Richly Descriptive Gameplay

 

In Dark, how you accomplish things matters as much as what you can accomplish. Staying hidden isn’t just a matter of chance. Your decisions reflect and change the fictional game world, leading to new choices and opportunities in play.

As you play, you and the other players describe things. One of those players is the House (sometimes called the game master)—they describe the places you infiltrate and explore, from the locks in the doors to the fictional people who live and work there. Dark adventures provide vivid lore to help the House understand and portray the world. Along the way, you describe your thief, their actions, and sometimes even what they steal.

Dark is custom built to support two-player adventures with one player as the thief and the other as the House. Up to four thieves can undertake adventures together, though, with a single House facilitating play. With more thieves involved, the game feels more like a heist—but stealth is always the plan.

You and your thief have a lot of control over the pace of the game as you choose when to stick your neck out and disrupt the places you infiltrate. As you raise suspicion and cause trouble, the House has more opportunities to react—and the pace of the game quickens.

Your thief is skilled. They know how to do things that you don’t, and the game trusts you and your thief to manage your risks. Skills describe not just what you can do but how you do it—and how you know what to do. You’ll succeed more often than you fail. The game asks “How?” and “At what cost?”