The Complete Map of the Game

The Atlas of Worlds

Every night of Twenty Faces happens somewhere. A tavern full of monsters. A vault nine minutes from opening. A ship that stopped answering the radio. Here is the whole map. Twenty-five worlds. A hundred and twenty-five tales. Each plate below is a world, and each world holds five stories your table can play in Story mode, one hero on point, the whole party reading them true.

Fantasy Pirates Aliens Cowboys Vampires Heist Zombies Ninjas Werewolves Superheroes Spies Greek Myth Ancient Egypt Dinosaurs Wizards Detective Noir Steampunk Cyberpunk Eldritch Horror Fairy Tale Space Opera Mystery Wasteland Kingdoms Wrestlers
Plate I

Fantasy

Take the crown. The dragon is still wearing it.

Free with the game
  1. I

    This is the Wrong Tavern

    You came to rob the room at the top of the stairs. The door opened on a hearth full of monsters, and the only way out is through them.

  2. II

    Dragon's Keep

    A dragon holds the mountain keep, and the valley's last hope is your climb to its lair.

  3. III

    Barrow King

    The barrow-king has woken and the dead walk. Go down into his mound and break his crown before the village is his.

  4. IV

    Sky Citadel

    A tyrant wizard-king rains fire from a fortress a mile in the sky. Find the way up, storm the citadel, and cast him down.

  5. V

    Drowned City

    A drowned elven city holds the relic that can turn back a rising dark. Dive past its leviathan and raise the Tidestone before a necromancer does.

Plate II

Pirates

Hoist the black flag. Your crew already voted, and your name lost.

Free with the game
  1. I

    Devil's Ledger

    A cursed vault, a rival on your wake, and a crew one bad night from mutiny.

  2. II

    Gallows Tide

    Your captain hangs at dawn, and this crew does not leave its own on the gallows.

  3. III

    Ghost Ship

    A ghost ship drifts out of the fog with a fortune in her holds and a dead crew that keeps it.

  4. IV

    Kraken's Deep

    A sunken galleon of gold lies in a kraken-guarded reef. Take the treasure past the beast, or feed the deep.

  5. V

    Armada

    The Crown's whole fleet has bottled the free pirates in the bay to hang them. Break the blockade and scatter the armada before the line closes.

Plate III

Aliens

Nothing out here is warm but your ship. Something just noticed.

Free with the game
  1. I

    Dead Air

    The crew is dead, the comms are dead air, and the thing between the decks is not.

  2. II

    Hive

    Descend into the alien hive beneath the overrun colony to end the queen and save the last survivors.

  3. III

    Colony

    A terraforming colony went dark with two hundred souls and something else. Land, find the survivors, and lift them off before the hive claims them.

  4. IV

    Derelict

    A generation-ship has drifted dark for forty years with something living in it. Board the derelict, take the salvage, and get off before it takes you.

  5. V

    Specimen

    The company's secret order: bring back a live xeno, crew expendable. One is already loose in the lab. Kill it and get home.

Plate IV

Cowboys

Out here the law is a rumor and your six-shooter is a fact.

Free with the game
  1. I

    Last Stand at Perdition

    The gang rides at dawn, the town is running, and someone has to plant their boots.

  2. II

    Iron Horse

    Rob the railroad baron's gold train from the saddle before it reaches the fort.

  3. III

    Long Drive

    Three thousand head, a month's hard drive to the railhead, and the ranch on the line. Hold the herd through drought and rustlers to market.

  4. IV

    Bounty

    The Coyle gang killed the marshal and went to ground in a lawless border town. Ride them down and bring them in for the bounty.

  5. V

    Hanging

    At dawn they hang a friend for a killing they never did, in a town owned by the man who framed them. Break them off the gallows before the rope drops.

Plate V

Vampires

Immortality is on offer tonight. So is your throat.

Free with the game
  1. I

    Long Night

    One night to reach the crypt and end the Count before the dark finishes you.

  2. II

    Crimson Ball

    Guests at the vampire lord's ball, with one night to get out before the masks come off.

  3. III

    Siege of the Chapel

    The brood lays siege to the chapel. Hold the consecrated ground until the dawn burns them away.

  4. IV

    Undying Lord

    A great city has fallen to an undying lord who keeps its people as cattle. Go in, find the lair, and end the thousand-year reign.

  5. V

    The First

    When the blood-moon rises, the first of all vampires wakes and raises its ten thousand children. Descend into its crypt and end it first.

Plate VI

Heist

Nine minutes to the vault, and a rat in the crew you never spotted.

Free with the game
  1. I

    One Last Score

    One last score, an uncrackable vault, and a fixer with his own plans for the split.

  2. II

    Long Con

    Con a ruthless tycoon out of a fortune, staying ahead of his suspicion and a rival grifter.

  3. III

    Exhibit

    The greatest gem on earth is on display for one night. Lift it from the gala past the world's best security, and mind the contact who wants you caught.

  4. IV

    Big House

    The crew's mastermind is buried in a prison no one escapes. You have one week to break in, break them out, and vanish.

  5. V

    Casino

    A mob casino's count room holds a take no one will report stolen. Beat the pit bosses and the eye in the sky, and walk it out before the floor locks down.

Plate VII

Zombies

One bite is all it takes, and the dead are in no hurry.

Free with the game
  1. I

    Last Mile

    Ten blocks of dead city to the last helicopter, and one of you is hiding a bite.

  2. II

    Last Wall

    Hold the last settlement's wall through the night against the biggest horde anyone has seen.

  3. III

    Supply Run

    The children are burning with fever and the medicine is deep in the dead city. Go in, get it, and get home before the dark.

  4. IV

    Exodus

    The wall has fallen. Load the whole community into a night convoy and run the dead country to a mountain refuge before the horde runs you down.

  5. V

    Herd

    A herd of the dead the size of a town is drifting toward the settlement. Become the bait, lure it into the waste, and lose it before it turns on you.

Plate VIII

Ninjas

You never hear the blade. That's the point.

Free with the game
  1. I

    Silent Blade

    Go over the wall to bring the clan's honor home, past a rival blade and a traitor within.

  2. II

    Bodyguard

    Guard a marked heir through a night of assassins and get them behind stone by dawn.

  3. III

    Messenger

    A sealed scroll names the warlord's betrayal. Carry it five hostile provinces to the emperor before the new moon, hunted every mile.

  4. IV

    Demon Mask

    A rival clan stole your sealed demon mask and their war-lord wears it. Climb their stronghold, take it back, and seal the curse before he stops being human.

  5. V

    Warlord

    A warlord musters in his mountain fortress to burn the valley clans. Climb his castle in the dark, cut past his guard, and end the war before it starts.

Plate IX

Werewolves

Full moon tomorrow, and someone here already has your scent.

Free with the game
  1. I

    Blood on the Snow

    Hunt the beast to its lair before the full moon, and hope it is not already among you.

  2. II

    Cure

    A friend is turning. Gather the cure from three deadly places before the full moon finishes the change.

  3. III

    Longest Night

    On the solstice the full moon never sets and the pack comes down. Barricade the hall and hold every soul until the dawn burns them back.

  4. IV

    Wolf Among the Hunters

    The best werewolf-hunters are snowed into a lodge, dying one by one. The beast is not outside. It is one of you. Find the wolf before dawn.

  5. V

    Hunt

    The full moon catches you in the open with the whole pack on your scent. Run the frozen wild to the silver ground and turn the hunt back on the wolves.

Plate X

Superheroes

Saving the world is easy. The secret identity is what'll kill you.

Free with the game
  1. I

    Doomsday Hour

    One hour, one doomsday device, and a city that only your team can save.

  2. II

    Breakout

    The super-prison is breaking open, and your team is all that stands between the gallery and the city.

  3. III

    Fallen Hero

    The greatest hero alive has gone rogue and is tearing the city apart. Reach them and bring them home before the army does.

  4. IV

    Depowered

    A villain has switched off the team's powers and armed a doomsday device. Stop him as ordinary people before the city falls at midnight.

  5. V

    Nemesis

    The nemesis learned every one of your secret names, and tonight they strike at everyone you love at once. Take the villain down before dawn.

Plate XI

Spies

Loyalty is a cover story. Even your handler's.

Free with the game
  1. I

    Handoff

    Run a defector across a divided city to the border, past the enemy and a mole in your own house.

  2. II

    Cipher

    Break into the enemy's cipher station and kill the machine before it cracks every code by dawn.

  3. III

    Countdown

    A bomb is counting down under a peace summit. Find it and kill it in one night before it starts a war.

  4. IV

    Mole

    Your best agents are dying, betrayed from the top of your own service. Hunt the mole through your own house before they burn you all.

  5. V

    Motorcade

    A defector who can topple a regime crosses a hostile capital, and every service wants them dead. Run the motorcade and reach the embassy before they do.

Plate XII

Greek Myth

Heroes end up as statues and songs. The middle part is mostly screaming.

Free with the game
  1. I

    Descent

    Descend into the underworld and bring a lost soul back before the dark keeps you both.

  2. II

    Labyrinth

    Into the labyrinth to slay the minotaur and lead the tribute children back to the light.

  3. III

    Sirens' Strait

    Sail the cursed sea home past the sirens, the strait, and the enchantress, and bring every oar back.

  4. IV

    Gorgon's Head

    A tyrant demands the gorgon's head or your city burns. Sail to her island of statues and take it without ever meeting her gaze.

  5. V

    Golden Fleece

    The Golden Fleece hangs in a far king's sacred grove, behind a sleepless dragon and three deadly trials. Bring it home before his fleet runs you down.

Plate XIII

Ancient Egypt

The tomb was sealed for a reason. You brought a shovel.

Free with the game
  1. I

    Tomb of the Nameless King

    Descend into the nameless king's tomb and face the curse before it seals you in.

  2. II

    River of Blood

    The river runs with blood and plagues fall. Go upriver and break the dark rite before the city dies.

  3. III

    Sun Barque

    Ride the sun-god's barque through the twelve hours of night. Drive back the chaos-serpent Apophis and bring the dawn, or the morning never comes.

  4. IV

    Sphinx

    The Great Sphinx has woken astride the only road, devouring all who fail its riddles. Answer it, then bind the old curse beneath it.

  5. V

    Bronze Tide

    A thousand chariots pour out of the eastern sands toward the Two Lands. Hold the river ford and break the tide before they drink from the Nile.

Plate XIV

Dinosaurs

The island runs on teeth. You are the soft part.

Free with the game
  1. I

    Long Way Off the Island

    Cross an island of living dinosaurs to the last boat before the storm and the king get you.

  2. II

    Rescue

    A team is stranded deep in the island's interior. Go in and bring them out before the wet season and the apex do.

  3. III

    Eruption

    The volcano has blown and every dinosaur is stampeding for the coast. Ride the fire and the flood across the island to the last boat.

  4. IV

    River

    The only way off the interior is the great river no one has run, through the gorge where the island's king hunts. Raft it to the sea.

  5. V

    Compound

    A hurricane kills the compound's fences and the pack is inside the wire. Hold the shelter through the night and reach the dawn boat before you are overrun.

Plate XV

Wizards

Cast the spell. It does exactly what you said, not what you meant.

Free with the game
  1. I

    Unmaking

    Climb the black tower and break the Unmaking before the last bell empties the world.

  2. II

    Summoning

    Something loose in the academy is taking souls, and only a binding before dawn can stop it.

  3. III

    Conclave

    A traitor archmage means to seize the high seat by murder. Win the trials, expose the plot, and stop the coup before the rite crowns them.

  4. IV

    Astral Road

    The archmage who anchors the city's wards is lost on the astral road. Cast off your bodies, go out after her soul, and ride the cords home.

  5. V

    Colossus

    The academy's guardian colossus has woken wrong and marches on the city. Climb the walking mountain, reach its heart, and still it before the streets fall.

Plate XVI

Detective Noir

In this city, the rain's the only thing that isn't lying to you.

Free with the game
  1. I

    Setup

    A rain-soaked frame job. One hero steps up each beat while the rest read them true.

  2. II

    Vanishing

    A torch singer vanishes, her sister is afraid, and the city would rather you stopped asking.

  3. III

    Dead of Night

    A handoff went bad and you are holding the money two families want. Get out of the city by dawn.

  4. IV

    Torch Killer

    A killer stalks the city's torch singers, leaving sheet music on each body. Catch him before the Blue Room singer is the fourth verse.

  5. V

    Ransom

    A magnate's daughter is snatched, and the family, the law, and the mob are all lying. Run the ransom drop in the rain and get her back.

Plate XVII

Steampunk

A marvel of brass and steam, rated to explode any minute now.

Free with the game
  1. I

    Doom Engine

    Race a small airship to catch and stop the Iron Chancellor's dreadnought before it burns the city.

  2. II

    Undercity

    The great boiler is racing to a burst that will level ten streets. Go down and bleed it in time.

  3. III

    Leviathan

    Something vast is dragging the fleet under. Take an untested submersible into the black depths to find it and end it.

  4. IV

    Time Engine

    A mad genius's Time Engine is unraveling the present. Reach it through a foundry where time runs wrong and throw the governor before the moment is unmade.

  5. V

    Iron Express

    The Chancellor's armored express races for the capital with a doomsday device aboard. Fight car to car to the engine and stop it before the line runs out.

Plate XVIII

Cyberpunk

More chrome than meat these days, and the chrome is still on the payment plan.

Free with the game
  1. I

    Ghost Protocol

    Steal a dead man's mind from the arcology before the ICE and the fixer burn you.

  2. II

    Kill Switch

    A rogue corp AI is seizing the city grid, and only your crew can reach the core and kill it.

  3. III

    Meat Run

    Smuggle a defector across the neon city to the docks before the corp burns it down to keep them.

  4. IV

    Braindance

    A braindance holds proof a megacorp murdered an arcology. Dive into a dead man's last hour and drag the truth out before the corp buries it.

  5. V

    Uprising

    The corp gunned down the starving and the city is about to explode. Lead the uprising, seize the tower, and topple the arcology before it becomes a massacre.

Plate XIX

Eldritch Horror

Something under the floorboards has been waiting, and now it knows your name.

Free with the game
  1. I

    What the Deep Remembers

    A drowned town, a waking horror, and one ritual between the deep and the dawn.

  2. II

    House That Wasn't

    A house bigger inside than out, a friend lost in it, and the door closed behind you.

  3. III

    Expedition

    A first expedition to a range beyond the maps vanished. Climb to the city that cannot exist, learn the truth, and get back before it claims you.

  4. IV

    Blight

    A thing fell from the sky and is draining a farm of life and color and minds. Walk up the grey lane and end it before the blight reaches the county.

  5. V

    Gate

    Beneath the town a cult is opening a gate for the thing between the stars. Descend their warren and shatter the altar before the herald steps through.

Plate XX

Fairy Tale

Make the bargain if you dare. The woods always collect.

Free with the game
  1. I

    Witch of the Wood

    Into the witch's wood to bring the stolen children home before moonrise takes them for good.

  2. II

    Giant's Castle

    Climb the beanstalk into the cloud-giant's castle for the stolen child and get down before it wakes.

  3. III

    Sleeping Kingdom

    A fae cursed a whole kingdom to a hundred-year sleep behind a wall of thorns. Cut in and break it before the thorns close forever.

  4. IV

    Snow Queen

    The Snow Queen stole a child to her palace at the top of the world and froze their heart. Cross a thousand miles of winter and thaw it before it freezes forever.

  5. V

    Beast

    A cursed lord roams a thorned manor in a monster's shape. Reach the man trapped inside the beast and break the curse before the dawn torches burn it down.

Plate XXI

Space Opera

Plenty of galaxy to vanish into. The empire counted every star.

Expansion world
  1. I

    Last Signal

    Slip the blockade, crack the battle-station, and outrun the fleet before it fires.

  2. II

    Dying Star

    A dying star, a world at the fence, and the last transport off past the blockade.

  3. III

    Prison Moon

    The Empire holds the rebel high command on the deepest prison moon in the galaxy. Break them out before the dawn-cycle execution.

  4. IV

    Forest Moon

    The Empire's station is shielded from a bunker on a forest moon. Drop onto the moon, blow the bunker, and drop the shield before the fleet dies.

  5. V

    Last Stand

    The Empire's armada has cornered the fleet at the last jump-gate. Hold the line until the free worlds evacuate, then jump before it closes.

Unlock this world · $3Its five tales come with it.
Plate XXII

Mystery

Everyone has an alibi. One of them did it anyway.

Expansion world
  1. I

    Locked Room

    A locked room, a house of liars, and a killer who will strike again before dawn.

  2. II

    Midnight Express

    A murder on a snowbound night train, and one night to name the killer before the border.

  3. III

    Final Curtain

    The leading man is dead and the killer is among the cast. Unmask them before the final curtain falls and the company scatters.

  4. IV

    Empty Frame

    The most famous painting in the world vanished from a sealed gallery in one guarded hour. Solve how it was done and fill the empty frame.

  5. V

    Warning

    An anonymous note promises one guest dead by midnight. Find the target and the killer among the liars, and stop it before the clock strikes.

Unlock this world · $3Its five tales come with it.
Plate XXIII

Wasteland

Radiation was the mercy. Now meet the neighbors.

Expansion world
  1. I

    Long Haul

    Cross the dead lands for the last green valley before the wastes swallow your convoy.

  2. II

    Water War

    Your well is dead and a warlord holds the only water for a hundred miles. Take it.

  3. III

    Road War

    The settlement's last water-purifier has to reach Cold Springs down two hundred miles of dead highway, with a warlord's war-party in pursuit.

  4. IV

    Vault

    A sealed pre-war vault holds the seeds to turn a dead valley green, and a warlord's army wants it too. Delve in past its mad machine and bring the future out.

  5. V

    Warhead

    A warlord has dug a live pre-war nuke out of the dust to drop on the last free settlement. Reach it in his war-camp and kill it before he can arm it.

Unlock this world · $3Its five tales come with it.
Plate XXIV

Kingdoms

One crown, a dozen heirs, and every smile in the room doing arithmetic.

Expansion world
  1. I

    Empty Throne

    Gather the loyal houses and hold the throne at the coronation, or a tyrant is crowned.

  2. II

    Lost Heir

    The true heir was hidden, not killed. Find them and bring the crown home before the pretender's men do.

  3. III

    Royal Wedding

    Two kingdoms will wed at dawn to stop a war, and a saboteur means to see it fail. Get them to the altar and the vows spoken.

  4. IV

    Rebellion

    A greedy regent has bled the realm to the edge of civil war. Expose his design and forge a peace between crown and rebels before the realm burns.

  5. V

    Dying King

    The king is dying of a nameless poison, and his last breath means civil war. Race for the cure beyond the mountains before the realm tears itself apart.

Unlock this world · $3Its five tales come with it.
Plate XXV

Wrestlers

Every punch is scripted. The folding chair is not.

Expansion world
  1. I

    Belts

    Fight through a crooked promotion to the main event and win the belts for real.

  2. II

    Last Run

    An old lion's last run at the belt, against the monster who ended their career.

  3. III

    Invasion

    A rival promotion invades your biggest show live on the air. Repel them across a night of war and save the company.

  4. IV

    Tournament

    Sixteen fighters, one night, one crown, and the brackets stacked against your stable. Fight through the gauntlet to the King of the Ring, clean.

  5. V

    Cage War

    Months of beatings from the heel stable end tonight in a steel-cage war, no count-outs, no escape. Take the punishment, turn the crowd, and win it.

Unlock this world · $3Its five tales come with it.

The die is waiting.

Pick a world. Gather your table. The first roll costs nothing.

Play Free Read the rulebook