Tales from the Loop, published by Free League and inspired by Simon Stålenhag’s artwork, casts the players as kids in the late 1980s unravelling mysteries around a strange particle-physics facility — the Loop. It runs on the Year Zero Engine, but tuned for a story where children can be hurt, scared and grounded, yet never truly broken.
The dice and the core mechanic
Rolls use a pool of six-sided dice. You build the pool by adding the relevant attribute to the relevant skill, roll that many dice, and count the sixes. Each 6 is one success, and for most tasks a single success is enough to get what you want — extra sixes let you do it better, or answer more of your questions about what is going on. As in every Year Zero game, you never total the dice; only the 6s count, so a bigger pool just means more chances to roll one.
The four attributes are broad and evocative — covering how tough, quick, clever and charming a kid is — and the skills describe the sorts of things 1980s children actually do, from sneaking and tinkering to comprehending the strange. Pairing the right attribute with the right skill is how you assemble your best handful.
No harmful pushing — Conditions and Trouble instead
This is the key twist that sets Tales from the Loop apart from its grittier siblings. The kids are not soldiers or mutants, so the game does not use the punishing push mechanic that damages attributes or breaks gear. Instead, when a roll goes badly or a scene turns hard, the consequences arrive as Conditions and Trouble.
Conditions are emotional and physical states — being Upset, Scared, Exhausted, Injured and the like — that weigh on a child and can make later rolls harder until they are dealt with. Trouble is the fictional mess that spins out of failure: adults grow suspicious, plans fall apart, the Mystery deepens. Crucially, the kids always bounce back — you can be hurt and shaken, but the story keeps you in the saddle. The stakes are drama and heartache, not death.
How a roll resolves
To make a roll: pick the attribute and skill that fit what your kid is trying, add them together, and roll that many d6. Count the sixes; one success means you succeed, and additional sixes buy a stronger outcome. On a failure, you don’t re-roll into greater danger — instead the situation gains Trouble or your character may take a Condition, and the tale rolls on. Some approaches let you improve your odds through preparation, teamwork or by leaning on what your kid loves — the fiction feeds the dice as much as the numbers do.
Effective strategy
- Play to your kid’s strengths. Each child is genuinely good at a few things and hopeless at others. Volunteer for the rolls that use your best attribute-and-skill pairings and let other kids shine elsewhere.
- Lean on the group. The kids solve Mysteries together. Helping one another and combining talents builds bigger, safer pools than any lone hero could throw.
- Watch your Conditions. Each Condition makes life harder, and they stack. Take the quiet moments — a friend, a hobby, a safe place — to shed them before the finale.
- Chase clues, not fights. This is a game of investigation and wonder. Successes are best spent understanding the Mystery, not winning brawls that rarely matter.
- Use your Anchor and Pride. A kid’s important relationships and defining talent are more than colour — they are tools that can turn a roll or pull you back from a bad Condition.
Beginner tips and common mistakes
- Only sixes count. Don’t add the dice up — look for 6s. One is usually all you need.
- Don’t expect a push. Coming from other Year Zero games, players hunt for a re-roll button that isn’t here. Failure means Trouble and Conditions, not a second throw into danger.
- Kids can’t really die. Embrace it — take risks, be brave, get scared. The consequences are emotional, and that is the point.
- Conditions add up. New players ignore them until every roll is a slog. Clear them when the story gives you a breather.
- The Mystery is the star. Spend your rolls and your curiosity on unravelling what is happening around the Loop, not on min-maxing a character sheet.
No dice at the table? Dice Drop rolls real physics dice in your browser — pools, step dice and modifiers built in.
🎲 Roll dice freePrefer a lethal, high-Stress take on the same engine? Read our Mutant: Year Zero dice & strategy guide, or throw a kid-sized pool in Dice Drop.