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Valence
valen C e
[vey-luhns] –noun
1. the quality that determines the number of atoms or groups
with which any single atom or group will unite chemically.
2. the capacity of one person or thing to react with or af-
fect another in some special way, as by attraction or the
facilitation of a function or activity.
Little Game Chef 2010 edition
where chemistry meets the dreamtime
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keeps your attention focused in the shifting distractions of the Design, your atomic
body takes well-deserved holiday gliding in the troposhpere. You managed to shack up
with two sexy oyxgen molecules, digging their vibrations for the last few days. But now,
one of them is getting annoying and the other is losing interest. Fortunately, there is a
storm coming. That should shake things up…
but you know better. The atoms call the dream-like realm of imagination
where they really spend their time the Design, not that there is much order to it.
Still, any time atoms hook up in the real world, its only because something hap-
pened in the Design to make it so. But even the luctuating chaos of the Design
develops something of a status quo. At least until the lightning hits…
Introduction
In Valence , you play carbon atoms, subject to the rules
of chemistry and covalent bonds, but whose minds plot
and scheme in an anarchic dreamtime that actually con-
trols chemical reactions in reality.
What You’ll Need
•Some players (2-6 is probably best).
•No gamemaster.
•Some way of modeling simple molecular structures, such
as a Molymod kit . If you cannot ind such things, you
might be able to use toy building blocks, toothpicks and
Styrofoam balls, magnetic toys or some other replacement.
Failing that, pen and paper are still an option.
•Three decks of playing cards, keep the jokers. These decks
are referred to as the obstacle deck , the principal deck and
the adversary deck .
•Several dozen Post-it® Arrow Flags or other small tags that
you can both write on and move around on the molecular
models. Color doesn’t matter for these tags, so using all
one color is usually best. Make sure your tags are of a size
that it (and actually stick to) your molecular models.
•A stack of standard 3’x3’ Post-it® notes, a few of each
color, in as many colors as there are players.
•One session tracking sheet (included below).
•A character sheet for each player (included below).
•Rarely encountered alone, atoms are usually confronted
grouped into molecules . You will be as well. In a complete
molecule, all available bonding sites are occupied.
•A realm of no physical laws or constraints, the Design is
where the story happens.
•All molecules have Will , used to change the Design and
other molecules.
•Every molecule is represented by a form in the Design. Any
time the molecule you are in changes, so does your form.
•All atoms belong to a faction . Usually, atoms will only
bond to atoms of the same faction, but you carbon atoms
have ways around this. You can also belong to more than
one faction.
•All factions have taboos . Violate these and it is harder
enforce your will.
•Everything in the Design holds personality traits called
properties , and these help shape the story. They can also
be passed around, even inlicted on others.
•Conlicts are resolved with a test , fed by narration, proper-
ties and cards.
•The victor of a test controls an outcome in the atomic
reality. This can mean forcing a chemical reaction and rear-
ranging molecules, transferring properties to a molecule or
ditching one its own, even altering factions of molecules.
•PCs can convert or capture molecules that might be re-
called to help them later.
•Partially formed molecules (that is, those with available
bonding sites) are called ions , and are at a distinct disad-
vantage in the Design, fairing poorly in tests.
•Sometimes the structure of a molecule is special and gen-
erates speciic game effects. (Ions are one example of this.
The noble gasses are another.)
Lightning breaks molecules apart and rebuilds them. At the
same time, every lightning strike causes radical changes to
the Design. The game always begins with a lightning strike.
Strikes may also occur in play.
Order of play
A session of Valence begins with a formal setup phase,
where the group decides on particular aspects of the
story they will be telling. Then they make characters.
Next comes a lightning round, when a lightning strike
remakes molecules and sets up the player’s opening
structure.
Play then proceeds in rounds, the story focussing on
one player at a time, but involving all players in each
round. Lightning strikes may force another lightning
round. Play continues until you run out of time, when
each player helps narrate an ending.
Setup
Preparation for Valence is typically done on the spot,
as a group, without any premeditation. A single session
sheet tracks information determined in the setup. The
next page shows an example of how the setup can turn
out, with a bit more detail of how it is done. Follow
these steps (feel free to alter the order if that works bet-
ter for you):
•Gather the materials in the “What You’ll Need” section.
•Determine the tone . This is a property that everything will
be able to use throughout the session, and forms a theme
or undercurrent to the session.
•Determine the disruption . When the lightning strikes, it
causes a big change to the Design in the vicinity of the
players. What is that change? How does that change con-
tribute to the tone?
•Determine the factions . These are loose organizations
within the Design, with their own agendas and foibles.
Typically, there will be as many factions as there are players.
Add to or subtract from this if it feels right. You might try
having each player pitch a faction, or come up with them
all collectively, or any other method.
•Shufle the obstacle deck. This is shufled only once in the
session (although if it runs dry, reshufle the discards).
Concepts
During the course of a game, you are going to have to
deal with:
•The notion of valence , a trait of atoms that dictates how
many “connections” they can make to other atoms. In most
molecular model kits, valence is represented by the number
of holes in the atom.
•Other atoms , limited to hydrogen (valence 1), oxygen (va-
lence 2), nitrogen (valence 3) and the noble gasses (valence
0). Only PCs play carbon atoms (valence 4).
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H umans may think that atoms drift aimlessly, one random interaction at a time,
C arbon atoms like you rarely recreate, at least not here in reality. While your mind
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In this session, the players
came up with the disrup-
tion irst, giving a visual
that helped develop the
rest.
Players decided that disruption of the starish would have a “sky is falling” effect on the
locals, prompting them to go to ridiculous lengths to get what they wanted. They chose
“desperation” to represent this idea.
Tone: Desperation
Disruption: A large section of the local resort/spa replaced by a gigantic starish, which
starts to slowly move away, crushing all in its path.
Factions:
The name of a faction can
provide guidance on how to
play its members. Some of
these examples succeed bet-
ter than others.
These colored squares are
Post-it® notes, each one
representing a faction. Each
faction has its own color
of note.
Pheema
Agenda: Must clean up
the mess left in the
starish’s wake, following
procedures to the letter.
Taboo: Must make up
and quote obtuse rules
and regulations to justify
any action.
Roquefort Revolution
Agenda: Use the calamity
to launch “the Revolu-
tion”.
Taboo: Must speak in a
bad French accent, pep-
pering speech with high
school French and oc-
casional cheese-related
puns.
The Grass Court
Agenda: Under no cir-
cumstances will the
starish be allowed to
interrupt the King’s tennis
tournament.
Taboo: Must speak in
the voice ethnic comedi-
ans use to mock white
people.
Remember that the Design
is a dream-like realm, so
the laws of reality don’t
necessarily apply.
The agendas of these
factions are all reactions
to the disruption, though
this doesn’t have to be the
case.
Starish Kisses
Agenda: Having melded
with the spa, the star-
ish will clearly secrete a
superior lip balm. Acquire
it at all costs.
Taboo: In conversation,
must gesticulate in an
overly dramatic fashion.
When designing factions,
keep in mind that it is
possible for PCs to have
multiple taboos at once. A
PC who inds themselves in
both of these factions is in
for a challenging time.
When designing factions, keep in mind
taboos need to be followed not only
by the characters, but by their players
as well. So try to make the taboos
something that the player can do at
the table.
Choosing Properties
Properties are always single word adjectives. The adjective should be such that you
can easily imagine some group, somewhere, who consider it an undesirable person-
ality trait (even if you do not). A property will be even better if you can also easily
imagine some group, somewhere, who consider it an ideal personality trait, though
this is not required. “Sober”, for example, works like this, as some elevate it as mean-
ing responsible and level-headed, while others might deride it as meaning square and
uncreative. If you can’t think of words that go both ways, lean towards undesirable.
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Character creation
Each PC is both a carbon atom in reality and a presence
in the Design. At this point, every player needs to decide
the following for their character:
•A name
•A property that the character may always use. This is the
characters deining characteristic
•The faction that initially claims the character’s allegiance.
Characters must obey the taboos of all the factions to
which they belong.
•A property associated with the character’s initial faction.
This property can get used as long as the character remains
loyal to the faction.
•You do not specify your form in the Design. You will do
this once you have constructed your initial molecule.
All PCs have a Will score, measuring their inlu-
ence over other atoms and how well they resist
the inluence of others. This will luctuate during
the game, though can never be higher than 10 or
lower than one. All PCs start with a score of four.
This player is using a Post-it® arrow to track the
character’s Will.
Lightning Round
When lightning strikes, chaos ensues. Atoms are scat-
tered and molecules rebuilt. Lightning strikes at the start
of the game, and any time a joker is drawn from the
obstacle deck.
At the start of the game
For each player, place two hydrogen atoms and one
oxygen atom in a pile at the center of the table. Fill in
the bonds for the atoms with sticks, but do not connect
the atoms to each other. (You want loose atoms with
bonding sites ready to go.)
Every player is given a single carbon atom. This atom
represents their character, and forms the rough center of
the molecule about to be constructed.
Whoever inished illing out their character sheet irst
signals the start of the lighting round by saying “boom!”
(with or without warning). At this point, all players begin
a mad grab for atoms to connect to their carbon atom
in order to build their starting molecule. Almost anything
goes during the mad grab, however:
•Players can only grab one atom at a time. The atom must
be connected (though not necessarily fully) to the starting
molecule before the player can grab another atom.
•During the grab, players cannot break bonds they previously
made. Addition only.
•No player can touch another with their hands or arms.
•Any other agreed upon restrictions.
•The mad grab ends when all the atoms on the table have
been taken, or no one wants to take any more.
Once the grab ends, if a player’s molecule has any open
bonding points, that molecule is ionized , which puts it
at a disadvantage in the round that follows.
Tip: if you are not sure what type of molecule to build,
shoot for either methane (CH 3 ), carbon dioxide (CO 2 ) or
formaldehyde (CH 2 O).
During the game
Should lightning strike during the game, the process is
the same except that the atoms come from molecules al-
ready in play. All player molecules are dissembled. Players
keep their carbon atom, but the rest are put into a pile
in the center of the table. Additionally, each player must
sacriice one convert (if they have any), and its atoms are
placed in the center as well. All atoms have bonds placed
The character’s form will likely change
fairly often in the luid realm of the
Design. This space may help track this,
or you can just keep it in your head.
No matter what might happen to Jos, his player
wants him to always be a little clueless. So, she
makes his primary property “oblivious”.
Some atoms in the design change names almost as
often as they change bodies. Some never do.
Name: Jos Bleau
Form:
Will: ⚪ ⚪ ⚪ ⚪ ⚪ ⚪ ⚪ ⚪ ⚪ ⚪
Property: oblivious
Model:
Converts:
PCs will be mov-
ing in and out
of the factions
as the game
continues. Each
time they gain a
new faction, they
put a Post-it® of
the faction’s color
in this space, and
deine a property
that holds as long
as they remain
in the faction.
When they leave a
faction, the note
(and the property)
is discarded.
Place the character’s current
molecular model in this space. If
not using models, you could also
draw the structure in here.
PCs may convert
opposition they meet,
who they can then
recall to help them
later. Such converts
are held in this space.
Faction(s):
Roquefort Revolution
lamboyant
Speaking bad French really appeals to this player, so she will embrace the
revolution, at least for a while. To it in, she shoots for behavior as outrageous
as the accent, so chooses “lamboyant” as her faction property.
3
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in them (as in the start of the game) and any property
lags are removed.
The player on whose turn the joker was drawn signals
the start of the mad grab.
At the end of the lightning round, the group needs to
decide how the lightning strike appears in the Design,
and how it disrupts the status quo. The disruption sec-
tion of the session sheet should be updated with this
new reality.
Any faction that does not currently claim a player as
a member dissolves. It’s note color is assigned to a new
faction the group should create. Additional factions may
be created if desired.
Existing factions can be replaced as well, as long as
all current members agree. Current members keep the
faction note on their sheet, and automatically become
members of whatever faction replaced the old one,
whether they like it or not.
The agendas of all factions should be examined and, if
necessary, updated to relect the new disruption.
outcome of the round; however, throughout the round,
a process feeds into a inal test that determines how
much the principal had to compromise her integrity (and
molecular structure) to get what she wanted.
The following outlines basic play:
•The principal declares a goal
•By drawing a card and using their own narration, the ad-
versary and secondaries deine the obstacle.
•The principal and adversary decks are shufled. Initial hands
are drawn for the principal and the adversary.
•The adversary declares the obstacle’s mechanical objective,
paying cards from his hand if necessary.
•The principal declares her character’s mechanical objective,
paying cards from her hand if necessary.
•Taboos activate.
•The principal and adversary engage in back and forth nar-
ration to a satisfactory conclusion to the scene. Secondaries
both pitch in ideas and keep an eye out for speciic actions
from the principal and adversary that would alter their card
counts.
•A test compares the hands of the principal and adversary.
•The mechanical objective of the victor occurs.
•The narrative goal of the player occurs, with the test’s vic-
tor narrating how the mechanical objective came into play.
Principal declares goal
The principal reminds the table of her character’s cur-
rent form, and what the character is trying to accomplish
during this scene. This declaration must include some
explanation of how this goal furthers the agenda of at
least one of the character’s current factions. Usually, it
will imply the scene’s “set” as well. The principal should
state the declaration as if nothing opposed the character
at all.
...but unfortunately...
Naturally, it won’t be that easy. An obstacle stands in
the principal’s way. The adversary draws a card from the
obstacle deck , and compares it to the table below. This
deines a molecule the principal encounters in reality, the
basis for the obstacle. The adversary and the secondaries
Standard Play
Each scene of action in the Design depends on a stan-
dard round of play. Each round spotlights a single player
and rounds proceed in order around the table.
Determine which player takes the irst turn after the
lightning round. By default, this is the player who built
the molecule containing the most atoms, but you can
igure this out by some other method as well.
Rounds can get complicated, so this section will irst
detail a basic scene (one PC in conlict with one NPC
adversary) step by step. Later sections will address varia-
tions to the norm.
2-7♠ H 2
hydrogen gas
H
Property : impulsive
Will : face value
2-3♣
Rec all (any)
H
4-9♣ H 2 0
water
H H
O
Property : indolent
Will : face value
8-10♠
Recall (hyrdogen)
10♣
Rec all (any)
H H
N
N
H H
J-Q♠ N 2 H 4
hydrazine
Property : critical
Will : 7
J-Q♣
H 2 O 2
hydrogen
peroxide
H
O
O
H
Property : harried
Will : 7
K♠ He
helium
He
Structure : noble
Will : 10
K♣ Ar
argon
Structure : noble
Will : 10
Ar
A♠ H +
hydrogen ion
Structure : ion
Will : 2
H
A♣ OH -
hydroxide ion
O
Structure : ion
Will : 2
2
Recal l (oxygen)
H
A Basic Round
All players have a job to do in all rounds. At the start of
the round, igure out who is doing what. Roles are:
•The principal : the player whose turn it is.
•The adversary : the player across from the principal, who
has special duties in controlling the obstacle.
•The secondaries : all other players, who help deine the
obstacle and administer the conlict.
The structure of the basic round puts the principal
against an obstacle . The principal, rifing off the adver-
sary and other players, ultimately controls the narrative
3-8 O 2
oxygen gas
O
Property : libidinous
Will : face value
2-4
Recal l (nitrogen)
O
5-10 N 2
nitrogen gas
N
Property : pretentious
Will : face value
9-10
Reca ll (oxygen)
N
J-Q O 3
ozone
O
O O
Property: intense
Will : 7
J-Q NH 3
ammonia
N
Property : noxious
Will : 7
H H H
K Xe
xenon
Structure : noble
Will : 10
Xe
K Ne
Neon
Ne
Structure : noble
Will : 10
A O -2
oxygen ion
Structure : ion
Will : 2
O
A NO 2 -
Nitrite ion
N
Structure : ion
Will : 2
Joker
Li ghtning
O O•
4
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