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K-Ramstack

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A member registered Apr 05, 2020 · View creator page →

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1 Player: 44 pages/ 21 spreads including front and back cover
2 Player: 48 pages / 23 spreads including front and back cover

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Hello! Currently there are no plans to print the game, and there aren't any files that are formatted for printing, but feel free to modify your own pdf in any way you need to print a personal copy for yourself so long as you don't distribute either the modified file or physical copies. Thanks!

I see, thank you for your honesty! I look forward to seeing a new version with updated art! 

I've got a question about the art, especially the cover: is it AI generated?

Thank you so much for the review!!!

Incredible! I can't stop thinking about it

*sickos voice* Yes! Hahaha yes!!! Can't wait for more!

Unfortunately I think that d20 image is ai generated :( the triangles are uneven and the numbers don't make sense, and I see you used canva which has ai images in their stock photos 

https://www.canva.com/newsroom/news/text-to-image-ai-image-generator/

Looks cool!

Unfortunately canva has a lot of ai images, and also makes ai images, so i'd double check

https://www.canva.com/newsroom/news/text-to-image-ai-image-generator/

Wheres the image of the astronaut from? I think it might be ai :(

Thank you so much for your kind words! 

I'm so glad you liked it! if there's anything in it you'd like me to go over or explain I'll be more than happy to help! 

In Me, a Constellation is an abstract, meditative game about exploring yourself, or a character, through a series of prompts related to tarot and the zodiac. 

The game is played over the course of 3 Acts and a conclusion. Each act you draw a Major Arcana card, go to the corresponding zodiac sign, read the prompt and answer the following questions. 

The prompts aren't concrete and often are more about evoking a feeling or emotion rather than a situation you are in, and the questions will be more broad and vague, such as "What truth are you seeking?" or "How have you been made whole?"  

I wrote about a character who found meaning through dance and her dance partner. You can read it HERE

On Poetic Tides is a very short, sweet little game that has you write poetry about your adventures on the high sea!

The game starts by having you write one stanza as an opener explaining who you are and what you are doing out on the high waters. For each substantial line you draw a card which will tell you what to write about, and if it has a positive outcome or negative.

 I wrote about a bunch of undead pirates searching for their souls and eventually ended with them imprisoned forever in a jail. You can read it HERE

You have made your journey to the Land of the Dead, bargained with it's Lord, and have been granted the chance to bring back your loved one. Now you must leave and return to the land of the living, and no matter what tempts you, you must not look back.

A Raven's Request is a short, bookmark-sized game based on Orpheus and Eurydice. You start out having already been granted your request to bring your loved one back. To determine who they are, you roll 1d6 and answer a few questions about them.

Each round, you pull one card from the deck, which will give you a little snippet to write about on your journey towards the Living, and roll 1d6. On a 6 you suffer a temptation to look back, and after 3 temptations you fail.

But if you manage to last for 10 Rounds, you succeed in bringing your loved one back.  I only suffered 2 temptations and succeeded in bring back a little old lady who died before her time. You can find my playthrough HERE

You are a juvenile crow, leaving the nest for the first time, exploring the world seeing its wonders and looking for a place for you to finally settle down and build your own nest.  

As the Crow Flies uses the Carta system by Peach Garden RPG and has the player lay down a set number of cards as the world they are exploring, and move a token around the card as a means of exploration. Within those cards is the Jack of Hearts, representing your ideal home and the 2 of Diamonds: your childhood nest.

The goal is to explore the world and collect a set number of tokens before you settle down. But, your crow only has so much time and energy, represented by feathers, before they decide to settle with what they have instead of their dream location. 

The game also provides a way for players to play a shorter or longer game buy changing the board size, energy amount, and token amount. I chose to play a shorter game today and explored 7 areas before my little crow decided to settle in a large abandoned tower that was occupied by lots of all different kinds of birds. You can read my playthrough HERE

You are trying to leave your past behind, but there are those who will not let you. Write about what you left, how you you are trying to move on, and what happens when those you betrayed now find you. 

This game is a hack of Anamnesis, and is played over the course of 5 Acts. For the first 3, you will draw 3 cards from the minor arcana deck and answer the following prompt. You also draw 1 major card for each minor card and use it's meaning to help you create your response.

Act 4 has you only draw one prompt to answer and Act 5 has you draw one major arcana card for an open ending to your story. I played as a doctor who was on the run from a mobster called 'Lovely' who ultimately escaped with the help of an estranged sister, and moved out of the country. You can read my playthrough HERE

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You are an artist, lost within the Tower, a place between places, an ever changing, ever moving, surrealist landscape of Dreams and Art, formed from the Creation of Humanity. Find out why you are here and find out how you can escape.

Tower of Art uses the Carta system by Peach Garden Games. To begin, you choose one card as your Starting Card, and one as your Exit, remove 22 cards from the deck, shuffle in the Exit and lay them down on a 4x6 Grid. 

You move your token around the board, answering the prompts, collecting items, resolving encounters, and discovering clues until you can finally find the Exit card. If you've found 4 or more clues, the door will open and you can leave, if not, you'll need to continue exploring the tower until you do. 

Every card has it's own individual prompt featuring a wonderful selection of surrealist situations, such as a vulture/printing press hybrid, or books eating words off of other pages. And if you ever need to backtrack, you simply pull another card from the deck and answer that one instead, representing the ever changing nature of the Tower.

And while the set dressing is a bizarro world filled with wonders and nonsense, the true heart of the game is about being an artist and the struggles of making art. What has stopped you from creating? (What has trapped you in this tower?) And what will help you create again? (Where is your Exit?)

The game doesn't explicit state that it's a metaphor for an art block, it's hard not to read it that way. Especially in the current climate where everything seems to be turning against artists and more and more people are giving up on artistic pursuits.


For my playthrough I played as an artist who worked with breaking glass, who felt trapped in their medium after the destruction of one of their pieces and learned that they needed to be able to let go. You can read it HERE

Thank you so much for playing! I'm glad it worked for two people too!

You are a fantastical creature, something mortals think only lives in fairy tales. You are shy and powerful and there is something that you Lack and the only way to fill that lack is to be loved by a mortal.

The game is broken down into 3 Acts, and further broken down into Diary Entries. For each entry you roll for your mood, the event that takes place, and for the amount of time that has passed. 

Act 1 focuses on you, your people, and the place you came from. Act 2 has you venture into the the world of mortals seeking your Person. The Final Act is about you and this person until the very end.

The Final Act doesn't explicit tell you what happens to your person, instead it gives you some suggestions like:  you are together until death, a gentle parting or even a big fight, but ultimately the choice is yours for whatever you think is most appropriate.

At the end of each Entry you add 1 to a running tally. For the event roll you then add that tally to your dice number to get the number of the event. When the Event Roll reaches a certain amount, you answer the last prompt and move onto the next Act.

The running tally is an incredible component of the game that insures the player will eventually reach the next Act and doesn't have to completely rely on chance. I really wish more games used something like this because I have definitely been stuck on Acts for too long and unable to move forward.

I wrote about a little gnome who was fascinated with crosswalks, had an 'and they were roommates' situation, opened a fake store, and ultimately had to leave because of the scams they were running.  You can read my playthrough HERE


Sword Poem is a one page RPG that has it's players create a terrible destructive weapon. You start by creating a wielder, describing how they found the Sword, and defining a number of principles they must follow.

Each round you roll 1d6 and eliminate that many of the principles and narrate how the Sword causes them to break or change them. You then add 1 new principle before starting over. The wielder dies when their last principle is removed. 

The game doesn't have a set number of principles, but recommends 10, or a set number of wielders, so you can choose how many and how long you want the game to be. 

I told the story of a dagger that was forged to kill a god but found it's way into other people's lives. I made 3 wielders each with 5 principles. You can read my game HERE



Deep in the enchanted forest, passed all the dangers, there is an enchanted tree said to grant any wish, guarded by a herd of magical unicorns. You must venture into this forest, clear the trials and tribulations and seek out the unicorns to fulfill your heart's desire.

This game is played over 3 rounds of trials and one final round as a conclusion. To start, you draw one major arcana to represent the unicorn you will meet at the end of the journey. 

For each trial, you draw one minor arcana card and answer the corresponding prompt. The prompts will then have you draw an additional card as a result. Some of the results will offer you a choice and an additional card to draw, while others are shorter and make the choice for you. 

In the conclusion, you meet your unicorn, tally up the points you've earned based upon that particular unicorn's requirements, and see if they are able to grant your wish.  

I played as someone who had been cursed, and upon venturing into the forest, received several more curses before finally meeting their unicorn who was ultimately unable to help them. You can read my playthrough HERE

You are a spy, sent deep into enemy country and the only way you can communicate is through a series of codes sent through the Number Stations. Receive your message, carry out your plan, report back, and whatever you do, don't get caught.

This game is inspired by Cold War spies, and secret messages and uses the actual real-life Number Stations for the random tables. But if you aren't able to tune-in, there are a few prerecorded ones online you can listen to, or you can use 3d10 for the numbers.

The game takes place over 5 stages and each stage you answer a few questions, then receive your code which you will use to determine which following questions you will answer. You also need to pick a code to include in your report so your handler knows it's a real message.

Some of the Codes are simple, like include a list in alphabetical order, or include the numbers from the Number Station, but some are more difficult like make ever 5th word a part of a hidden message, or have every capital letter spell out something. 

Once you have finished your report, you use the code to add to a running tally to determine how exposed you are as a spy. If your exposure gets too high, you can either burn the evidence, or get caught. 

I made up a country for my playthrough, and played as someone pretending to be a divorced drunkard in order to get blackmail on the Postmaster General to wreck the mail service. You can read my playthrough HERE

You are the jester to the king, the only one with the freedom to mock, shame, and bring to light the foolishness of others without consequences. There is a grave conspiracy afoot and you are the only one with the ability to warn your liege.

This game utilizes a deck of cards, each representing a petitioner to the king. The rank will determine who and what they want, while the suit will tell you how they are apart of the conspiracy. 

When you draw the first joker, you attempt to tell the king of the plan you have discovered, but he will not believe you. The game then ends on the second joker when the plan comes to fruition despite your best efforts. 


 My game was a weird one because I never drew any of the suit cards that would let me figure out the conspiracy before I drew both jokers. I mostly played a bumbling fool mocking people and not really knowing what was going on. You can read my playthrough HERE

A great and powerful wizard took you as an apprentice. Safe and cut off from the world, you trained and studied in their private sanctuary. But you were never taught the incantations you needed in order to leave. And now your mentor is dead, the sanctuary is collapsing, and you must find a way to escape.

 Prentice is a Wretched and Alone game about trying to escape a wizard's private sanctuary after they have died. While you were once welcomed here the place has turned against you, the walls a crumbling, the void is out to get you, and you are searching desperately for anything that might help you escape. 

This game is played like any other W&A game with Days, Cards, and the tower. The tower in this case represents the crumbling nature of the sanctuary as it returns to the void. 

My sanctuary was located somewhere between dreams and the waking world, and I had plenty of horrible creatures who were trying to trick me by telling me I was still asleep. But in the end, I found a peaceful little farm and had to accept my doom. You can read my playthrough HERE

You are a lone fisher sailing between a few scattered islands and you cannot sleep. Weird things happen, sometimes at night, and sometimes when the moon changes phase, but all are related to a loss in your past. 

Sleepless Sea provides a map for you to explore, each one giving a distance between the islands. The time is tracked in 'Glimmers'. To travel, you need to roll d66 on an encounter table for how many glimmers and resolve each one.  Some will give you fish, some will damage your boat.

To fish you roll 2d6. Depending on the result you might gain fish and/or deplete the reserve. You can then take the fish back to the docks and sell it to gain money or other items to help you fish. Each time you fish you also add 1 Glimmer.

The game isn't endless and your progress is tracked by the phases of the moon. Every 7 Glimmers, the moon phase shifts, and something strange happens. You start on the Full Moon and the game ends when you reach the New Moon. My fisherman didn't do to well and was only able to bring 3 fish to the docks to sell. You can read my playthrough HERE


There was also a section on the RTF file I was a little confused about. It's labeled 'Card' and has further instructions for rolling Encounters. It talks about encountering a Visitor or a Creature and comparing the dice value to a 'Card' but doesn't say what or where this card is. This section isn't on the pdf and I don't know if this was cut content or not, but for my playthrough I just ignored it completely.

You were sent to map the vast and mostly unexplored Eas'ala cave in Papua New Guinea. But after your first camp inside was established, and you were deep in a dive, a storm raged and cut off communications back to base camp. Will you wait out the storm to be rescued or will you find a new exit?

Sunken is a Wretched and Alone game based on the system by Chris Bisette. It uses a block tower to represent your health, equipment, or any other aspect of your person, and if it falls you get to decide how it is you perish. 

Each day you roll 1d6 and pull that many cards from the deck and resolve their prompts in your journal. But should you draw all 4 kings, the last one you draw will describe how you die.

I lasted for 7 days down in the cave and ultimately met my death when I fell down a pit because my headlight wasn't working. You can find my playthrough HERE

You remember the station, the people, the departure, but you cannot remember what happened to make you wake alone. Explore the cars, uncover the mystery, and avoid that thing that hunts you. 

The game takes place among the 6 cars of the train: the conductor's car, 2 passenger cars, the caboose, a dining car, and a car of the player's choosing.

There are 5 questions you must answer if you wish to leave the train, and you get these answers by examining one of the car.

You start out in one of the cars and must examine it at least once before moving to a new one, but you may choose to examine as many times as you like.

When you examine a car you roll d66, with one die being one of your sense and the other being the quality of the sense. The first roll will always let you answer a question no matter what you roll, but for every subsequential roll, if you roll higher than the previous number, you answer a question, if you roll lower something distracts you, and if you roll the same, you learn something about the thing that stalks you. 

With every roll you add a running tally called your Terror, and if your terror reaches 20, you must either sacrifice a car of the train, or let the hunter consume you. You are on a race to see if you can answer all the questions before you completely destroy the train. I was only able to answer the initial question on my playthrough as I kept rolling too high and getting caught by the the hunter, so the entire train ride will remain a mystery! You can read my playthrough HERE

You are monstrous and you are alone. There are mortals who share this world with you, but you are alone. They are different from you, some fear you, some worship you. Some live upon your territory, some seek interaction, but you will always be alone. 

You, Beyond the Pale is a game about taking on the roll of an inhuman monster living near the mortals. You start the game by making your creature and placing both of the jokers into strategic spots in the deck. Each day you draw two cards to represent a mortal who wanders into your territory. You think roll 2d20 to see how that interaction goes.

During the First Act, sometimes you have a good interaction, observing and learning about them, but sometimes things go wrong and everyone gets scared. Sometimes you can even gain or give a treasure to the humans. When you draw the first joker a mortal friend appears, and becomes a reoccurring character for you to interact with. During the Second Act every time you draw a card with the same value as your friend card you get to see them again and further your friendship. You learn more about the mortals and how to become acceptable to them.

The final act occurs when you draw the second joker and something special happens and you make one last entry. 

I played as a large polar-bear type creature who kinda wanted to be left alone, but also enjoyed all the trinkets that the mortals made of them. You can find my playthrough HERE

You are weak, you are fragile, you are faltering and there is a Darkness inside of you that you cannot control and can no longer hide. As the Heir Apparent, you are unprepared to rule your people, and should you take the throne as you are now, people will suffer. But you must be made to rule. 

Descent into Silver and Glass is about a monarch descending into a ritual that will prepare them for their rule. You play with a tarot deck and start by drawing one card from the Major Arcana to represent the Darkness that is inside you. 

Through the next 4 Acts, the game will present you questions with branching options, similar to what you might find in a visual novel or choose your own adventure book.

Some of these questions the player will decide the answer, and some of them you need to draw a card for the result. For example, if you are asked: do you jump down a hole? The player might be given the choices: If yes pull a card, if No, then turn to page X. 

It’s not possible to explore all of the options in one playthrough, and due to the many options for each Act this game has a ton of replayability. Some of the choices the players make will give you additional choices and prompts so the length of the game also varies greatly. 

I played as a young lady who was afraid of being manipulated by her mother and/or turning into a violent angry person like her siblings. You can find the playthrough HERE

The Tower Falls is a lovely, short little game about building a tower and watching it slowly degrade year after year until it finally falls. 

This game uses 1d6 to determine all the outcomes. First, you roll to see what kind of tower and what it looks like before naming it. 

Next, you roll to see what kind of year your tower has, either a good, rough, or awful year. Each category is then broken down into another 1d6 roll which determines how much damage, or if you can repair it. 

The game ends when you have reached 12 damage and your tower comes crumbling down and you make one finally roll to see what did it in. 

My tower only lasted for 6 Years before a rainfall finally made it crumbl

e.  You can read my playthrough HERE

The world is ending and you cannot stop it, but you must survive as long as you can. 

All Towers is a game about surviving and enduring the apocalypse. The game isn’t specific about what has happened and leaves it up to the player to determine when and where everything takes place. 

You only play with the major arcana and start by removing the Tower and the World. Each day you pull 3 cards, one for morning, noon, and evening, and resolve the prompts for each time. 

The prompts are purposely vague such as ‘start a project’ or ‘explore an area,’ which allows for a lot of variety when you pull the card a second time, and since you can shuffle the deck at any time during the game, you’ll probably be pulling cards more than once. 

Several of the cards are known as a ‘trigger card’ and as soon as you pull it, you add the Tower back into the deck. Once you pull the Tower twice, you add in the World and shuffle. The game ends when you either pull the Tower a third time or pull the World card. 

Played for 10 Days until tragedy struck and my character decided that it was best to flee their settlement and head for shelter

somewhere else. 

You can read my playthrough HERE

You are The Last Noita, hailing from a long legacy of powerful witches, and it is your duty to help those who would seek your aid. 

This is an extremely open-ended game that gives you only vague prompts to answer for each round. Each round you decide if you will Aid or Explore and draw 2 tarot cards to determine who comes to see you or where you go. 

Major Arcana cards have a prompt associated with them, such as a scholar who needs research help or a ruined library, but all the minor cards are extremely vague with only one or two words to guide you. 

The game is also open ended, meaning you can stop at any time you feel the story is complete. There are no special conditions you need to meet to end the game. You could answer only a few cards, or you could even go through the entire deck. 

The game also offers additional rules if you want to add risk into the game. These rules allow you to fail at helping people. For my playthrough I chose to just stick with the simple rules and resolve 10 rounds. 

I played as the last Witch in an old cabin as the world was on the brink of collapsing as she and everyone tried to keep on carrying on even though they knew everything was about to end. 

You can find my playthrough HERE

In the Battle Royale At The Cape Town Horticultural Show,  you must win no matter what, even if it means doing some dubious, scandalous practices. 

First you must roll to see what kind of plant you have, either a fungus, a fern, or a fynbos. And each one will require different results for care. 

Over the course of 12 Rounds, you roll a 1d6 to see what activity you must do to take care of the plant. Each Activity is further broken down into what is good for each type of plant. Some results will hurt them and some will help depending on the plant type and some might cause you Scandal.

The player will need to keep note of both their Prestige and Scandal scores throughout the rounds as Scandal is subtracted from Prestige in the end. If you are playing Solo you automatically win as long as your Prestige isn’t a 0. If you are playing with others, whoever has the highest wins. 

I made up my own fungus for this playthrough called Blood Pearls (a combo of bleeding tooth fungus and string pearls) and ended up with 360 prestige! 


You can read my full playthrough HERE

Deep in the woods in an abandoned town no longer on any map, you find yourself looking through the destruction and rubble for any clues as to what might have happened. Photos no longer show people, every instance of the town name has been erased, and the only remnants of any one who lived are the diary pages left from an ‘Amber’ and a ‘Carne.’ 

The game is broken down into day cycles; each day you draw 6 cards, which will give you clues and snippets as to what might have happened to the town, and at the end of the day you write down the day’s experience in a journal.

The game features 2 racing tallies: Frustration and Mystery. Each card will give you points to add towards a total and the first one to reach 75 points will bring you to an ending. The game can also end in Frustration if you draw a full hand of cards labeled ‘Benign’ in which your character will give up on the mystery and leave. 

One of the best aspects of the game is ‘THE LODGE.’ Which is a secret area that you can only visit once. A few of the cards will let you visit the area, and when you are inside, the game instructs you open a completely separate file from the game and view the document. 

There are several different documents in THE LODGE but the player can only view up to 2 per playthrough, so it lends itself to a lot of variety. Having these documents as separate files is a really ingenious idea that prevents the player from accidentally stumbling upon them when scrolling through the main PDF. 

Unfortunately I drew an entire hand of ‘Benign’ cards and had to end the game before the mystery was solved, but I would have liked to continue playing to solve the mystery if I had the chance. 

You can read my playthrough HERE

If I could make one suggestion it would be to add a text description file for the photo in THE LODGE to make it more accessible for people who use screen readers. 

incredible experience! I'll be thinking about this game for a long time

Your Fucking Cat Killed You is a short, mad-libs style game where you roll to see how many words, you'll use to describe your death by your cat's paws, and then roll again to see which page of the dictionary to find these words.

The game has you roll 2d20 to determine the page number for the dictionary, but since my dictionary was 1,500 pages, I adjusted it for 3d20 and just re-rolled when I went over. 

I rolled 16 words and crafted a story about how my cat was so embarrassed about being found out that she was showing affection towards me that she murdered me!  You can read my playthrough HERE