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Played this with 2 six year olds and an adult, with another adult as GM (goblin master?). It was a lot of fun. The kids got the idea of switching and things sometimes not going as planned. They had a blast and we made it from sneaking onto the train to parachuting out in takeout boxes using a wizard's hat as a parachute.

However they were pretty cooperative, and I think for a more cooperative table you might want to adjust the result bands to make mixed success more common, since extra D10s are pretty powerful.

The end game mechanic could use a bit more clarity - does it simply become impossible to succeed? What does that mean? Should they just use the tokens to get an automatic success? I feel like they need some way to still succeed with the dice once the tokens become limited. Though maybe the ceiling is on individual dice rolls, but you can still add multiple? It just wasn't very clear in the rules. 

Finally it might be helpful to have a page of inspiration for things that can happen due to failure, like a pbta GM moves list, since a low prep high improv game can have a high cognitive load. 

Thanks for the feedback, all good points we'll take into consideration if we do a second edition!
We're glad you had fun with it regardless!

And to clarify, the intention is that yes, towards the end stuff becomes impossible without burning your last few tokens meaning you'll have to drop some of your loot on the way out.

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The amount of tokens left is the maximum a dice roll result can be. This means that as the game progresses you will become less likely and able to succeed at rolls without working together.

The token ceiling is definitely for an individual dice. The goblins in the middle can still help.

Yes, thanks for clarifying, I think we misunderstood a little bit what the specifics of the question were.

The token ceiling does apply to every dice so you might need a lot of help towards the end but it does work as you said yes.