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Courage is a Carta-powered, heroic fantasy, solo dungeon crawling trpg.

It's 52 pages, with a clean, readable layout.

To play, you need dice, playing cards, and a journal, and a typical game consists of seven dungeons---each about half an hour to play through.

There's a certain...triforce-y aesthetic to the book, and Courage wears its Zelda influences pretty openly. It also plays with the formula in some interesting ways---for example, you can fail dungeons and keep playing. Each failure simply makes the final confrontation with Gann--er, I mean The Beast, harder. And you can fail your final fight with the Beast as well and use it as a launching point for a campaign two.

Gameplay-wise, there's some solid crunch to Courage. You have stats which get rolled, a magic item when can boost rolls when it makes narrative sense, and a pool of hit points called Courage. There's also short-term progression (improving your magic item,) and long term progression (shuffling your stats between campaigns.)

The meat of Courage is its dungeons, which are built from grids of playing cards. Each dungeon has a relic (which unlocks the boss) and a boss (which ends the dungeon.) As you traverse a dungeon's card grid, each card corresponds to a prompt in the book. Most of these involve testing a stat or losing Courage, but a few trigger subquests, recover your resources, or do other things to stand out from the average dungeon room.

Courage leans into its journaling game engine and it provides lots of opportunities for you to world-build, in addition to addressing the prompts on the dungeon cards. There are some great random tables as well, and the overall process of GMing yourself is pretty effortless. That said, Courage is pretty beefy for a solo game. You'll have to refer to the book periodically the first time you play.

In terms of player resources, the book is well-written and easy to understand, but there's also a quickstart guide at the end. This helps a lot, and it means you only need to read the book through once. The quickstart guide is very thorough.

Overall, if you like Legend Of Zelda and might want to try it as a trpg, or if you want to play a solo game with a good mix of storytelling and crunch, and if you have at least half an hour to spend saving the world, I would strongly recommend checking this out.


Minor Issues:

-Page 8, Adjective is misspelled on the two tables.