Hardship River is a one-page trpg (or two pages, including the cover) about sailing with uncertain companions into a potentially dangerous unknown.
It's card-based, using the cards for blind-bids that help position the characters in the story. I did have a little trouble understanding the flow of the rules, however, and I wish there was a small overview section showing how play works.
Hardship River does cramp its text a little bit to fit the one-page format, and I think it would be a little more readable if it was allowed to decompress, but this is easy to get around by fiddling with the pdf magnification.
Overall, the game has a strong feeling and an interesting structure that can make for some tense (or alternately mellow and philosophical) conversations. It works as a setup to a campaign or one-shot as well, especially if you're playing something with kind of a wild west feel, and I strongly recommend it if you don't mind rereading a few sections to get a full grasp of how the game works.
Minor Issues:
-Page 2, last para, the spades suite is referred to as swords. This is completely true, but might confuse people. Maybe a holdover from conversion from tarot?