Well, in true Fiasco fashion, this scene was supposed to go bad for Bill, and it did.
He already started in a bad place (undercover cop trying to bring down a mob of gangsters while wanting to protect his friend), and he ended up in a worse place. The boss wants him to find the rat in her organization, all the while he is the rat himself. And worse yet, one of the two suspects is his old friend, and the other his is long lost love—a fact that does not become clear to him until the end of the scene.
All of this played out pretty much the way I envisioned it after thinking about the card I drew: Mysterious Package. While there was no actually package, I was inspired to think about false or misleading news. Bill being the rat while also being forced to see if the other two important people in his life are the rat—or the fear that the boss is just testing him, wanting to make a mistake—led Bill to doubting everything that is going on right from the outset.
Then again, I could argue that the Boss’s phone that could be the key to bring down the mob is the mysterious package–the single object that might just hold all the evidence needed for Bill to get out and finish this job. Maybe that phone will play a larger part of the story later one, especially if I draw this card again.
As part of the game, players must give the dice earned in the first act to other players. It’s meant as sort of karmic balance. You have a good time during the setup of the story before the tilt, someone else gets to have your white die. But if you had a bad time, making it difficult to get ahead of the game, you at least get to punish someone else for your misfortune. I’m thinking I’m giving this black die Bill just earned to Ash, because I think her long lost love returning to her as an undercover cop can not go well for her, right?
So the current tally for collected dice is:
- Bill: White 0, Black 0
- Ash: White 0, Black 1
- Jay: White 0, Black 0
Remember that at the end of the game, everyone rolls their dice to determine their aftermath. The more of one color you have, the more likely your aftermath will be really good or really bad.
What I like to do at the end of the week is to draw the card for the next scene and just sit with it for a bit. I also like to establish whether the scene resolves good or bad. So, let’s see what the Writer’s Emergency Pack as in store for Ash.
#51: Misfortune Cookie

“Destiny has a dark sense of humor”
A curled hand as if in pain (or dead) next to a broken fortune cookie and a message within that is just a skull and crossbones.
Well. That sounds bad. Even more so when we consider that I randomly determined that the scene resolves in a good way (white die) for Ash. No idea how to resolve that contradiction just yet, but the exercises on the back of that card might yield some insights.
Discover more from Behind The Wall
Subscribe to get the latest posts sent to your email.