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Six Figures Under  a game consisting of 6 mini games where you are a graduated Necromancer setting out on starting your own business! Each game progresses you further along in your professional endeavors!

Breaking down one game into lots of little mini games is a really fun idea! It's a great way to give you little snapshots of a larger setting/story. And also insures the player that they won't get bored when the mechanics become rote.

I wrote about someone who figured out that maybe their college wasn’t too legit, and had trouble shaking off a certain revived client. You can find my playthrough Here

Welcome to the Habitrails tarot based game about living in a strange neighborhood. Everything is provided for you, food, shelter, neighbors, but something here isn’t quite right and you can’t seem to remember how you got here and you don’t know how to leave. 

You start by creating a character by answering some questions about yourself and how you feel about the neighborhood. Then you move onto the prompts for the days. 

Each day you pull 2 tarot cards, answer one and discard the other. For each suit the 10-Ace are Royal Cards, i.e. major plot elements. You can still choose to discard these cards, but you may never fully resolve the plotline. 

This game has some of the most clear instructions I’ve seen in a game. It tells you what to expect for Royal Cards, what happens if you decide not to play them and some general ideas on how to write out the events in prompts. It also includes how long a typical session is and how many hours you can expect to be playing.

My game was pretty short since I pulled most of the royal cards for the Pentacles in a row, so I mostly wrote about finding a strange vehicle and repairing it. But there was also a very good large dog.  You can find my playthrough Here

Fear is Just a Lie is a game about making evidence pieces for a larger mystery. You take the role of an investigator researching all of the strange occurrences in an area, and building a case file of evidence. 

The evidence you collect can be in any form: an interview, a brochure, a news report, pictures, whatever! The game doesn’t indicate what type of evidence it is, so you are completely free to make up what best suits your needs. 

You play the game in 5 phases. Phase 1 is free-form and you decide what kind of town you are investigating. The game provides a couple of questions for you to answer such as climate, name, and other things to jump start city creation. 

Phase 2-5 you draw 4 cards for each phase. The rain will indicate which question you should answer and the suit will indicate the tone. 

This game is perfect for a setup for a larger mystery game and lets you create some interesting evidence for future characters to use!

I wrote about some weird iron ingots, some people going missing, and a large underground water wheel under a river. You can find my playthrough Here

 The Lighthouse at Kindred Rocks is a Second Guess game where you have returned to the small town of Kindred Rocks, the place you grew up, after the death of your father. You are presented with two mysteries to solve: how did your father really die? What is the eldritch mystery plaguing the town?

You play like other Second Guess games where you roll 1d20 and answer the prompts. Some prompts will get you closer to your goal and some will take you further away.

You start with 0 goal in both the death and eldritch mysteries and the prompts will either increase these numbers or lower them. You need to have a goal of 7 for either your father’s death or the eldritch mysteries in order to solve the case.

When you roll a number you have previously rolled you also do a goal check where you roll 1d6 vs the your highest goal number. If you roll = or higher you have a plot twist and live to see another day. If you roll lower you meet a grisly end.

I went for 13 days trying to discover what ripped my home to shreds, what was that mysterious sword? Where was its twin? And why I just couldn’t catch a break. You can read my playthrough Here

Occulteas is a game about being witches and running your own tea shop and listening to the needs of your customers!

This game is pretty loose with the rules and the game is designed where you can play it as a stand alone or as a game within a game. You don’t need any randomizers unless you want to use the tables, which the game makes very clear are optional. 

You first make your characters, decide where the teashop is, and what sort of teas you brew. You also have the option of adding anything extra to the shop, like food, divination, or even merch. 

I played as a sole proprietor of a shop in a small marshy town where she would only brew one type of tea a day and would only say what type when it opened. She also offered single card tarot  reading when people ordered their drink.You can find it Here

Beautiful, compelling, grotesque, and carnal. I read the extended preview and had to know how it finished and I was shocked and surprised but never disappointed. I originally got it on shortbox but you don't want to miss it here

Your lover has died, but you know a way to bring them back. But first you must search the dark forest for components for the ritual. Will you be able to find them or will your love be lost for good?

This is a Carta game where you lay out the cards on the table to act as a sort of board or map. You start with only one card face up: the Ace of Hearts. From there you move your token one piece at a time, answering the prompts for each of the cards. 

You are eventually looking for the 2 of Hearts, the ritual site, but if you find it too early (like I did) then you can skip over it and return at a later time. 

Throughout the prompts you will gain and lose energy and resources. Once you think you are ready you can return to the 2♥ to perform the ritual. 

The ritual consists of rolling 2d6 and depending on how well you roll + the # of resources you can either gain a life for your partner, lose energy and gain life for your partner, or just lose energy. If you can get your partner up to 10 life before you run out of energy then you have revived them!

I played the game a little darker than probably intended since my witch was an absolute scoundrel, bastard, and highwayman, but there’s nothing in the game itself that’s really dark. (except the overall theme of necromancy.) You can read it Here

Thank you so much! I loved naming the ships!!

Spooklyte’s Spectacular Shades  is a short sweet Caltrop Core game about inheriting your aunt’s lamp shop. The twist is that it’s located in the city’s district of the dead, undead and inbetween. Can you keep your shop afloat in all the weirdness going on?

To start the game you roll for your shop’s positive and negative traits. Then you roll for an obstacle that’s getting in the way of your business. You also come up with what sort of neighborhood you are staging in and what kind of neighbors you have.

The game takes place in over 12 weeks, and for each week you roll to see how well your shop does. You roll 1d4 for growth and 1d4 to see how you feel about the week. Then you roll d44 to see what’s happening in the neighborhood.

My shop had a few good weeks a few bad weeks but mostly weeks with nothing happening. I was also hounded by a mob who wanted to use my shop as a front for their business. In the end I was struggling to get by, but I still had the shop open. You can read my playthrough Here

You'll need to upload it to itch and make a page for it then submit it through the main jam page. There will be a red button that says "Submit Your Project"

Before the Tower Falls is about exploring a vast tower of mysteries and secrets before it crumbles into the ground. Will you be able to explore and get out or will you be there when it comes tumbling down?

This game uses a block tower to represent the tower and each turn you read one card, answer the prompt, and if you decide to keep exploring, pull a block from the tower. The suit will tell you what kind of item you found and the rank will be a short descriptor either where you found it or what kind of condition it's in.

You then choose 3 questions to answer about the items before you decide if you are going to keep exploring or head back home. The game can end at any time, or you can keep going until the tower falls.

I wrote about an explorer being called to the top of the tower and went for 20 rounds until it collapsed! You can find my playthrough Here

Theme Park After Dark is a Carta game about creating your own theme park, then looking for your lost items after it has closed for the evening. You spend the time reminiscing about your day at the park while avoiding trouble, and getting your stuff back!

First you design the park by deciding its name, what type of park it is, how large, where it's located, and if it has any major overall theme. Next you decide the smaller theme for 4 of the zones of the park. These zones will be represented by the suits in the card deck.

For each zone you create 4 different types of attractions: the Major Attraction, A thrilling attraction, a classic attraction, and a Kiddie attraction.

You then create your character by making a name, description, favorite ride, and archetype. Different archetypes will be able to look for their lost items on different cards.

Then you move onto playing the game! You set up the board like other Carta games, but from the extra cards you draw 4, and if you land move your token on a card matching any of the numbers of those cards, you need to roll for trouble.

Once you find a card associated with your character you roll 1d6 to search for your lost item. If you roll 4+ then you have found it, if not, you need to keep searching by going to a new location.

There is a lot of setup for this game, but it makes the park feel much more alive and fleshed out so when you get to answering the prompts you have a much better idea of the things that can happen in the park.

I wrote about a scraggly teen employee looking for some of their equipment that they left behind while they weren’t paying attention on the job.You can find my playthrough Here

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Blugard is a Lost and Found game about the Guardians who protect you, The King, while you are dead/sleeping. This game takes place over 3 Ages, with 2 guardians in the first two and one for the last. 

For each Age, you pick a guardian, and describe them based on the prompts. Then you answer two of the Guardian Questions and depending on which age you are in, you answer Progress Questions or Decay Questions. 

Next you answer a question to define the Guardian’s time with the king. These questions are also divided into Progress and Decay. Then you answer one question from the King’s playbook. These are questions about how you view the world and how the world views you. 

Lastly you consider how the Guardian loses their position. This section is up to the player and there’s no question list to choose from so it can be as painful or painless as you please. 

My King died by being murdered by other gods and kept in a perpetual sleep because they thought I would end the world if I woke up. My guardians were partially there to keep me from reviving and partially there for their own gain. You can find my playthrough Here

Green and Unpleasant Land is a Second Guess game about waiting alone in a shack for another monster hunter who you suspect has betrayed you. You are sitting, waiting, and remembering.

You start with 3 Threat and as you answer the prompts by rolling 1d20, it can either increase or decrease throughout the game. 

When you roll a number twice, the game is over your partner has arrived, and you can decide if you wish to kill them. Then  roll 1d6 and if it is over your threat level they mean you no harm. 

I only rolled 7 rounds before I got a repeat number. I reminisced about how there were always signs questioning my partner’s loyalty but I had been ignoring them. You can read my playthough Here

Ebb Tide is a W&A game about waking up on a cruise ship to find everyone, including the crew, is dead. Weird symbols are painted on the walls, strange noises come from all around, and you know something down here is with you.

This game plays like a standard W&A game with a block tower, but you only need 3 kings in order to trigger a Game Over instead of 4. You also only need to remove 7 tokens after finding the Ace of Hearts, and there is a special condition for finding all Aces. 

Ebb Tide is an Eldritch horror nightmare on the open seas complete with: cults, sacrifice, tomes, and a whole lot more going on! 

My only warning is this game does have “”sanity”” as a stat, represented by the tower, which might not be appealing to everyone.

My character only lasted 8 Days aboard this cursed ship, seeing all the death and horrors before them before realizing there was no real way out :( You can read my playthrough Here

Alone with the Shipwrecks is a short simple game about finding items at the bottom of the sea in the remains of old ships! What kind of a person you are is completely up to you and doesn’t impact game play, so you can be a diver, mermaid, in a bathysphere, or whatever! 

This game is a simplified version of Alone Among the Stars games. You start by exploring one ship and draw a card to discover something. The rank will tell you where you find it and the suit will tell you what kind of thing it is. 

Once you have found something you roll to see if you continue to search that ship or go onto the next one. 

I played as a professional treasure diver writing a record of all the things they found for their job. I explored 6 different ships, ran into some creatures, and found a hidden compartment of goodies! You can read my playthrough Here

In Last Tea Shop, you own a little tea shop in between the land of the living and the dead and you are here to offer one last cup before their journey to the afterlife. You may ask them one question while you brew and one question while you drink to find out more about them.

You play by first setting up your shop, where it’s located, what supplies you have, and what special affinities you may have. You also decide which path the visitors take, allowing you to replay the game to get different people on different rolls.

You roll 1d6 each day to see how many days between visitors there are, and then add that number to the previous day to determine who is visiting you. The game ends after 24 days and The Veiled One visits.

You also get to determine what kind of brew you serve depending on what ingredients you have. This tea can set the tone for the conversation and acts as a guide as to what questions you might want to ask.

The game provides 20 questions for you, but also clearly states that you can choose to make up questions as well. Some guests also have added effects like bringing a gift, or adding more days to the count.

I served 5 guests before the Veiled One decided to make their visit and gave me a very cryptic message. You can read my playthrough Here

This is a simple game where you play as the Keeper of four lakes up top a mountain. Unfortunately for you, those lakes like to wander, and one of them has gone missing. How will you find it? What will you do if you don't? 

You start the game by answering a set of simple questions: who are you, how long have you been here, Etc Etc Then you are ready to set out to find the lake!

You roll 2d6, with one number as the Lead and one as the Second. You answer the corresponding prompts and if your combine number is greater than the previous roll, you get a clue. If the number is lower, you get a setback, and if it’s the same you get both a clue and setback

You play until you receive 4 clues, in which you find the lake and bring it home. Or, until you get 5 setbacks and the lake has left the mountain, and you need to form a new lake. 

The tone for the game is completely up to the player. You can make it a light-whimsical story or you can make it as dark as you like. 

I played as someone who’s sacred duty was to the lakes and went searching for someone who stole the waters. I was able to find them and get my lake back by using a magic item gifted to me by a voice on the wind. You can find my playthrough Here

Scrying an Alone Among the Stars hack about holding seances and seeing psychic visions in the old fashion way--in dark room with a darkened mirror!

You play it like a standard Alone Among game, rolling first to see how many cards per seance, what the cards mean, and then another roll per card to see where the vision takes place, i.e. the Divine world, the Astral world or Infernal world. 

You may get visions of people, places, things or animals, both alive and dead, angels, demons, and sometimes something might even attack you!

I took extreme artistic liberties when I wrote my playthrough by deciding that my psychic was a fraud and described how he and his assistant tricked people. The game technically isn’t intended for this, but it was fun to figure out how to work in the prompts in this setting! You can find my playthrough Here

Into the Glacier is a fairy-tale-like game about traveling into the vast cold glacier, seeing the wonders and beauty around you, and searching for the reason you ventured out. 

This is the game that started the Carta system! You play by choosing 9-21 cards and laying them down in a grid on a table. Each turn you move your toke to a card, flip it over, and answer the corresponding prompts. 

You choose between one of the 4 reasons to venture forth into the snow. Each reason is accompanied by a short story that tells the legend of what you are searching for, but all the stories are very good!

I picked the Mountain Knight, a giant who swore an oath to protect the town from a meteor that will one day fall and crush the village, but has turned into stone over the long wait. You can find my playthrough Here

Inspired by the worlds of Poe, you are imprisoned in a dark cell with only a yawning pit before you, and scraps of paper. The Eye is always watching, and you are always writing. But is what you write the truth? 

One White Eye is the game that started the Second Guess System! To play you roll 1d20 and answer the corresponding prompt. But when you roll the same number again, you take a look at what you had previously written and decide if you were telling the truth. 

You also add one point of dread each time you roll the same number. As your dread accumulates you roll 1d6 and if you roll over, you live another day, if not, you have given into despair. 

My character only lived for 10 rounds and eventually succumbed to believing the eye was a religious being. You can read my playthrough Here

Whispers in the Walls is a mystery horror game about learning the secrets of a cursed place. You take on the role of a private eye and attempt to figure out what’s going on in only 8 moves. 

This game only requires a deck of cards, and you start by sorting out the jokers and spaces into their own deck. You then take 3 cards from the spades deck and 6 from the other deck. These are the only cards you will be using throughout the game. 

The first card will determine your location and the rest will be events that happen in the game. The value of the last card you draw will also determine how the game ends. 

I explored an old rural hospital that housed patients with mysterious symptoms that have never been seen before or since. My PI didn’t really come to any definitive conclusions, but they were left with a bunch of clues for a bigger mystery at hand.  You can find my playthrough Here

Expansive Skies is a short, sweet, constellation creation game!

You first roll 2d6 to determine how many stars are in your constellation, then draw a playing card, check the suit, and determine what it looks like. 

A fast, easy game to learn, and there is a lot of room for making up your own stories about the constellations. This works really well on its own but can also be used as a game-within-a-game for players looking up at the stars. 

I made 10 constellations, for my game, which you can read here

Dying of the Light  a 1-4 player Caltrop Core game about the events that happen within a single night of a city. You create characters, places, and events throughout the times of the evening. 

You start by separating out the cards into the suits, each one representing a time of night: Dusk, Evening, Witching Hour, and Dawn. Each turn has 2 parts: Divination and Token. For Divination you draw a card and choose between one of the two prompts to answer. 

The token turn is optional, and depending on how many you have acquired, you can choose between creating a person, a location, or a Moment of Light. You receive 1 token at the start of each turn. For Moment of Lights you roll 1d4 to determine how the event plays out, 1 being things turn out completely horrible and 4 being getting what you want and more. 

Some of my times of night were short, as I drew the king on the first or second card, but it can be easily adjusted if you want to pick out a number of cards you want to answer beforehand and force-draw the king when you are ready to move on. People who have played The Quiet Year by Avery Alder and enjoyed it should take a look at this game. 

I wrote about a city called Malhal, a location I’ve used before, so I was familiar with some of the goings on in the city and could easily add locations and people to flesh it out in depth, but this game is super easy to just make up a city with nothing prior.  You can find my playthrough here

Lost at Sea is a tarot based game about a ship trying to find land in a vast and unforgiving ocean. You have until 4 setbacks or 5 successes to end your voyage. 

This game doesn’t have any concrete prompts, instead you are given the interpretation of the tarot cards, both the Suits and the Rank, to choose what happens. 

After you draw the card you roll 2d10, if both dice are higher than the rank of the card, you have a full success. If one die is higher, you gain spirit, and if both are under, you have a setback. 

The Major Arcana and Face Cards are also interesting since you don’t roll for these cards. Instead if you draw the card Upright, it’s an automatic success. If you draw it Reverse, it’s a failure. 

Throughout the game you can also gain spirit through mixed successes. At any time you can use your spirit to gain an equal amount  points towards one of your dice rolls to change the roll to a success, but afterwards your spirit is reduced to 0. 

This game is good for people who don’t want prompts that are set in stone and would like looser guidance for their story. I also really enjoyed the mechanics of rolling against the value of the card and I think it has really good potential to be used other solo TTRPGs.

I had a little trouble reading the font on the PDF, but there is a plain text version works perfect as a substitute. 

Unfortunately my ship didn’t make it through its journey and was lost to sea after the crew mutinied against their captain. You can read the playthrough Here

Galatea is a Wretched and Alone game retelling the story of Pygmalion, the man who created a statue of the perfect woman, who came to life. You can choose the type of art and take the role of the masterpiece but you must remain perfect. 

This game is different from most W&A games as it has you build the tower as well as removing pieces. You start out with only 9 tiers of blocks and slowly add blocks (and sometimes cards) to the tower. 

There are a variety of different ways you can end the game. There’s the standard tower fall  and 4 kings, but you also lose by getting 4 aces, or by giving enough secrets to the queen cards. Galatea doesn't have a “”win”” condition like some other W&A games and doesn't use tokens. 

I told the story of a painting created in the image of the painter’s dead brother, meant to be a complete replication of him, but the painting has other desires and wishes. You can find it here!

Thank you so much for playing! I loved your story!

Got my covid booster and i played this all day! :)

I made a prototype for a GM-Free combat system that uses a card deck. The main idea behind it is you don't know what anyone else is holding in their hand, including the monster, so you have moves to see cards and move cards around. Once you figure out what other people have in their hand, you can do moves together for extra effects.

It hasn't been tested though, so I don't know how balanced it is. But I went ahead and published it as "in development" in case anyone who wants to take it for a spin

At the time of starting the jam I was unaware of the private medical photos being used for AI, and as someone who had medical photos taken I would never want them to be used by strangers on the internet. 

I don't see how canceling the jam and restarting it would be any less fair then letting it continue with the updated rules. People who used AI would be in the same position they are now, and people who have previously submitted would have to seek out the new jam to resubmit.

Unfortunately not, I would recommend looking at works that are already in the public domain such as the works of Beatrix Potter or other resources like the following: 

For legal reasons in the United States you cannot copyright AI images: Link , Link

There are also issues with artist having their work taken without their permission to use to train the AI, which I believe is unethical and shouldn't be legal. You can read more about it here: Link

AI has also been found to use private medical photos in their generators Link

Thank you for understanding

Do to ongoing legal and ethical concerns AI art will no longer be allowed in projects in the #MushroomJam, thank you for your understanding and patients!

Do to ongoing legal and ethical concerns AI art will no longer be allowed in the #MushroomJam, thank you for your understanding and patients! Your submission has been disqualified.

Sometimes the loading screen itself doesn't load, but if you wait about a minute it will launch

Don't forget to listen to the Playlist when playing! 

Thank you! it's going to be a Wretched and Alone hack about trying to save your blog posts before Xanga shuts down!

Fixed the typo! I also changed it to individual pages instead of the spreads since that was what I originally had intended