
Ten Candles is a tabletop storytelling game designed for one-shot 2-4 hour sessions of tragic horror. The game is played with one gamemaster (GM) and 3-5 players, although some have suggested that the game can be played with up to 6 players. The game is set in a world where Endless night has fallen. The world is ending. Monsters are coming. Players know that the game will end with the deaths of all characters and that there are no survivors. The purpose of the game is to create a shared narrative about the characters' last moments and how they survived long enough to create their story.
| Characteristics | Values |
|---|---|
| Number of players | 3-6 |
| Number of players including GM | 3-5 |
| Number of candles | 10 |
| Game duration | 2-4 hours |
| Setting | Changes game-to-game |
| Monsters | Change every time |
| Character equipment | Limited to what the player has |
| Dice | 10 six-sided dice of one colour, a handful of six-sided dice of another colour (one per player) |
| Other equipment | A voice recorder, a fireproof bowl, and 10 tea light candles |
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What You'll Learn
- The ideal number of players is 3-6, with one player acting as the GM
- The game lasts for up to 10 scenes, with each candle representing a scene
- Players create a Virtue and a Vice for their character, as well as 'A Moment' and 'A Brink'
- Candles act as a timer, with the game ending when the final candle goes out
- The game is about creating a shared narrative and exploring what it means to hope

The ideal number of players is 3-6, with one player acting as the GM
The ideal number of players for 10 Candles is 3-6, with one player acting as the GM. This GM ?(Game Master) is responsible for facilitating the game and guiding the narrative as it progresses. They do not determine success or failure but rather the direction of the story.
The game itself is a collaborative storytelling experience, with players creating a shared narrative about their characters' final moments in a dark and doomed world. As such, the number of players is important to ensure a rich and dynamic story. With too few players, the story may lack depth and variety, while too many players could make the game unwieldy and difficult to manage.
Each player, including the GM, creates a character with four characteristics: Virtue, Vice, A Moment, and A Brink. These traits help define the character and guide their actions and reactions within the game. A Moment, for example, is a situation that gives the character hope, and if this moment occurs during the game, the player can roll the dice to determine success or failure, with the outcome affecting the narrative.
As the game progresses, and with each darkened candle, the players' chances of success diminish as their dice are transferred to the GM's pool, symbolising the increasing hopelessness and inevitability of their characters' demise. This mechanic ensures that the story builds tension and that the players feel a sense of urgency as they try to create something meaningful in their final hours.
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The game lasts for up to 10 scenes, with each candle representing a scene
The tabletop role-playing game Ten Candles is designed for one-shot 2-4 hour sessions of tragic horror. The game is played by the light of ten tea light candles, which act as a countdown timer for the game. Each candle represents one scene, and the game can last for up to ten scenes.
The candles are lit during various stages of character creation. Nine candles are lit initially, and the tenth is lit when character creation ends. The game will last until there are no survivors or the last candle goes out.
As the candles burn down, the players' supply of dice dwindles, and the GM's supply increases. This creates a sense of increasing helplessness and decreasing narrative control for the players, as the situation slowly spirals out of their control. The players will be failing rolls more frequently and losing narrative control even when they succeed.
The game is designed to be played with one GM and 3-5 players, although some people have played with larger groups. With a full slate of seven players, it is recommended to scale back to one trait per person.
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Players create a Virtue and a Vice for their character, as well as 'A Moment' and 'A Brink'
Ten Candles is a tabletop storytelling game designed for one-shot 2-4 hour sessions of tragic horror. It is best played with one GM and 3-5 players, though some have suggested that up to 6 players can play, with one of them being the GM. The game is played by the light of ten tea light candles, which provide atmosphere, act as a countdown timer, and allow players to burn their character sheets as they play.
In the game, players create a Virtue and a Vice for their character, as well as A Moment and A Brink. These are written on index cards and stacked in front of each player. A Virtue and a Vice are character traits that can be used to influence the outcome of a scene. For example, if a player's character has the Virtue of "Bravery", they might be more likely to succeed in a dangerous situation. On the other hand, if their Vice is "Greed", they might be more likely to fail if their greed gets the better of them.
A Moment is a situation or condition that gives the character hope. For example, a player might create a Moment such as "I love the sound of laughter". If laughter occurs during the game and the condition for that Moment is met, the player can roll the available dice in the dice pool. A failure results in another candle being extinguished and the scene ending, but success gains the player a Hope die. This die can be rolled by the player whenever they are resolving a situation, and it gives them a better chance of success.
A Brink is a secret trait that each player creates for the player to their left. It is written in the form of a witness statement that starts with "I've seen you...". For example, a player might write "I've seen you steal from the group to hoard supplies for yourself" as another player's Brink. A Brink can be activated after a failure, allowing the player to reroll the dice pool and try to achieve success. If the reroll is successful, the player can keep their Brink card for reuse.
Overall, the Virtue, Vice, Moment, and Brink characteristics that players create for their characters in Ten Candles help to guide the narrative and add depth to the gameplay experience.
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Candles act as a timer, with the game ending when the final candle goes out
Ten Candles is a tabletop storytelling game designed for one-shot 2-4 hour sessions of tragic horror. The game is played with one Game Master (GM) and 3-5 players, with the GM included in the player count. The game is set in a world where "Endless night has fallen. The world is ending. Monsters are coming." The players know that the game will end in darkness and the deaths of all the characters. The purpose of the game is to create a shared narrative about the characters' last moments and how they survived long enough to create their story.
The game uses ten votive or tea light candles to mark time. Nine candles are lit during character creation, and the tenth is lit when character creation ends. The candles act as a countdown timer for the game, and the game will last until there are no survivors or the last candle goes out. The players are on a literal timer, and if they want to take some time to think and plan their next move, they can do so.
As the candles burn down, the players' supply of dice dwindles, and the GM's supply of dice increases. This means that the players have a lower chance of success as the game goes on, while the GM has a higher chance of gaining narrative control. The players roll as many dice as there are candles still lit. If the outcome of a scene or event is unknown, it is resolved by rolling a number of six-sided dice equal to the number of candles still burning. If any 1s are rolled, those dice are removed from the dice pool for the rest of that scene.
When a candle goes out, the group moves to the next scene. With each darkened candle, the players go through a ritual called Establishing Truths. The GM starts by saying, "These things are true. The world is dark." Then, the group goes around the table, with each player establishing one small truth about the world for each lit candle. The final truth for the last candle is always said by the players in unison: "And, we are alive." This ritual increases in solemnity and dread as each new candle is darkened.
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The game is about creating a shared narrative and exploring what it means to hope
Ten Candles is a tabletop storytelling game designed for one-shot 2-4 hour sessions of tragic horror. It is best played with one GM and 3-5 players, with a suggested player limit of six. However, some have reported success with larger groups by removing one of the Traits, allowing players to write a single defining Trait instead of a Virtue and a Vice.
The game is set in a world where "Endless night has fallen. The world is ending. Monsters are coming." Players know that the game will end in darkness and the deaths of all their characters. The purpose of the game is to create a shared narrative about their last moments together and how they survived long enough to create their story.
To play, ten tea light candles are lit, providing atmosphere, acting as a countdown timer, and allowing players to burn their character sheets as they play. As the candles burn down, the players' supply of dice dwindles, and the GM's supply increases, representing the players' dwindling chances of success and the GM's growing narrative control. The game is not about "winning" or beating the monsters, but about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left.
One unique aspect of Ten Candles is the creation of a "Moment" for each character, which gives them hope. This could be a situation or condition that would bring a glimmer of light into their dark world, such as "I love the sound of laughter." If this Moment is triggered during the game, the player can roll the available dice in the dice pool. Success grants the player a Hope die, which can be used to influence the outcome of future rolls. This mechanic encourages players to search for hope within the hopeless world of the game.
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Frequently asked questions
10 Candles is best played with one GM and 3-5 players.
While the suggested player limit is 6, some people have played with larger player counts. For instance, one person suggested removing one of the Traits. So rather than a Virtue and Vice, players would have a single defining Trait.
The purpose of the game is to create a shared narrative about the players' last bit of time together, and how they survived long enough to create their story.











































