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Overview

'Grúagach Revenge' is a one-page tabletop RPG inspired by Grant Howitt's Honey Heist and Ryan Lynch's Goblin Prom. Stupid humans have formed a settlement dangerously close to your forest. They've been mistreating their cattle and cutting down trees to expand their land. Time to call the other Grúagach and teach them a lesson!

Rooted in Irish folklore, the Grúagach are (sometimes) mischievous fairy creatures. In this game, players take on their roles in a collaborative one-shot session, completing three acts of revenge before dawn: freeing animals, ruining feasts, cursing village elders, or sabotaging logging operations. The game is built around a simple dual-stat system that keeps players permanently on the edge between their primal fairy nature and the human disguises they must maintain to survive in the settlement.

Grúagach Revenge — characters

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Grúagach Revenge — screenshot 1 Grúagach Revenge — screenshot 2 Grúagach Revenge — screenshot 3

Design

'Grúagach Revenge' is built around a compact design philosophy aiming at minimum complexity. The entire game fits on a single sheet (one player-facing page (front and back) and one GM page) making it immediately accessible without sacrificing depth.

The core resolution mechanic is a dual-stat system. Every Grúagach has two stats — Grúagach and Human — each starting at 3. To attempt something risky, players roll 1d6 and succeed if they roll equal to or under the relevant stat. When a character's chosen skill directly applies, they roll 2d6 and keep the lowest, increasing their odds. The tension comes from what happens between rolls: acting human raises the Human stat and lowers Grúagach; leaning into fairy nature does the opposite. Push either stat to 6 and the game ends for your character: either absorbed into the human world forever, or lost to wild magic entirely.

Character creation is driven by tables: a descriptor, a skill (from zoolingualism and hexing to sneaking and transforming), and a starting item. The GM page offers randomised settlements, chieftains, fears, defences, wandering villagers, forest creatures, and a table of curses, from souring milk to making every shoe mysteriously full of pebbles. A glamour mechanic adds further pressure: staying disguised for too long risks something slipping, with consequences ranging from an irregular shadow to being followed by every animal within a mile.

Roles

Game Creator, Lead Game Designer, and Writer:

Game Tester:

Collaborators