Doctor Who at a Glance
Four ideas carry most of the game. Each part of the guide builds on them.
Attribute + Skill + 2d6
Add two dice to an Attribute and a Skill and compare the total with the Difficulty. How far you beat it, or miss it, shapes what happens.
Story Points
Spend them to push a roll, avoid disaster or nudge the story; earn them back by being heroic, clever and true to your character.
Talk First
Talkers act before fighters. The game rewards running, thinking and talking your way out of trouble.
All of Time and Space
The TARDIS can land anywhere and anywhen, so every adventure can be a new world.
The Guide
The rules first, then characters and time travel, then the gamemaster's pages and playing solo.
Getting Started
The Rules
Playing the Game
The core roll, the results from Fantastic to Disastrous, Story Points, conflict and what happens when you get hurt.
Character Creation
Attributes, Skills, Traits and Story Points: building the Doctor, a companion or someone new.
Sample Characters
Ninety-nine ready-to-play Second Edition characters, from solo travellers to whole TARDIS crews of up to six.
Time Travel & the TARDIS
How time travel works in play, the TARDIS as a character, paradoxes and the rules of the Web of Time.
For the Gamemaster
Adventures & Campaigns
Building adventures and campaigns: hooks, villains, supporting characters and ready-to-run scenario ideas.
The Gamemaster's Guide
Running the game: pacing, setting Difficulties, handing out Story Points and keeping it feeling like Doctor Who.
Playing Solo
Tools
Use these at the table.
Dice Roller
Roll Attribute + Skill + 2d6 against a Difficulty, see the result from Fantastic to Disastrous, spend Story Points, and see the exact odds.
Character Sheets
Fill in, save and print Second Edition characters, with damage and Conditions, Story Points, Experiences and a roll builder.
Gamemaster's Toolkit
Story Point and health trackers, a turn-order helper, NPC, name and scenario generators, and quick references.