 This is another game very clearly inspired by Vincent Baker, specifically Dogs in the Vineyard and Apocalypse World, but the addition of Keys (from TSOY), Conditions (from any number of games), and GM-set target difficulties for rolls makes it feel pretty different. Also, the whole premise feels much more like The Mountain Witch + Lady Blackbird, especially with the inclusion of Take A Stand, which works like Trust in tracking the arrangement of loyalties in the group (and the fact that the title implies that some folks are gonna die). Honestly, having the GM set difficulties feels really weird in a game as Baker-esque as this; it feels unfair, somehow, since the numbers are invented on the spot rather than coming from GM prep. A few other concerns: I worry a bit that the requirement to hit condition-style desires at least every other time you hit a desire will feel artificial, bopping back and forth between them. Also, do characters take injury conditions in order (as implied in some places) or based on the fiction / GM's choice (which the wound rules seem to imply)? Take A Stand is really cool but the procedures need to be much, much clearer. Can I roll against every other character involved in the stand? Do I get the dice I buy to roll against every other character or do I have to pay for extra dice each time? Do other players also get to roll and make adjustments to the groupings or just the player taking a stand? If everyone can roll, this could take all night. How do you know when the standoff is over? More generally, having the GM keep track of when the characters perform actions (and, therefore, when you roll dice) seems less than ideal, given the number of actions each character can potentially have, but that could just be an awkward description and not an intentional change from the status quo in Apocalypse World. At the very end of the document, it says both sides must risk their lives in order for a character to die, which seems to clash with the Take A Stand rules as currently written, when one character can risk their life without others doing so.  This is another game very clearly inspired by Vincent Baker, specifically Dogs in the Vineyard and Apocalypse World, but the addition of Keys (from TSOY), Conditions (from any number of games), and GM-set target difficulties for rolls makes it feel pretty different. Also, the whole premise feels much more like The Mountain Witch + Lady Blackbird, especially with the inclusion of Take A Stand, which works like Trust in tracking the arrangement of loyalties in the group (and the fact that the title implies that some folks are gonna die). Honestly, having the GM set difficulties feels really weird in a game as Baker-esque as this; it feels unfair, somehow, since the numbers are invented on the spot rather than coming from GM prep. A few other concerns: I worry a bit that the requirement to hit condition-style desires at least every other time you hit a desire will feel artificial, bopping back and forth between them. Also, do characters take injury conditions in order (as implied in some places) or based on the fiction / GM's choice (which the wound rules seem to imply)? Take A Stand is really cool but the procedures need to be much, much clearer. Can I roll against every other character involved in the stand? Do I get the dice I buy to roll against every other character or do I have to pay for extra dice each time? Do other players also get to roll and make adjustments to the groupings or just the player taking a stand? If everyone can roll, this could take all night. How do you know when the standoff is over? More generally, having the GM keep track of when the characters perform actions (and, therefore, when you roll dice) seems less than ideal, given the number of actions each character can potentially have, but that could just be an awkward description and not an intentional change from the status quo in Apocalypse World. At the very end of the document, it says both sides must risk their lives in order for a character to die, which seems to clash with the Take A Stand rules as currently written, when one character can risk their life without others doing so. 