Thank you so much for your kind comment, it made my week!
Bannerless Games
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As it happens, I'm in the process of shipping copies to https://travel-games.co.uk/. It might take a couple of weeks but keep an eye on that store!
Love to hear it! Be sure to check out some of the player/Affiliate broadcasts if you haven't, those are here.
Correct, every time after the FIRST draw. Second, third, fourth, etc all add Doubt to anyone attached to that Motive card. So, for example:
1. Draw a Motive against a Cultist, Cultist gains +1 Motive
2. Draw the same Motive against the Medium, Medium gains +1 Motive, BOTH gain +1 Doubt
And "KA" is a police acronym for "Known Associates." If you want to keep tabs on who is consorting with who.
Absolutely love this! And, btw, you are totally free to submit a playlist for broadcast that has copyrighted songs - plenty of people have. Check out some of the Affiliate shows here! Rarely do they get struck down for copyright.
Hello! Already heard at least one person who wants to lend their talents to this jam, but doesn't necessarily want to create an entry themselves. If that's you and you want to offer writing, editing, design, voice work, whatever to another project, or you're in search of someone who can, post that here!
Yes that's me, I'm Ken! You can find assets for use here, it's all a free download and there is also a dropbox link with the same files: https://bannerlessgames.itch.io/void-press-kit
Thank you for your very kind words!
I have, in fact, debated that very question. It's a tough line to walk: I want the prompts to be specific enough to get your mind searching (without being overly prescriptive) and broad enough that they're open to endless interpretation (but not so broad they're basically useless). I think I erred on the side of the former, which is fine for a single session but obviously gets constraining over time.
Before I settled on the suits/song blocks format, I wanted to use cards to sort of build a "formula" of songs reacting to the previous songs on the list, but couldn't quite get my head around it. Still thinking about it.
Either which way, I'll see what I can do - more supplemental material is on the way!
Hi there! Sorry for the confusion - yes, that is my error. Broadly speaking any TURN (roll a die, draw that many cards, play them out, roll a die again to see if you get a 5 or 6) is (or should be) referred to as a "week," but I do state in the text that time is kind of flexible there and that's more of a suggestion than an iron-clad rule. It's really up to you if that full turn is a day, a week, a month, whatever.
And yes, the idea is you roll that salvation die (as the Wretched & Alone framework calls it) at the end of each turn, but not at the end of each card. You are right that that makes clearing all 10 ghosts an unlikely outcome; that's the dirty secret of Wretched & Alone games. It is possible to survive (especially if you remove the Jenga tower), but extremely unlikely. These games are more about the journey than the destination, about finding meaning even in the face of futility.
You can reshuffle and keep going, but I would wait until all cards are spent before doing so.