Patch Notes

Welcome to the Patch Preview! Here is where we go over incoming changes to the House Games dice system and/or game format. "Patches" are listed in reverse chronological order, meaning the most recent changes will be at the top.

Please note that changes to this system are intentionally infrequent, and generally only feature a couple major changes each time. Additionally, changes will be announced well in advance of the game in which they first go live, so don't worry about having to check this page in order to not miss anything.

House Games 1.5.2

This is our first round of changes since the Fall '16 House Games Revival. Most changes here are minor and marginal; the biggest things to look at are the changes to Wound Level tracking, the new system for Initiative rolls, and the updated base damages for weapons. The specific changes are listed below:


GMing a game is now worth an Improvement to an existing power and no experience points. Achieving a golden ratio game (one character death, one success) is worth an additional 2 experience points in addition to the Improvement.

Flexible Game Outcomes

Suggestion: GMs are free to reward the 2 experience from a win separately from the Gift. This allows them to have “secondary objectives” that are worth 2 experience and “primary objectives” that are worth a Gift. In most cases they will be rewarded together. Participating in a game is still worth 2 experience.


Initiative is now a standard roll:

Roll your Dexterity + Wits, difficulty 6. A willpower cannot be spent for an automatic success, and this roll is not affected by wound penalties. In the event of a tie, person with the highest Dexterity goes first, then Wits, then GM’s discretion (favoring the better situated character). Botches have no extra effect besides being a terrible initiative roll.

Health and Wounds

  • Each time you take damage, you receive an Injury at that severity. Track all injuries your character has. Your wound level is equal to the rating of your highest severity injury + the number of other injuries you have. If your wound level progresses beyond 7, you die.
  • Wounds that are Stabilized are treated, disinfected, and on the road to recovery. Any unstabilized injury causes your character to accrue one minor injury a day until stabilized. Injuries heal in parallel at the rate specified. When an injury heals for “Time to Improve” it drops one level in severity (it’s unlikely that you will have to really track this for anything short of very serious injuries).
  • Battle Scars are the same as they are now, but there is some suggestions for how severe of a battle scar to grant given the severity of the injury.
  • Wound levels are largely the same, but wound penalties have been slightly altered. Wound penalty relates to distracting pain from the wound, but injuries themselves can have their own penalties to certain actions (a severed hand would make firing a gun difficult or impossible, but might only be a Severe injury on paper).


  • Removed Fields from all Abilities except Linguistics. Fields is no longer an official part of the lexicon.
  • Removed obscure, unused rule requiring 6 in game months to learn new languages through Linguistics
  • Removed obscure, unused rule capping your Sneak dice at your Survival level when sneaking in the wilderness


Finally updated base damages and difficulties for weapons to reflect the balance of changes that were made months and months ago. Damage and difficulty values listed on the Equipment page are now canon.


Included a semi-comprehensive, optional-but-recommended list of situational difficulty modifiers in combat. Includes a wide variety of factors such as thick fog and shooting from behind cover.


"Contractor" has replaced "High-Roller" in the general House Games lexicon.

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