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Just gave it a shot via Tabletop Simulator! At first it felt pretty punitive starting with no Appeal cards, and some turns I was completely at the whims of the dice because I had used all my Appeals. However, as I kept going I felt like that kinda works in service of the light "conflict resolution" narrative. It's a neat bit of texture c:

I would have instantly lost on turn 1 if not for the grace rule! After a bumpy start, I think I got pretty lucky because every diamond Challenge I overcame happened to be right before a Charm space. I never had more than 2 Charms the whole game! I can't quite remember, but I believe I failed maybe 4 Challenges out of the 16 I encountered. Here are the Challenges I faced (in order of left->right, top->bottom):


Since I only ever had 2 Charms, the spade Appeal effect was very strong for most Challenges since it guaranteed a win for diamond/club Challenges, and pretty high odds of a winning heart/spade ones. I also definitely made use of the rule that lets me draw an Appeal even if I move backwards into a light space. I think that's another interesting way you get some of that conflict resolution narrative in there (learning more about someone/their views through a conversation with them gone poorly).

I played this solo, so I'm curious how it might feel different with more players all working on the same Challenges. For as relatively simple as the rules are there's a lot of variety to how it feels as a game, and nuance to how the narrative can come through. Maybe I'm reading too much into the narrative aspect though (or maybe I'm not reading into it enough? :p)

It very much feels like a game that could have been cobbled together by families/a community over generations (positive!). I'm assuming it is in fact a fictional thing though? Either way, cool! Nice work! I had a good time c:

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Wow, thanks for all these details and even that picture! 😍

Yep, made up over the LD weekend, but inspired by world building from before. Reading into it is encouraged, different varieties can be read different ways, but I also wanted an element of it drifting away from its origins a bit as these things tend to do~

The in-world version would be slightly different (bespoke cards etc.) but I wanted it to be easy to set up with common stuff.

Definitely plays out quite differently depending on luck! I had some rounds where I was able to lose all the charms too and some where I couldn't, forcing me all the way back. Grace rule etc. were attempts to balance everything.

Thanks again so much for playing and this write-up! 💜