this game rules! i have only a passing knowledge of power rangers and that is totally fine for this game. easy to pick up and play, very fun, and knows the genre so well that it gives you the chance to make a really fun and creative story together. i played this in the context of a larger anthology campaign that takes place in a superheroic city recently, and we made a kickass show. thank you also for including the "evil" trait, as 2/3 of us ended up with that, and it was a blast.
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this is a great game that 1. knows what hozier is all about, 2. is beautifully written with such evocative prompts, 3. a very good romance game about bodies, death, alienation, and complicated connection. who knew love could bloom between a bog body and a person trying to bury something in the earth.
do you want to be GAY? do you want to be SAD? do you want to be REALLY CLOSE and not necessarily romantically involved? do you want to play an ELEGANT and BEAUTIFUL GAME about loss, complicated bonds, and breaking hearts? play this game!!! it works so well for so many different settings, relationships, vibes, etc, and the way it incorporates the game of Hearts into its narrative is so powerful and effective. cannot recommend this game enough.
this is everything i want in a game about seagulls, and in a game about the little guys while the so-called "more important" things are going on around them. it's fun, funny, easy to pick up and play, and sets the stage for delightful chaos. squawk! about! it!
a simple, elegant, wonderful game that organically develops character growth and allows relationships to joy, sadness, and everything in between transform into something new. i played a setting and it was so cool, what a neat way to approach joy and sadness.
this is game i wish i wrote, and i mean that as a high compliment--what an absolutely beautiful game. simple, powerful, and smart in its construction. what a good 2-player game. what a good story my friend and i told, because of this game. thank you for making this.
this game is so good! it runs smoothly, its use of card mechanics with the interplay of Born to Run lyrics blew my mind, and i told a bittersweet, heartwrenching story with my friend in the process :') 1000/10 would recommend, it's easy to pick up and play, and boy howdy do you Get Into It immediately thanks to the game's high-stakes emotional storytelling it primes you for. this really captures The Boss's energies in a game. as a new jerseyan springsteen runs in my DNA, so i may be a tad biased, but this game rules, and you should play it.
hope this is cool to say, but my friend and i had a blast playing this, and in a big plot twist we ended up allying with the leviathan to take down the citadel (which was a big corporation) and so we finagled the mechanics so the citadel got the leviathan stats and it was so cool and fun and this was a great game, thanks for making it!!
hope this isn't weird but i played the first version of this after my friend and i finished up a game of star-crossed wherein the tower never fell so our sad repressed regency lesbians never confessed their feelings and so we decided to play this game as like, a sequel because otherwise we were too sad, and like, 1. this game on its own is so good, i love the questions and how the reunion plays out, 2. this worked so well for us and the story we wanted to tell. our characters had been childhood best friends before they drifted apart in their teen years and then ~reconnected as they became young adults looking for husbands but then they never confessed their feelings so!!! playing this game was so good because we got to flesh out their friendship and talk about their time apart (10 years) and then their reunion and they finally got to tell each other how they felt!!!!! god i'm such a sucker for stories like these, where characters get to meet again, and this game really captured the catharsis in reunions. thanks so much for making this! :)
it's me again, hope this isn't weird? just wanted to say that we finished our game last night, and we both loved this game a lot. we got the same uncovered memories a few times, but it never became boring, because it challenged us to really revisit certain moments from different perspectives, to build on the memories we shared, and to think about how our co-pilots' relationship shifted and grew in the act of remembering. anyway, we had decided to end the game when we got to the last card in the deck no matter what, and the way things were going, we thought it was going to end in more tragedy. (the enemy had......13 or 14 times they got a hit on us or had a tactical advantage over us. we had to keep coming up with increasingly inventive ways to have our co-pilots not die, and fucked up mind games seemed to do the trick.) we had had 1 (one) time where we had gotten a hit on the enemy, and 2 (two) times where we had a tactical advantage over them. and we were at the final stage of this big climactic battle, and we drew our last cards, and we got a hit on the enemy! the second time this had ever happened to us after weeks of expecting the worst, we were both so relieved, it was fucking incredible. love and tenderness saved the day! thank you for making such a fun and inventive game, and for really exemplifying the power of love and tenderness and friendship that pacrim is made of. :')
ahhh no prob!! :') we're gonna play part 2 of this space tragedy tomorrow and i am Very Afraid and also excited. quick question if it's ok to ask? (obvs no need to respond, etc): for the choices at the bottom of the sheet that read out "if your two cards are the same number," "if your two cards are the same color," etc, are those in relation to the other options ("if your cards are different suits and differnet numbers," etc) or are they their own separate choices? hope that makes sense lmao, let me know if you need more clarification. thanks so much!