The title "matrix game" make you think about grids laid out on paper. However this is misleading. This game is about telling a story. The players take turns advancing the story by making arguments for events that they want to happen. Once a player has made thier argument the other players decide if the argument has merit and rate it accordingly. Then the player makes a die roll to see if the argument becomes part of the story. If you want to read all about matrix games in thier various forms get your self over to Hamster Press.
During your turn you will try to progress the story and your characters goals. The players will be working together to achieve group goals but even if these goal are achieved individual players may still lose if they have not completed their characters own personal goal.
An argument can be about anything but should be structured in two main parts. Part 1 is "What Happens", Part 2 is "How it happens". Here's an example.
"My character kicks in the door, I can do this because the door has weak hinges"
You must pay special attention to the second part of the argument. If you do not provide a convincing reason then the other players are going to reduce your arguments strength.
A technique you should also bare in mind is that you can build up to big story points in little steps. Use your arguments to build upon one another to help you reach your goals. For instance an argument that your character has been in prison in the past would be a Strong argument. With that fact established you could add to it later. You could argue that your character learnt lock-picking while in prison, again a Strong argument. But compare this to this single argument. "My character picks the doors lock, he learnt this skill while in prison in his past". This argument is likely to be rated weaker by the other players because your trying to introduce two things at once.
Once a character has made his argument, the other players have to assess it and agree on a rating for it. Players should base this rating on what seems most likely considering what they know about the door. For instance, if the game has already established that the whole house is riddled with wood worm then the argument could be rated "Strong". However if the door is solid metal and the entrance to bank vault, then it would be appropriate to rate it as "Stupid".
Once the argument is rated, the player making the argument rolls a standard six sided die to determine if the argument is successful. The following table shows the various ratings and the number required on a die for success.
| Strength | Success Roll |
| Very Strong | 2,3,4,5,6 |
| Strong | 3,4,5,6 |
| Average | 4,5,6 |
| Weak | 5,6 |
| Very Weak | 6 |
| Stupid | 7 |
If an argument is successful it becomes part of the story and the event or action described in it has happened, and can be built on in future arguments. If the argument is unsuccessful the events in the argument do not take place.
How much can you do with a single argument? Generally speaking you want to limit arguments to a single purpose. Some examples:
Reed the following to the players when your ready to begin, this sets the games starting place.
The players who are all strangers to each other are invited to a mansion. They each received a letter telling them that they are a benefactor in the death of a Reginald Carthwaite a gentleman that none of the players knew of before the letter arrived.
They are all sitting around the dinner table at the mansion waiting for the first course. No one is seated at the head of the table. Only the butler and a maid servant have been seen up to this point. Everyone suspects that one of the other people sitting around the table sent the letters, using the name Reginald Carthwaite.
A huge noise erupts in the garden, staring out of the French windows the players can see a wave a red robed men swarming towards the house brandishing large knives. Behind them coming slowly in their trail is a huge horrible shadow swathed monster.
The players must resolve the following issues as a group.
Each player in the game must assume one of the following characters. Each character has thier own personal goals as well as the groups goals. These are not secret.
It is not necessary to have a player for each character listed above you can play this game with just two players. If you have more players than characters, you'll have to flex your imagination and create another character for each players. Even if you do not have a player for each character it's suggested the your game starts with all of the characters in the dinning room.
The following maps are optional. Having these maps in front of the players can help them imagine the situation their characters are in.
Ground Floor

Upper Floor
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