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This is a full game spun from the cloth of a very specific tropey moment in RPGs, and it's great.

It's also surprisingly complex.

You use tarot cards, two types of dice, a bunch of random tables, interpretation, and people chiming in to add details as everyone in the group gives up their weapons to the gate guard.

Even so, it starts out comedic, and then escalates in tone until it's something fairly tense by the end, and has the potential to get quite explosive.

If you like indie storytelling games and want to try out something highly-specific, definitely give this a shot.

Alternately, this would work as a great flash-forward at the start of another adventure game's campaign, and is worth picking up for that reason as well.