the main four as those were the ones that existed around

  • the lake at the time, provide a bonus to a different skill based on that clan's specialities.

  • Thunderclan gets a bonus point in Ponder, Riverclan gets a bonus in Swim, Windclan gets

  • a bonus in Listen, and Shadowclan gets a bonus in Sneak.

  • I promise I will explain the skills in full shortly but even by their names alone it should

  • become more clear what each clan is granting you.

  • Age meanwhile actually has to do with progress.

  • Unlike leveling based on experience, enemies defeated, or adventures completed, the base

  • Adventure Game system has progress based on how old your character is in moons.

  • You get some base apprentice stats as an apprentice at 6 moons, a base warrior upgrade at 10 moons,

  • and every moon after that will provide you either an extra skill, ability point, or knack,

  • until you get especially old and begin to occasionally lose some abilities based on

  • your body growing frail.

  • This aging is, in part, done naturally in game as certain prompts at the ends of adventures

  • or, hypothetically, mid-adventure will lead you to increase your cat's age by a moon

  • or more and get the appropriate bonuses, but the rulebook also encourages you to age your

  • cats in real time as you play through several sessions or by choice in an agreement with

  • your group.

  • Now it's finally time to explain what all those advancements would even do, using as

  • our example the beloved (to me) Adventure-Game exclusive character, Muddyclaw!

  • The rulebook, along with its generally sleek graphic design and attractive accent drawings

  • to frame each page, contains several illustrations of this cat, Muddyclaw, who starts as Muddypaw

  • and works as their example for how to create a character.

  • As they suggest we should do for our characters, Muddypaw begins as an apprentice and therefore

  • has 5 ability points to split between the three abilities: Strength, Intelligence, and

  • Spirit, with a minimum of one point allocated to each ability.

  • This means that all apprentice characters will either have 2 points in 2 abilities and

  • 1 point in the third ability, or 1 point in 2 abilities and 3 points in the third ability.

  • Muddypaw as shown here has 2 points in intelligence and spirit and 1 point in strength, and it

  • seems he is becoming an apprentice two moons earlyhuh.

  • But anyway, when he does become a warrior, he automatically gets another point in the

  • strength ability and chooses to take another point in intelligence rather than spirit.

  • The ability points are important in that they determine how well your cat will perform at

  • certain tasks, and while which specific skills fall under which ability are listed in the

  • Skills table below, the general overview is that Strength is used in attacking and shows

  • of strength, intelligence is used in thinking of lore, new solutions, or looking for details,

  • and spirit is used for both agile movements and emotional resolve.

  • The ability points you have will not only determine how well you can do at certain tasks,

  • but how much extra effort you can expend and how long you can stay standing, a factor I

  • will explain in a short while once I tell you what the other factors are.

  • Skills are the next important mechanic, and there are fifteen of them which all correspond

  • to different actions your cat could be asked to do in-game.

  • There are five that fall under each of the abilities, and they are as follows.

  • Under strength, the skills are Arch, Bite, Climb, Swim, and Wrestle, under intelligence

  • is Ponder, Pounce, See, Smell, and Swat, and under Spirit is Focus, Hiss, Jump, Listen,

  • and Sneak.

  • Most of the names are self-explanatory but the rulebook also has extensive descriptions

  • of what each skill could be applied to, such as theJumpskill always being defensive,

  • being used to avoid enemy attacks, get down from high places safely, or land safely rather

  • than crashing to the ground during a fall.

  • As mentioned earlier, you get one skill point based on the clan you've chosen and Muddypaw

  • got an extra skill point in Listen due to being in Windclan, along with three other

  • skill points which he gave to Jump, Listen, and Ponder.

  • Being a warrior doesn't immediately grant you extra skills, so Muddyclaw stays the same

  • in that regard.

  • However, he does get something else: Knacks.

  • Knacks are the third main gameplay mechanic, and the last element of the character sheet

  • to cover.

  • Unlike skills, which every cat can do and can be asked to do regardless of whether or

  • not they have bonuses in it, knacks are special tricks for specific situations that cats can

  • use to specialize in a certain area, and usually these are used to have a better chance of

  • completing a task or increase your talent in a specific area based on your cat's experience

  • with that particular field.

  • Once again, the knacks are detailed in the rulebook, but there are 25 of them, several

  • of which you can take multiple times to increase that knack's effectiveness, so it's a

  • good place to give some unique details to your character.

  • Players are encouraged to choose ability points, skills, and knacks based on an imagined personality

  • and story for their cats to integrate the storytelling aspect into this storytelling

  • game, and as you get three knacks for completing warrior training, you are especially led into

  • thinking about what your cat might have learned to love or specialize in during their apprenticeship.

  • Muddyclaw found out that he really likes medicine cat work, and so he chose the Herb Lore, Medicine

  • Lore, and Alertness knacks to find, identify, and use herbs.

  • If you don't want to create your own character at all, though, several completed character

  • sheets are included in the rulebook for prominent canon Warriors characters, if you'd rather

  • play as them.

  • With the character sheet filled, I'll quickly walk you through what an interaction with

  • this would look like.

  • Let's say that Muddyclaw is asked to listen ahead and check for the creature they're

  • tracking.

  • Listen is a Spirit based skill, so we start with Muddyclaw's Spirit Score: 2.

  • Muddyclaw has a +2 bonus in Listen as well, giving him a 4 on this check by default.

  • Muddyclaw also has the Alertness knack, which, if paid for with a spirit chip, can be used

  • to add a bonus point to a Focus, Listen, Ponder, See, or Smell check.

  • He has two spirit chips to spend so could use this to add +1 or +2 to his check.

  • Now, if he wishes, without the knack, he is allowed to spend chips to increase his score.

  • Each chip spent adds +1 to your score for this check, but you may only spend chips that

  • match the ability being tested.

  • Muddyclaw has 2 spirit chips, so he could spend one or both of them to add a +1 or a

  • +2 to his score and get a 5 or a 6.

  • Since Muddyclaw had to spend a Spirit chip and got a +1 bonus for each chip in either

  • case, it may have become apparent that knacks aren't always very useful, unless you take

  • them multiple times and can get a +2 for each chip instead.

  • All of this is also assuming he hadn't spent any chips previously, as chips that are spent

  • are lost until they can be refreshed at specific points in the story.

  • This is especially important because chips in general also act as measures of your health.

  • If you are in a fight and get hit, you lose chips, and cannot gain these back unless you

  • are healed, which is a much more rare occurrence than refreshing spent chips.

  • If you have no ability chips left, your cat is Knocked Out, which in many cases means

  • the end of your adventure, especially if it happens to multiple cats in your group at

  • once.

  • Spending chips then, especially at these low ages where you don't have many chips, can

  • be somewhat dangerous.

  • Applying all of this to a game section, you should imagine less of a free-form discussion

  • and more of a choose-your own adventure.

  • I actually discovered while researching for this video that this is now more unequivocally

  • true than ever as the newEnchanced Editionof The Last Hope's e-book version features

  • a choppy tap-here choose your own adventure version of the Saving The Kits and Plaintive

  • Howls adventures, mostly copied over word for word without any of the skill checks and

  • with a somewhat clunky transition.

  • But in the original game, the Narrator, or player leading the game by reading the adventure,

  • sets up a situation and offers players a choice, but they can really only choose one of the

  • two to five options that the writers of the game anticipated you to pick.

  • When players have made their choices, and perhaps passed or failed a necessary skill

  • check, the Narrator finds out which of the options at the bottom of the page their choice

  • refers to and goes to the corresponding prompt on whatever page the choice indicates to set

  • up a new situation.

  • For anyone who is familiar with Dungeons and Dragons, Pathfinder, or other tabletop roleplaying

  • games, this is not really like those in a lot of ways.

  • Because of the system it's built on, made to be easy for children to grasp, there isn't

  • really much space for roleplay, creativity, or character building, and all the characters

  • in a group have to make one choice for the whole party anyway, among only a handful already

  • chosen for you by the story.

  • The system of character creation, spending ability chips, and most importantly the complete

  • lack of dice also removes any random chance from the equation and makes most opportunities

  • to change your score both rare and costly.

  • This results in a situation where, for the first several moons, every single check is

  • going to be incredibly difficult if not impossible, and later on every check will be immediately

  • passable without a chance for failure.

  • The different adventures, although they are advertised as being playable in any order,

  • really do have to be played in a specific order based on how high the checks are in

  • each one, and how many ability chips they expect you to be able to spend.

  • Swapping Narrators several times throughout a game is also a mechanic I have qualms with.

  • Even aside from it being weird for characters to pop in and out of existence mid scene depending

  • on who the Narrator is at the moment, the Narrator absolutely must read through the

  • sections they are leading to see the different situational factors and choices presented

  • to the players and kept hidden from them.

  • In that time, it is very easy to read something that comes from the adjacent section, which

  • is often not the same as the next section.

  • The sections in the Adventure Games are numbered and sorted much like Choose Your Own Adventure

  • books, so a typical pathway through the story could look like this.

  • This means that the Narrators are likely to be spoiled on sections they will not be leading,

  • ruining part of their experience.

  • This is a rule I have always ignored when running through the adventures.

  • Most of the design choices I have discussed were almost certainly made for the sake of

  • providing an easy and equal experience for all young children, but it doesn't create

  • an experience with much change for nuance, different successes and failures, or creativity

  • in choices or roleplay.

  • In my personal history, I spent far more time reading through these adventures, and even

  • the rule book, from front to back.

  • It was entirely out of order most of the time, I never roleplayed with anyone or even created

  • characters, and I absolutely loved it.

  • I can't fully explain it but I did already love doing this with D&D modules and Choose

  • Your Own Adventure books too, so maybe I was just strange.

  • Becoming so familiar with them, I did eventually run through all of them twice, first by forcing

  • my parents to make characters for the game and second with a group of friends when I

  • was older.

  • I even designed the first chapter of a custom Adventure-Game module where you play through

  • The New Prophecy's first half as the characters of the traveling group.

  • I did have fun with these, but without changing the rules a lot and essentially building your

  • own campaign outside of the choose-your-own-adventure format, it's often too limiting to be entertaining.

  • With all that said, I said I enjoy this game and I do, because the stories are actually

  • unique and fun, offering new experiences from the canon stories and several failure states

  • where you see what the clans would do if their heroes lost.

  • So I'll give a quick rundown of the adventures we do have, and where you can find them.

  • Keep in mind this will also spoil each adventure I'll talk about in both its story and win

  • / loss conditions so if you have any interest in reading or playing yourself, feel free

  • to stop here and just read the list of adventures in the description to see where you can find

  • them.

  • Saving The Kits is found on pg. 45-53 of the rulebook and serves as a tutorial type adventure.

  • It begins with the players' characters meeting each other and as a group, going on a search

  • to save a group of kits that snuck away from the queens while several other groups of warriors

  • do the same.

  • They have a couple different pathways to choose, one to the meadow where they can get several

  • different bad endings, and one to some cliffs which are hard to navigate but which will

  • lead them to the kits along with the snakes keeping them trapped in a cave.

  • If they do anything other than fight the snakes, the kits will die which is the worst ending

  • in this case, but if they do fight the snakes and kill them or fight until they run away,

  • the kits are saved and they, along with the clan leaders when you return, sing the characters;

  • praises.

  • The players are rewarded with a one-moon age boost along with another knack.

  • Fever Dreams is the next adventure, found in the back of The Fourth Apprentice, and

  • it centers around your group of warriors journeying to find extra feverfew, the only cure to a

  • mysterious lethal sickness that has been sweeping through the clans and draining the medicine

  • cats' supplies.

  • They have a prophecy to follow, effectively a riddle to solve, and plenty of tracking

  • and battles in the way of getting to their goal, but also suffer under the effects of

  • the illness themselves as it begins to manifest part-way through the adventure.

  • They journey up a hill, either past a cliff or twolegs, along the river or into the woods,

  • and must make increasingly difficult checks to push through despite their feverish symptoms.

  • At the end, when they finally find the feverfew, it is guarded by a badger they must fight

  • to save the day, ideally by scaring it away rather than trying to attack it directly.

  • They either succumb to their wounds or fever, or bring the feverfew successfully back to

  • the clans, earning a moon of age and a level in either the Focus, Ponder, See, Smell, or

  • Swim skill.

  • The Plaintive Howls is found in the back of Fading Echoes and has the players investigating

  • some howls of pain that awoke several of the clan cats.

  • They are led to a group of cats each caught in metal twoleg cages.

  • Some of them are being examined by twolegs in makeshift clean dens before being shoved

  • into a monster and carried off who knows where.

  • The players must sneak around and investigate this sight, making sense of the twoleg area

  • and keeping their wits about them as they try to free the captive cats without getting

  • captured themselves.

  • Captured cats are still allowed to assist in any way they can when the group is close

  • by, but if the final confrontation doesn't go well, they could be carried off forever,

  • never to be seen again (the worst ending, perhaps for any adventure).

  • If they do well, though, all of the cats are released and the characters have a heroic

  • tale to tell back home, being rewarded with one moon of experience, 1 level in either

  • the Focus, Ponder, See, Smell, or Swim Skill, and 1 level in the Twoleg Lore knack.

  • The Deluge is found in the back of Battles of the Clans and it is set during a time when

  • it has been raining nearly nonstop for a moon.

  • Starclan has sent dreams explaining that the clans need to go away from the lake to hunt,

  • which is your group's task.

  • At first, this seems like all it is, and you can track sets of rabbit and fox prints until

  • you find the prey you seek, hunting until you get prey for the clans, or not.

  • But as the cats head home, they notice a pond that wasn't there the previous day and soon

  • experience a flash flood, one that is practice for the much larger flash flood they might

  • realize will head right for the Shadowclan camp.

  • The true climax comes in convincing Shadowclan to let them help in time and then saving as

  • many cats as they can during the rounds of the flood.

  • If they fail anywhere along the way, tragedy strikes not only them, but Shadowclan as well.

  • However if they succeed, Shadowclan is saved, Blackstar thanks you, and the players earn

  • 2 moons of experience, a level in either the Focus, Ponder, Swat, or Swim skill, and 1

  • level in the Clan Lore knack.

  • Uninvited Guests is found in the back of Night Whispers and it is about chasing down and

  • driving out a fox that has been stalking the lake territories.

  • Mid-hunt, they can realize not only that there are actually multiple foxes on this trail:

  • a mother and her three cubs, but also, thanks to Ashfoot coming to tell the party, that

  • two kits are missing and must be found too.

  • One of the Windclan kits is being held hostage by the mother fox who is hoping to use them

  • to get her own missing cub back.

  • The other kit is with one of the fox cubs, and the players' cats must use their cleverness,

  • communication skills, and wills to solve this situation and get both the kits and cub back

  • to safety.

  • The adventure could end in the cats or fox mother being knocked out, but if all goes

  • well the fox will release the kit, get her cub back, and leave the lake now that her

  • home was discovered, earning the characters acclaim along with a moon of experience, 1

  • level each in the Smell and Ponder skills, and a level in either the Animal Lore knack,

  • if they convinced the mother fox to leave, or the Feint knack, if they knocked out the

  • mother fox.

  • Mission of Mercy, found in the back of Sign of the Moon, might well be my favorite.

  • It centers around a twoleg kit being stuck in the forest and your group needing to help

  • her find her way home, including tracking down her family, communicating with her to

  • figure out what she's thinking, and motivating her to keep going where you need her to go,

  • even when she's confused or distracted or very sad without her family.

  • See this one is just adorable and it's exactly the sort of thing I love in these adventures.

  • The twoleg kit may end up sad or even frightened of the cats and run away so chaotically that

  • the cats can never find her again, but if they players do well and, you know, save her

  • from that little bear oops we've never seen a bear in canon before but here it is, the

  • kit has a touching reunion with some adult twolegs that the cats don't understand and

  • the players earn 1 moon of experience,1 level in the ponder skill, and one level in the

  • Twoleg Lore knack.

  • Training Day, found in the back of The Forgotten Warrior, requires the players to create a

  • second batch of characters that are new apprentices randomly generated from different clans to

  • be trained by their current characters.

  • Flipping back and forth between playing as the mentors or apprentices, they go through

  • three rounds of training: border patrol practice, stalking, and hunting, in any order they choose.

  • After the hunting though, even if it seems they did well, the apprentices don't return

  • with their prey and the mentors must now hunt for their apprentices.

  • Assuming they succeed, they find two of the apprentices knocked out and the others trapped

  • in a cave by three weasels who must immediately be scared off or they will start a fight.

  • They could fail as teachers or learners or be knocked out along the way, but there are

  • two good ends for this adventure: one where they knock the weasels out and one where they

  • scare them off.

  • Fighting the weasels gets this program canceled in the future since sharing battle tactics

  • between clans is dangerous, but the cats are called heroes.

  • Scaring the weasels off gets the program considered a complete success and it is seemed likely

  • that the players and their apprentices will meet again.

  • In either case, they get 1 moon of experience, 1 level in either the Listen, Ponder, or Smell

  • skill, and one level in the Clan Lore knack if they scared the weasels rather than fighting.

  • Looking for Newleaf is the last adventure, found in the back of The Last Hope.

  • It centers around a long and terrible leaf-bare that has left the clans with few to no herbs

  • or prey.

  • That means yes, Broken Code, the Adventure Game did it first.

  • Several groups, including the players' are sent out to look for any prey they can find

  • along with any signs that new-leaf may be coming.

  • Part way into their journey, they receive a dream from Starclan of a climactic event

  • ending in failure, abruptly cut off by a familiar figure coming to tell them of a test.

  • They must find a green shoot in a white field and bring it to their clans for new-leaf to

  • arrive soon.

  • If they fail, leaf-bare will continue for at least another moon.

  • They must navigate blizzards, avalanches, collapsing snow, odd collections of tracks,

  • and potentially even a fox, but eventually they come across a field of hares, mostly

  • brown and one white with an easily missable shoot in its eye.

  • The white hare will lead them to the green shoot, if they can keep up with it, but running

  • through the field will scare off the brown hares.

  • Even if they do make it, the shoot is fragile and they have a chance of breaking it in their

  • attempt to remove it.

  • If they stay for the brown hares, they will get food but will lose the opportunity to

  • fulfill Starclan's mission.

  • It turns out, however, that going for the shoot is the right option, because some of

  • the rabbits return while they are away and they can still hunt in a more detailed pair-system

  • than previous hunting tasks.

  • If both the shoot and prey are acquired, Starclan follows up with a message about the limits

  • of the warrior code and the importance of cooperation, and the cats can return home

  • as heroes with new-leaf coming soon after.

  • If they come back with the shoot but no fresh-kill, the clans are less receptive to Starclan's

  • message.

  • If they come back with prey but no shoot, the clans do treat them like heroes but leaf-bare

  • lasts a moon more.

  • In this adventure, the longest, most challenging, and most complex of the bunch, there are two

  • classes of reward.

  • If they brought back fresh-kill, they get a moon of experience and 1 level in two of

  • the following skills: Focus, Jump, Ponder or See.

  • If they brought back the shoot, they can increase their Spirit ability score by 1 and get 1

  • level in either the Animal Lore or Interpret Dreams knack.

  • And that is every one of the adventures that exist for the Warriors Adventure Game.

  • Without significantly altering the way the game works, I still don't find it a very

  • fun system to play, but if you create your own rules, add in an element of randomness,

  • and allow some roleplay and creativity into these wacky worlds, the stories could be really

  • interesting to play through.

  • Failing that, you could always treat it like the choose your own adventure that it is and

  • just play by yourself or with friends with the book alone.

  • Or you could just be like me, reading straight through and entirely out of order, gaining

  • nothing but an intense amount of knowledge on these stories and the systems behind them.

  • But don't do that.

  • Do anything else actually.

  • Thank you for watching, and always remember that even games with bad designs can have

  • good stories.

For those of you who were reading Warriors in the 2009 to 2012 range and happened to

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