Describe the action
Say what your character does in the fiction first.
A pocket RPG that can be played anywhere, even walking down a mountain.
Adventure does not need a table. Describe what you do, use the fiction to decide what is possible, and roll only when the result genuinely matters.
Former mountain scout. Practical, observant and suspicious of authority.
Say what your character does in the fiction first.
Obvious things happen. Impossible things do not. Uncertain things roll.
Every roll changes the scene, even when it goes badly.
Core mechanic
If success is obvious, you succeed. If it is impossible, you fail. If the outcome is uncertain and failure matters, roll.
Equipment, training, weather, injury and pressure change the DC because they change the fiction. You do not need stacks of tiny bonuses.
Characters
Distribute 20 points across ten attributes. Your background says what you plausibly know; attributes say how well you do it.
No initiative tracker, grid, movement rate or action economy. Attack with d20 + the relevant attribute against 10 + the defender's relevant attribute.
Margin 0-4: 1 HP · 5-9: 2 HP · 10+: 3 HP
Start with 3 Fortune. Spend one to reroll, soften a consequence, or introduce a small plausible fact that helps without solving the whole problem.
Complete a major chapter, level up, and add +2 attribute points. No XP tables, no caps, no bigger rulebook hiding around the next bend.
A forest path becomes an ambush. A distant tower becomes the observatory. A broken bridge becomes the next problem. Anywhere20 turns the world around you into scenery.
You're walking through woodland.
Someone says: “Bandits.”
You're playing.
Official one-page rules
Keep the rules image on your phone, print it on A5, or hand it to someone who wants to know whether this is really the entire game. Yes. That is basically the point.
Download the one-page rules
Anywhere20 game rules, documentation and original artwork are licensed under CC BY-SA 4.0. Website source code is licensed under the MIT License.