"Our Love Can’t Save The World is a two-player role-playing game using a standard deck of playing cards. Together you play as two people in a loving, but failing, relationship. Meanwhile, the world is ending.
Scratch's Sc0re is a Rummy game in the style of Three Thirteen and Five Crowns. Make groups of cards called Talons out of your hand, while keeping more chips than your opponents. Clear first in a round and you can force the player you think did worst to pay up. Or wait for someone else to end the round and try to nab the ever-growing Score by bringing Old Scratch the card he most wants. Just be careful - every time someone claims The Score, it grows exponentially!
Everything you need to play is included, besides up to five other people and a way to keep score (such as poker chips or tokens). Contains fronts and backs for all 100 cards in the base set (which you'll need to cut out and sleeve in clear sleeves).
Hellish Descent is an expansion to the Old Scratch's own Scratch's Sc0re from 2019. Grab yourself three brand new suits of cards, More copies of both kinds of Jokers, cheat cards for each player that explain what the new symbols mean, and a Legacy-style tutorial to help you get the most out of the deeper mechanics.
18+ 2 player game, safety tools not provided but advised.
This is a game where two players recreate the folkloric story of Shamhat and Enkidu. It is a game of power, consent, knowledge, loyalty, and love. It uses a deck of cards to help narration.
In the game one person will play Shamhat - the sacred prostitute, and the other will play Enkidu, the wildling. The game takes place over a series of interactions where Shmahat attempts to seduce Enkidu to lie with them. Mechanically, Save/Serve is played with a deck of cards, which serve as conversation prompts. You play by talking and describing, and ultimately by following or diverting from the route the game expects you to travel.
The Sailor and the Siren is a card-based roleplaying game for two players taking place over the course of a single scene, progressing through playbills to weave a story of love, hunger, and the depths of the ocean.
he River features:
Locus is ideally played with 2-5 people, with one taking the role of Director (GM)
It requires a Standard Deck of Cards and 3D6 to play.
It is typically designed for 1-5 sessions of a few hours each.
Session Zero is a deck based, character creation game. Using a standard deck of cards or the deck of Session Zero cards, draw a hand and answer the prompts to create the story of your character from before your story with them began. Each unique prompt has a set of follow up questions to really get to the root of who this character is as well as the events and people who shaped their lives.
Designed as a solo game, it can easily be adapted to be played in groups within the same setting.
A tabletop game about exploring the archive of a defunct network of webpages from decades ago.
1+ players
a 6 sided dice and a deck of playing cards
sweet*peony is a two-player game about telling the story of a person or an object through the lenses of Joy or Sorrow using a regular deck of cards. Whether your story encompasses a day, a week, a year, or a lifetime, joy and sorrow are natural parts of life, and what that looks like is up to you.
2-4 Players 20 minutes.
The world is under siege. As members of a global security council, you must work together to save the planet from invasion.
Played remotely via video chat (in person is ok too). Using a deck of cards, players take on the roles of security council members with different skills to secure sectors of the world and cancel the apocalypse in 20 minutes or less.
All you need is a deck of ordinary playing cards, a journal to record each day's setbacks and breakthroughs, and (optionally) one or two other players.
for 2+ players, using pen, paper, and a regular deck of cards.
1-3 players
The download includes a printable PDF guidebook, and JPG images of the cards and card backs for you to add to your digital tabletop of choice. You can always use a standard deck of playing cards to play the game as well.
By using a deck of cards and answering questions in short role play scenes, this game gives you the opportunity to build an organic story through a community, and shape their history forever.
NETWORK 23 is a cyberpunk RPG that uses playing cards instead of dice. There are 52 THOUGHTS, which provide a PC's background and starting equipment.
A Tabletop Role-Playing Game regarding Orchid Hunting
during the Reign of Queen Victoria
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for 2 to 6 Persons of Fine Repute Inclusive of a Games Master
Requiring a Deck of Playing Cards, 2 Six-Sided Dice, & 6 Pennies
The Creature Comes for Us is a game that can be played solo or multiplayer which uses a standard deck of cards, two six-sided dice, and the players' imagination.
into the Forest is a tabletop game for 1-3 players. Using a standard six-sided die, a deck of 52 playing cards, this guide, and your imagination, you go on a journey to discover what lies in the depths of the forest - and try to make it back out alive. One play session takes approximately 30 minutes.
Hardship River is a one-page, one-move Powered by the Apocalypse Role-Playing Game with no MC! In it, you and your traveling companions sail in the Little Tail boat down a very dangerous river, hoping to reach the great Unconquered City by the seashore. As you overcome each stretch of wild rapids, you discover why you're traveling, what's your cargo or why do you really care for your companions.
Hardship River is a one-page trpg (or two pages, including the cover) about sailing with uncertain companions into a potentially dangerous unknown.
It's card-based, using the cards for blind-bids that help position the characters in the story. It works as a setup to a campaign or one-shot as well, especially if you're playing something with kind of a wild west feel.
Mythic Mortals is a tabletop role-playing game where you and your friends play as your real-world selves suddenly granted incredible powers.
The Ground Itself is a one-session storytelling game for 2-5 players, played with household materials (a coin, a six-sided die, and a deck of cards). Focusing on place- one specific place, chosen by the group - The Ground Itself unfolds over radically disparate time periods that may range from 4 days to 18,000 years. By casting wildly into time, it considers how places both change and remember themselves. Fundamentally, The Ground Itself is about the echoes and traces we leave for others after we are gone.
need 1-2 hours, 2-4 players, a deck of playing cards, a conductive space, index cards, writing materials and a copy of this game (digital or printed). One of the players is the Facilitator, who has read this document beforehand.