★ Step right up · free forever ★
Power-ups
Each player holds a few abilities with a number of uses. Spend one, and the token flips face down.
Add names in the Players tab. Everybody gets the same set of abilities, and a token flips face down when it is spent.
Abilities everybody gets
Add one
Uses each
Symbol
Up to 8 abilities, 9 uses each. The symbol is decoration: every token carries its name in words as well.
Players
No players yet. Type a name and press Add.
Everybody gets the same set of abilities, with their own uses of each.
Names stay in this browser. They are never put in a link, and every tool with players reads the same list.
When abilities come back
Abilities come back once a game, when you refill them.
Refill everything works on either rule and is the button to use when a new game starts. Undo beside a token gives one use back without refilling the rest.
Sound
A rush when an ability is spent, a knock when one is given back, and a bell on a refill. Every one is announced in words as well.
N new round · R refill everything
No signup · No accounts · Free forever
Bolting abilities onto a game that has none
A limited use is one of the cheapest ways to make a simple game interesting. Give everybody one reroll, one swap and one steal for the whole game and a plain race becomes a game of timing: the reroll is worth most when you save it, and saving it is hard. The rule takes ten seconds to explain and needs no new components, which is why it turns up in so many games under so many names.
What it does need is bookkeeping, and that is where it falls down at a real table. People forget whether they have used theirs; somebody claims they have two left; an argument takes longer than the turn did. A token that visibly flips face down is the physical answer, and this is that token with the counting done for you and a log of who spent what, in case it is ever queried.
Hint tokens in a classroom
The classroom version is a hint token, and it is one of the better things you can give a class. Three hints each for a problem set changes the question from whether to ask for help to when to spend one, which is a far more useful thing for a child to be thinking about. It also makes asking legitimate: spending a token is not admitting defeat, it is using something you were given.
Set the refill to every round and each lesson starts fresh, or leave it at once a game and the tokens have to last. Other abilities that work the same way: a pass, an extra minute, a swap of questions, a chance to answer for a partner. Write your own, up to eight, and everybody in the room has the same set.
Shared abilities, not secret ones
Everybody here holds the same set. That is deliberate: an ability that only one person has is a role, and a role has to be dealt out in private rather than displayed on a shared screen. The secret role cards do that properly, with the pass-around screen that shows each person their own card and nobody else's.
For a resource that is a quantity rather than a count of uses, the energy meter is the page, and for abilities that arrive by chance rather than being held from the start, the event deck deals them out as the game goes on. Names come from the same shared list every tool here with players uses.
Nothing to install, nothing to sign up for
The tool runs entirely in your browser. There is no account, nothing you make is uploaded, and nothing you type is sent anywhere or put into a link.
The page itself is not silent, though: it carries advertising code and a visit counter that sets no cookie, and the cookie page says exactly what each of those does.
This page remembers your settings in your browser under pph.power.abilities, pph.power.state and pph.power.muted, and nowhere else. Clearing your site data for papercarnival.com removes it.
Player names are kept under pph.players so every tool with players reads the same list. They stay in this browser and never reach a link.
Questions
- When do abilities come back?
- Whichever you choose. Once a game is the default, and Refill everything is the button that does it. Every round refills them the moment you tap New round, which suits games where the same trick is available every turn but only once within it. Both rules leave the Refill everything button working, so a game can break its own rule when the table decides to.
- What are the symbols for?
- Telling one token from another at a glance across a table. There are twenty of them, all simple shapes, and they are decoration rather than meaning: every token also carries its name in words and its remaining uses as a number, so nothing depends on recognising a shape or seeing a colour.
- Can somebody have different abilities from everybody else?
- Not on this page. The list is shared and everybody gets the same set with their own uses of each, which is what most games with abilities actually do. Giving one player something the others do not have is a role rather than an ability, and the secret role cards are the page for that.
- What happens if I give an ability an extra use mid-game?
- Everybody gets the extra use, including people who had already run out. The tool counts what has been spent rather than what is left, so changing the number of uses changes the ceiling and leaves the history alone. That is usually what you want when a house rule is agreed halfway through.
- Does it remember the abilities I wrote?
- Yes. The abilities, the uses, the symbols and what everybody has spent are kept in this browser, so a game survives a refresh or a locked phone. Nothing is uploaded, and a share link carries only the refill rule, never your ability names.
More from Trackers and meters
Scoreboard
Teams, points, positions and prizes, big enough to read across the room and saved through a refresh.
OpenRace track
An oval track with laps, a car for every player, and the running order worked out from the distance covered.
OpenLeader token
One token passed round the table, at random or by hand, with a round counter and a tally of who has led.
OpenEverything in Trackers and meters, and every family on the tools page.