Certainly! I just submitted your refund request to itch.io. I'm sorry this black & white zine version wasn't what you were expecting. Jonathan's game design at the start of our process originally included a rules booklet, and the entirety of the game's design is indeed included here. The rules-as-cards format in the deck was something we adapted during the development process to make production more affordable. Not realizing there would be such a strong preference for that aspect of the print deck is a genuine oversight on my part. I know your feedback comes from a place of excitement, though, and I plan on working on creating a 6th sheet mirroring the rules in a trimmable card format for anyone with similar preferences when I'm able (it takes more than just a copy/paste). I also can't guarantee any kind of definite time frame, though, as a one-man, full-time operation trying to keep up with a sudden influx of demand in addition to other continuing development on other projects.
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Thanks for all this! These are some great ideas, and I think there are some settings you can tweak to print the cards at the size you want to. It also sounds like you're putting a lot of personal time/labor (and frustration!) into trying to recreate the deck version of the game on your own, though! This discounted PDF edition's goal is to serve as an accessible alternative to the deck version, not 1-to-1 visual verisimilitude. If you're disappointed by variations in size & format compared to the deck showcased on Quinns Quest, the easiest solution could just be to pay the extra $10 for version of the product featured in the video (I'd even refund this digital purchase to make it easier)! Rest assured, though, that the creative content is all exactly the same.
Re: Card Sizing — The cards should actually be much closer in bicycle size than you're describing! The crop lines are formatted to 3.755" tall and 2.4257" wide to fit all 40 cards across 5 standard, letter-sized pages, so they're actually a little taller than standard 3.5x2.5 cards to accommodate extra quality-of-life elements added to this edition (the suits/numbers mentioned that make mapping to a home deck easier)! If yours are printing notably less wide and slightly less tall, it sounds like your PDF viewer might be "shrinking to fit" before you print and trim. Try printing at an "actual size" setting or similar to prevent downscaling!
Re: Rules Formatting — My intention was that people would print the zine to play with a standard bicycle deck—IE: Draw a 5 of spades, briefly look at the zine to see which prompt the 5 of spades coordinates to, and resume play. The print-and-trim sheets were a bonus for folks looking to go above and beyond, not the other way around! If you're looking to recreate the print deck, though, I can see how you'd want something that fits inside a spare tuck-box of your own. I'll add it to my to-do list as something to circle back to once I'm caught up on other things (I'm a one man business!) but in the meantime, if you're struggling with zine assembly, try printing at the "booklet" setting in Adobe Acrobat or a similar program! It'll auto-arrange the pages to print double-sided, fold, and staple at a standard zine's half-letter sizing (not pocket, but still very portable).
Re: Card Formatting — I hear you on the suit fill and left/right preferences! For the fill, I intentionally opted for outlines over solid back suits to help folks avoid wasting home printer ink. It should be a quick tweak with a paint bucket tool in an image editing program, though, if you're already homebrewing a custom deck of your own. As far as the suit/number arrangement, that's informed by the formatting of the text! Because prompts and their titles are left justified, left-justifying the top suit/number as well overcrowded some of the wordier cards (IE: the Holotype or Wanderings cards).
I hope all this makes sense, and thanks again for the thought and energy you put into your feedback! I'm thrilled you like the game enough not only to want to travel with it, but to craft a deck of your own. It means a lot, and I'll keep trying to do everything I can with the time and resources at my own disposal! - Tyler
Definitely! The PDF version maps prompts to a standard deck of cards, so it'd just be a matter of both having the PDF open and your own deck of cards on either side of the screen. And yes! Anyone who buys any of our titles in print can always send me an email and I'll furnish a free download code. - T
That's on me! I didn't realize the "Email owners when the game is updated with new files" box was checked behind the scenes (it's a per-listing thing, not account wide like I'd thought) so had been making hotfixes whenever they came up. Sorry for anyone who's been spammed UPDATES AVAILABLE emails without context, but rest assured 1) things have settled down and 2) anything that's changed has only been quality of life improvements and clarifications, not new content! This is an Ashcan, not early access or beta, and for us a big reason why we chose that designation is because it won't be Expanding. This is a stand-alone edition, not a downpayment on a future product or something that will be changing over time. The next edition might have some tweaks based on feedback (and will certainly have a LOT more content) but it'll be its own thing. As far as when/what that next edition will be, well, keep your eyes open ; )
Yes please! You can do so here or email them to me at https://www.possibleworldsgames.com/contact
Great catch! I just made the fix and reuploaded, so any future (re)downloads won't have the typo. A game this size & complexity is bound to have a few, so we appreciate your flagging them! Feel free to comment with any your find or you can always reach out to me directly via https://www.possibleworldsgames.com/contact - Tyler
Yes! I'm always happy to provide free PDFs with proof of purchase. Reach out via https://www.possibleworldsgames.com/contact and I'll hook you up!
Yes! I'm always happy to provide free download codes to anyone who buys a book in print. Just get a hold of me at https://www.possibleworldsgames.com/contact
There are enough community roles that you could play 10 with no repeats, and folks can always invent their own factions too—it's more just a matter of how long you want to play! Like, with a standard deck of 52 cards, 10 players could take 5 turns each without having to fetch a new deck, but 50 turns could take a long time depending on how detailed people want to be in their descriptions.
It's plenty fun with low player counts, but I most often play in the 3-6 range! That way you can get a full rotation in, clock how long it takes, and then play as many full rounds as you have time/energy for without worrying about running out of cards or any one round being TOO long. Especially since the math works best if everyone plays an equal number of turns.
Hope this helps!
I come from a theatre and improv background myself! I didn't want to just include conventional theaters in the list, so I included a number of improv troupes as well. They're ALL real, and I LOVE it whenever someone recognizes one. Earlier this month someone from Woolly Mammoth saw their company in the list and brought the game in to show coworkers, haha.
Niiiiiiiice. You're playing it exactly right! It's hard to break the Dots & Boxes habit of making lot of small rooms, but in reality even just a few big room REALLY rack up the points! Small rooms work much better as a way to BLOCK folks from making larger shapes. It's been fun watching the game teach people how to take advantage of the scoring system in real time, and it almost always leads to dungeons that start as a lot of small passages before opening up into larger rooms deeper in (which makes sense from a layout perspective!)


















