inittles comittles

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Dozens B. McCuzzins 2025-03-10 10:21:56 -04:00
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# ninja log v6
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# TO HAUNT AND BE HAUNTED
a solo succession haunted house game
## GETTING STARTED
This was built with:
- m4 v1.4.6: templating, etc
- pandoc v3.6.2: convert between formats
- ninja v1.12.1: build

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# build html
rule md2html
command = m4 -P $in $
| pandoc $
--from=markdown+autolink_bare_uris $
--to=html5 $
--output=$out $
--standalone $
--toc $
--variable=linkcolor:blue $
--resource-path=assets $
--embed-resources=true
build dist/haunt.html: md2html src/haunt.md
build dist/play.html: md2html src/play.md
build html: phony dist/haunt.html dist/play.html
# build pdf
rule md2pdf
command = m4 -P $in $
| pandoc $
--from=markdown+autolink_bare_uris $
--to=pdf $
--pdf-engine=xelatex $
--variable=linkcolor:blue $
--standalone $
--toc $
--resource-path=assets $
--embed-resources=true $
--output=$out
build dist/haunt.pdf: md2pdf src/haunt.md
build pdf: phony dist/haunt.pdf

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<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml" lang xml:lang>
<head>
<meta charset="utf-8" />
<meta name="generator" content="pandoc" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" />
<title>No One Ever Leaves</title>
<style>
html {
color: #1a1a1a;
background-color: #fdfdfd;
}
body {
margin: 0 auto;
max-width: 36em;
padding-left: 50px;
padding-right: 50px;
padding-top: 50px;
padding-bottom: 50px;
hyphens: auto;
overflow-wrap: break-word;
text-rendering: optimizeLegibility;
font-kerning: normal;
}
@media (max-width: 600px) {
body {
font-size: 0.9em;
padding: 12px;
}
h1 {
font-size: 1.8em;
}
}
@media print {
html {
background-color: white;
}
body {
background-color: transparent;
color: black;
font-size: 12pt;
}
p, h2, h3 {
orphans: 3;
widows: 3;
}
h2, h3, h4 {
page-break-after: avoid;
}
}
p {
margin: 1em 0;
}
a {
color: blue;
}
a:visited {
color: blue;
}
img {
max-width: 100%;
}
svg {
height: auto;
max-width: 100%;
}
h1, h2, h3, h4, h5, h6 {
margin-top: 1.4em;
}
h5, h6 {
font-size: 1em;
font-style: italic;
}
h6 {
font-weight: normal;
}
ol, ul {
padding-left: 1.7em;
margin-top: 1em;
}
li > ol, li > ul {
margin-top: 0;
}
blockquote {
margin: 1em 0 1em 1.7em;
padding-left: 1em;
border-left: 2px solid #e6e6e6;
color: #606060;
}
code {
font-family: Menlo, Monaco, Consolas, 'Lucida Console', monospace;
font-size: 85%;
margin: 0;
hyphens: manual;
}
pre {
margin: 1em 0;
overflow: auto;
}
pre code {
padding: 0;
overflow: visible;
overflow-wrap: normal;
}
.sourceCode {
background-color: transparent;
overflow: visible;
}
hr {
background-color: #1a1a1a;
border: none;
height: 1px;
margin: 1em 0;
}
table {
margin: 1em 0;
border-collapse: collapse;
width: 100%;
overflow-x: auto;
display: block;
font-variant-numeric: lining-nums tabular-nums;
}
table caption {
margin-bottom: 0.75em;
}
tbody {
margin-top: 0.5em;
border-top: 1px solid #1a1a1a;
border-bottom: 1px solid #1a1a1a;
}
th {
border-top: 1px solid #1a1a1a;
padding: 0.25em 0.5em 0.25em 0.5em;
}
td {
padding: 0.125em 0.5em 0.25em 0.5em;
}
header {
margin-bottom: 4em;
text-align: center;
}
#TOC li {
list-style: none;
}
#TOC ul {
padding-left: 1.3em;
}
#TOC > ul {
padding-left: 0;
}
#TOC a:not(:hover) {
text-decoration: none;
}
code{white-space: pre-wrap;}
span.smallcaps{font-variant: small-caps;}
div.columns{display: flex; gap: min(4vw, 1.5em);}
div.column{flex: auto; overflow-x: auto;}
div.hanging-indent{margin-left: 1.5em; text-indent: -1.5em;}
ul.task-list[class]{list-style: none;}
ul.task-list li input[type="checkbox"] {
font-size: inherit;
width: 0.8em;
margin: 0 0.8em 0.2em -1.6em;
vertical-align: middle;
}
.display.math{display: block; text-align: center; margin: 0.5rem auto;}
</style>
</head>
<body>
<header id="title-block-header">
<h1 class="title">No One Ever Leaves</h1>
<p class="subtitle">Actual Play</p>
</header>
<nav id="TOC" role="doc-toc">
<h2 id="toc-title">CONTENTS</h2>
<ul>
<li><a href="#turn-1" id="toc-turn-1">TURN 1</a>
<ul>
<li><a href="#phase-1-arrival" id="toc-phase-1-arrival">PHASE 1:
ARRIVAL</a></li>
<li><a href="#phase-2-haunting" id="toc-phase-2-haunting">PHASE 2:
HAUNTING</a></li>
<li><a href="#phase-3-trapped" id="toc-phase-3-trapped">PHASE 3:
TRAPPED</a></li>
<li><a href="#phase-4-finale" id="toc-phase-4-finale">PHASE 4:
FINALE</a></li>
</ul></li>
</ul>
</nav>
<h2 id="turn-1">TURN 1</h2>
<!--
Player: dozens
Started: 2025-03-08
Finished: ???
//-->
<ul>
<li><p>ERA: Proximate Past. 1950s Mississippi.</p></li>
<li><p>HOUSE DESCRIPTION: The house sits alone at the top of a small
hill at the end of a lane off the main highway through town by a small
pond.</p></li>
</ul>
<p>FAMILY</p>
<ul>
<li><p>FLEEING: Mya sacrificed for her job. Spent too much time there.
When she got sacked it was like she didnt know who she was any
more.</p></li>
<li><p>SEARCHING: Time to rekindle her relationship with her
son.</p></li>
<li><p>MYA GOMEZ, AGE 40</p>
<ul>
<li>Reactions
<ul>
<li>1 - 6 Remorseful +2</li>
<li>7 Patient -2</li>
<li>8 - 9 Professional +2</li>
</ul></li>
<li>Memories
<ol type="1">
<li>Summary: Something is wrong with this house
<ul>
<li>We moved into the house and it was so dark</li>
<li>The tub is leaking and now the ceiling is damaged. This place is a
disaster. Its falling apart. What have I done?</li>
<li>First the plumbing and now the electrical. Was this a terrible
idea?</li>
<li>Why do these repairs not stick?</li>
</ul></li>
<li>Summary: Guillermo is acting out and is uncontrollable
<ul>
<li>Guillermo wont stop peeling the wallpaper</li>
<li>Or the paint</li>
<li>Guillermo was skating in the house and broke his wrist. he got hurt
because he wont mind me. he is reckless</li>
<li>I havent seen Guillermo around much lately, but its for the
better. Weve been fighting so much. But I feel guilty avoiding him. I
moved here to spend time with him.</li>
</ul></li>
<li>Summary: I think Im going crazy
<ul>
<li>I cant sleep. The lights, and the noise.</li>
<li>I think Im hearing voices of people who arent there</li>
<li>I feel like somebodys watching me.</li>
<li>This has all happened before.</li>
</ul></li>
<li>Summary:
<ul>
<li>This house is dangerous because it is destroying my mind</li>
<li>Unusually aggressive coyotes attacked me in my house.</li>
<li></li>
<li></li>
</ul></li>
</ol></li>
</ul></li>
<li><p>GUILLERMO GOMEZ, AGE 8</p>
<ul>
<li>Reactions
<ul>
<li>1 - 2 Honest +2</li>
<li>3 - 4 Brutal -1</li>
<li>5 - 6 Remorseful +1</li>
<li>7 - 9 Emotional +2</li>
<li>10 Honest +3</li>
</ul></li>
<li>Memories
<ol type="1">
<li>Summary:
<ul>
<li>Mom wont listen to me and wont believe me</li>
<li>Mom is depressed and mopey</li>
<li>Mom is accusing me of lying to her</li>
<li></li>
</ul></li>
<li>Summary: Im all alone and I dont need anybody
<ul>
<li>Gomez is my only friend</li>
<li>Mom doesnt want anything to do with me</li>
<li>The kids dont play with me</li>
<li>The parents keep kids away from me.</li>
</ul></li>
<li>Summary:
<ul>
<li>I fell and hurt myself skating</li>
<li>Gomez got hurt protecting us from coyotes</li>
<li></li>
<li></li>
</ul></li>
<li>Summary:
<ul>
<li>I discovered a wallpapered door, a secret stairway down to the
basement</li>
<li>The basement saved us from the coyotes</li>
<li></li>
<li></li>
</ul></li>
</ol></li>
</ul></li>
<li><p>GOMEZ GOMEZ (DOG)</p></li>
</ul>
<h3 id="phase-1-arrival">PHASE 1: ARRIVAL</h3>
<p>OVERTONE: Dark</p>
<h4 id="hand-1">Hand 1</h4>
<p>Undertone: Dark</p>
<p>Hand:</p>
<ul>
<li>9C: Inexplicable shadows</li>
<li>2C: Doors wont stay <del>closed</del> open</li>
<li>QC: Wallpaper wont stay on</li>
</ul>
<p>Description:</p>
<p>Mya and Guillermo move into the house on the hill. Its gloomy. Just
like their moods after the move and the long drive. Mya throws open the
windows and the doors to brighten the place up but the shadows continue
to pool and deepen. The doors close of their own volition no matter what
she does. The wallpaper in the foyer peels off in ribbons. Mya blames
Guillermo. Guillermo blames Gomez. Everybody is resentful.</p>
<p>Reactions:</p>
<ul>
<li>Mya: 6 = Remorseful +2</li>
<li>Guillermo: 9 = Emotional +2</li>
<li>Total: 4</li>
</ul>
<p>Outcome:</p>
<p>Tensions run high. Myas remorse and the gloom of the house leaves
her obviously struggling with depression. Guillermo avoids her and
hides, playing with Gomez outside. Mya wonders if this was a
mistake.</p>
<h4 id="hand-2">Hand 2</h4>
<p>Undertone: Bright</p>
<p>Hand:</p>
<ul>
<li>JC: Paint peeling off in layers</li>
<li>8C: Uneven floors</li>
<li>AC: Creaky floors</li>
</ul>
<p>Description:</p>
<p>Guillermo is playing with a ball and watches it roll from one end of
the great hall all the way to the other. Soon he is skateboarding
through the house, Gomez nipping at his heels. Mya warns him to stop but
he doesnt listen. He keeps at it until he hits a bump in the uneven
floors that wasnt there before and falls and breaks his wrist. Mya
confiscates his skateboard and is convinced that Guillermo has been
peeling the paint as retribution for his punishment.</p>
<p>Reactions:</p>
<ul>
<li>Mya: 1 = Remorseful +2</li>
<li>Guillermo: 2 = Honest +2</li>
</ul>
<p>Outcome:</p>
<p>Guillermo blows up and insists that hes telling the truth. Hes
tired of being blamed for the wallpaper and the paint. Myas mood
continues to darken.</p>
<h4 id="hand-3">Hand 3</h4>
<p>UNDERTONE: Dark</p>
<p>HAND:</p>
<ul>
<li>3C: Mysterious drafts</li>
<li>10C: Old secret spaces or hidden rooms</li>
<li>KC: Outdated plumbing</li>
</ul>
<p>DESCRIPTION:</p>
<p>Water is leaking from somewhere near the upstairs guest bathub. There
is a water spot on the ceiling in the foyer and it is starting to split
the ceiling and drip. Mya is busy trying to get a hold of a plumber who
can come out and fix the leak and also a handyman who can repaint the
ceiling and repair the damage to the house. Guillermo noticed a weird
draft and a slight whistling coming from behind a wallpapered door in
the kitchen and discovers the stairs down to the basement.</p>
<p>REACTIONS:</p>
<ul>
<li>Mya: 3 Remorseful +2</li>
<li>Guillermo: 10 Honest +3</li>
<li>Total: 5</li>
</ul>
<p>OUTCOME:</p>
<p>Mya and Guillermo avoid each other. Shes busy working on the house,
and he has disappeared into the basement.</p>
<h4 id="hand-4">Hand 4</h4>
<p>UNDERTONE: Bright</p>
<p>HAND:</p>
<ul>
<li>5C: Lights flickering and turning on by themselves</li>
<li>4C: Unexplained thumps and thuds and creaks</li>
</ul>
<p>DESCRIPTION:</p>
<p>Mya makes dinner and tries to spend some quality time with Guillermo
who continues to be withdrawn. The lights keep coming on during the
night when shes trying to sleep waking her up. And when the lights
arent flickering there are strange thumps and thuds that keep her up.
She is sleep deprived and on edge during the day.</p>
<p>REACTIONS:</p>
<ul>
<li>Mya: 8 Professional +2</li>
<li>Total: 2</li>
</ul>
<p>OUTCOME:</p>
<p>Mya has three different electricians out to the house. There is
nothing wrong with the wiring. The plumber has fixed the pipes and the
handyman has repaired the ceiling. She has painted over the spot herself
3 times, but it keeps coming out. She has a carpenter come out to level
the floor where Guillermo fell, but the board keeps popping back up.</p>
<h3 id="phase-2-haunting">PHASE 2: HAUNTING</h3>
<p>UNDERTONE: Dark</p>
<h4 id="hand-1-1">Hand 1</h4>
<p>UNDERTONE: Dark</p>
<p>HAND: 3 / 2 = 1</p>
<ul>
<li>8D: Voices coming from the attic</li>
</ul>
<p>DESCRIPTION: Mya hears voices coming from the attic and thinks that
Guillermo is up there playing by himself. But she hears a voice she
doesnt recognize. Later asks him who was up there with him and he says
he wasnt up there at all.</p>
<p>REACTIONS:</p>
<ul>
<li>Mya: 9 / 2 = 4 = Remorseful +2</li>
<li>Guillermo: 6 / 2 = 3 = Brutal -1</li>
<li>Total: 1</li>
</ul>
<p>OUTCOME: The tension continues to build. Mya accuses Guillermo of
lying to her about stuff. But also starts to believe that something else
is going on. Guillermo resents that his mom seems to keep blaming him
for stuff and wont listen to him or believe him.</p>
<h4 id="hand-2-1">Hand 2</h4>
<p>UNDERTONE: Bright</p>
<p>HAND: 8 = 4</p>
<ul>
<li>QD: Being ostracized by the neighbors</li>
<li>4D: Insomnia</li>
<li>10D: Feeling like youre being watched</li>
<li>KD: The feeling that this has all happened before</li>
</ul>
<p>DESCRIPTION: Mya still cant sleep and decides to embrace it, staying
up all night cooking and cleaning and trying to paint and patch stuff.
Shes a little manic and a little frantic and keeps having late night
experiences where she swears somebody is watching her. She cant shake a
creeping sense of deja vu, like this has all happened before.</p>
<p>Guillermo has been acting weird and keeping to himself and talking to
himself, and the neighborhood kids have started calling him names and
staying away from him. Those who dont, their parents keep them away
anyway.</p>
<p>REACTIONS:</p>
<ul>
<li>Mya: 7 / 2 = 3 = Remorseful +2</li>
<li>Guillermo: 4 / 2 = 2 = Honest +2</li>
<li>Total: 4</li>
</ul>
<p>OUTCOME: The family continues to fracture and isolate. Myas insomnia
is leading her to question things. Guillermo is growing weirder and more
peculiar and more angry.</p>
<h4 id="hand-3-1">Hand 3</h4>
<p>UNDERTONE: Dark</p>
<p>HAND: 5 / 2 = 2</p>
<ul>
<li>3D: Old secret spaces or hidden rooms</li>
<li>7D: Sleepwalking</li>
</ul>
<p>DESCRIPTION: Guillermo is starting to venture more down into the
basement. Mya starts sleepwalking, will suddenly come to in the middle
of the night out on the lawn in her nihgtgown</p>
<p>REACTIONS:</p>
<ul>
<li>Mya: K / 2 = 6 = Professional +2</li>
<li>Guillermo: 2 / 2 = 1 = Honest +2</li>
<li>Total: 4</li>
</ul>
<p>OUTCOME: Mya tries to get help by seeing a doctor. Is this carbon
monoxide poisoning or something? She gets some professionals to come out
to test the house for a gas leak.</p>
<h4 id="hand-4-1">Hand 4</h4>
<p>UNDERTONE: Dark</p>
<p>HAND: K / 2 = 6</p>
<ul>
<li>6D: Creepy neighbors</li>
<li>9D: Electronics stop working</li>
<li>5D: Things going missing</li>
<li>AD: Animal infestation</li>
<li>2D: Things moving around on their own, not being where you left
them</li>
<li>JD: Pets/animals acting strange</li>
</ul>
<p>DESCRIPTION: (whew this is a lot to tie together. lets see..) Gomez
Gomez has taken to acting weird: standing in the hallway growling at
nothing, barking randomly during the night, suddenly getting up and
running out of the room. Refuses to go into the basement with Guillermo.
One night, a pair of friggin wild, aggressive coyotes break into the
house. It is terrible and terrifying! They attack and injure Gomez while
he was trying to protect them. Mya grabs a large knife to protect
herself. Her cell phone is dead so she runs into the other room to use
the phone. She puts down the knife to dial 911 but the landline is dead.
And the knife isnt there any more where she put it down when she hangs
up. From the upstairs window they see some neighbors standing out on the
sidewalk just watching, possibly alerted by the shouting. They bang on
the windows and call for help but they just stand impassively and watch
and dont move. They get chased through the house and eventually realize
they wont go near the basement. Mya hasnt known about it up to now,
but Guillermo leads her to the papered over hidden door and they go down
there and spend the night. In the morning the coyotes are gone and the
house, and the kitchen especially, looks like it has been ransacked.</p>
<p>REACTIONS:</p>
<ul>
<li>Mya: 2 / 2 = 1 = Remorseful +2</li>
<li>Guillermo: 10 / 2 = 5 = Remorseful +1</li>
<li>Total: 3 (Oops! All remorse!)</li>
</ul>
<p>OUTCOME: In the aftermath of the attack, survivors trauma does more
to mend Myas and Guillermos relationship than moving across the
country into this house, or anything else theyve done. Not that it does
that much. Theres still plenty of distrust and resentment there. But
its a start. They seem recommitted to each others safety and well
being. Guillermo has brought Mya into his increasingly private world by
showing her the basement. She is thankful that his quick thinking was
able to save them. Mya buys a gun. Gomez Gomez has some superficial
wounds treated and is physically fine. But he grows very anxious now if
Mya and Guillermo arent together in a room, and always at their side,
even refusing to sleep anywhere but in bed with one of them.</p>
<h3 id="phase-3-trapped">PHASE 3: TRAPPED</h3>
<h3 id="phase-4-finale">PHASE 4: FINALE</h3>
<!--
## NOTES ##
I.
Mya has two full memories
by the end of phase 1
II.
HINT:
deal hands from the current suit pile,
and use another suit pile
to draw stuff like tone,
hand size,
reactions,
etc.
III.
CONVICTION:
if you just happen to have all strong convictions,
then things will just always escalate
//-->
</body>
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set quiet
# list all recipes
default:
just --list --unsorted
# build html
html:
ninja html
# build pdf
pdf:
ninja pdf
# build epub
epub:
echo TODO
# build all
all: html pdf epub
# remove built files
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m4_changequote(<{{,}}>)
---
title: NO ONE EVER LEAVES
subtitle: to haunt and be haunted
author: dozens
date: 2025-03-05
version: 1.0
status: draft
toc-title: CONTENTS
---
# THIS OLD SPOOKY HOUSE WILL BE A MUCH NEEDED FRESH START FOR OUR FAMILY I CAN'T BELIEVE IT WAS LISTED FOR SO CHEAP SURELY IT WILL BRING US CLOSER TOGETHER AND WE WILL REGRET ABSOLUTELY NOTHING ABOUT THIS LIFE-ALTERING DECISION
## ABOUT
This is a game.
You are already playing.
It is a haunted house game
where each turn
a new family moves into the old house,
is haunted by the previous occupants,
and ultimately joins their ranks
to haunt the next owners.
It is a solo journaling adventure horror game
designed specifically for solo succession play.
## SAFETY
This is a horror game.
It is designed to evoke strong feeling
including
creeping horror,
acute terror,
isolation,
and dissociation.
So be careful.
After each hand,
or after each phase at the very least,
check in with yourself
and see how you're doing.
Check for elevated heart rate,
agitation,
breathing quickly.
And then take a break.
## GETTING STARTED
You will need:
- This book so you can refer
to its rules and tables.
- A standard deck of 52 playing cards.
Or a browser that can navigate to
https://deck.of.cards/
- A journal,
paper or digital,
or some other a way to keep notes
such as dictating to a scribe or notetaker.
- And a pen or other favorite writing utensil.
If you don't have a favorite writing utensil
then use your least favorite.
- Time and space to read and think and write and feel.
## OVERVIEW
This game is like your favorite 7-layer dip:
it's got layers!
The game consists of turns.
One turn
is a complete playthrough
during which
a family will move into the house,
have experiences,
and ultimately succumb to the haunting.
Subsequent turns
tell the story of other families
encountering the house.
A turn is made up four distinct phases:
the move in,
the haunting,
entrapment,
and the finale.
Each phase plays out
via a number of hands.
Each hand starts with a series of experiences,
which are assigned to memories.
The hand ends with
all of the characters involved
having reactions.
And finally,
the tension will either escalate
or deescalate
based on their reactions
and convictions.
When all of the hands
in a phase has been played,
then it's time to move on to the next phase.
When all of the phases
in a turn have been played,
then that turn is over.
You can start a new turn,
Or if you are playing the succession rules,
you can pass the game on to the next player.
## HOW TO PLAY
Sound fun?
Here's how to play!
1. FAMILY:
At the start of each turn,
[create a new family](#create-a-family)
2. PHASES:
Separate your deck of cards into four suits.
Shuffle each suit separately,
and keep them separated.
There is one suit
for each distinct phase of play:
first clubs,
then diamonds and hearts,
and finally spades.
3. OVERTONE:
At the start of each phase,
draw a card to
[establish the Overtone](#tone).
Hint:
when drawing for tone
or making other auxiliary or supplemental draws,
draw from a suit / phase pile
that is currently not being used
so that you don't deplete
your current hand of experiences.
m4_esyscmd(<!
pandoc -f tsv -t markdown src/tables/phases.tsv
!>)
Table: [Phases Of Play]{#table-phases}
4. UNDERTONE:
Draw a card
to establish the undertone.
This marks the start of a new hand.
5. EXPERIENCES:
[Deal c6 cards](#table-c6)
facedown into a single hand.
Turn the cards in hand face up
one at a time,
looking each one up on the
[Experiences Table](#table-experiences).
Resolve them one at a time,
or consider them together all at once.
6. JOURNAL:
Pause to consider your experiences
and make a note in your journal.
Add your experiences
to your memories if you can.
7. REACTIONS:
Decide or randomly choose
which family member(s)
and haunt(s)
are involved in,
or most effected by,
the experiences
from this hand.
Have each of them [react](#reactions)
and then add up all of their
[conviction](#reactions) together.
If the total is greater than zero,
a terrible haunting manifests:
things get complicated
and the tension gets worse.
If it is zero or less,
then things let up.
Some of the tension resolves.
7. CONTINUE:
Repeat until you have finished the clubs phase.
Continue with the diamonds,
hearts,
and spades phases.
Whenever you turn over the King of spades,
your family immediately succumbs to the house.
Add them family to the Ledger
so they can haunt the next family.
8. FADING:
Erode the [memories](#memories) of the existing haunts
in the Ledger.
9. REPEAT
## TONE
m4_esyscmd(<{{
pandoc -f tsv -t markdown src/tables/tone.tsv
}}>)
Table: [Tone]{#table-tone}
Look,
this is a haunted house story.
It's always going to be kind of dark and spooky.
But the tone is more nuanced than that,
and it changes over time.
A shift in tone
marks shift
between scenes,
and gives each one
its own specific
flavor
of spookiness.
There are two times
you will establish tone
during play:
1. At the start of each phase,
draw one card
to establish the Overtone.
Allow this overtone
to color your experiences
and inform the overall mood
throughout all phases of play.
2. At the start of each hand,
draw an Undertone.
If the overtone is the big picture feeling,
the untertone is a lens
that focuses on this particular moment,
these few experiences.
## RANDOM NUMBERS
Playing cards
can be used with little to no effort
to simulate rolling
four-sided,
six-sided,
and
ten-sided
dice.
That said,
it is even less effort
to use dice
if you have them around.
So,
optional rule:
you can use dice if you want to.
But the default rules
are to use cards.
So here's how to do that!
### A NOTATION FOR RANDOM NUMBERS USING CARDS {#notation}
But first:
The phrase
"Draw on the 'Random Number Between 1 And 6' table"
or even
"draw a number between 1 and 6"
can grow to be
tedious
and
verbose.
Let's develop a convenient shorthand.
To roll a six-sided die is to "roll d6."
So let's say that to draw a random number between 1 and 6
is to "draw c6."
Where d = dice,
c = card.
Let's use this notation from now on.
When you see
"draw c6"
now you'll now what that means.
And if you see
"draw 2c6"
you'll know that means
to draw twice on the 'Random Number Between 1 And 6' table,
and so on.
### NUMBERS BETWEEN 1 AND 4 {#c4}
You can use cards to simulate a four-sided die to get a random number between 1 and 4.
m4_esyscmd(<{{
pandoc -f tsv -t markdown src/tables/d4-to-cards.tsv
}}>)
Table: [Random Number Between 1 And 4]{#table-c4}
### NUMBERS BETWEEN 1 AND 6 {#c6}
This one is the most complicated
because it requires
a little math
(dividing
and rounding).
But it's not that bad
and you'll get the hang of it
once you do it a few times.
You got this.
To use cards instead of a six-sided die,
divide a card's value by 2
rounding down.
Ignore aces.
m4_esyscmd(<{{
pandoc -f tsv -t markdown src/tables/d6-to-cards.tsv
}}>)
Table: [Random Number Between 1 And 6]{#table-c6}
### NUMBERS BETWEEN 1 AND 10 {#c10}
Getting a random number between 1 and 10 is simple.
Draw a card and look at its value.
A = 1, 2 = 2 ... 9 = 9, 10 = 10.
Ignore jacks, queens, and kings
and draw again.
## CREATE A FAMILY
1. Draw an era for this haunting.
The house is present
in the past,
present,
and future
simultaneously.
Just like you are.
Make up a location for the house
that is interesting to you.
You can be familiar with it or not.
What does the house look like in this time?
What do the neighbors think of it?
What do the neighborhood children call it?
m4_esyscmd(<{{
pandoc -f tsv -t markdown src/tables/distance-time.tsv
}}>)
Table: [Era]{#table-era}
2. Family size should be a couple humans.
Around 1 - 3.
Give them some names,
ages,
pronouns,
etc.
Why did they move here?
What new start are they looking forward to?
What are they leaving behind?
m4_esyscmd(<{{
pandoc -f tsv -t markdown src/tables/family-size.tsv
}}>)
Table: [Family Size]{#table-size}
3. Make a [Reaction Wheel](#reactions) for each family member.
m4_esyscmd(<{{
pandoc -f tsv -t markdown src/tables/names.tsv
}}>)
Table: [Names]{#table-names}[^names]
[^names]: Random selections from the top 1,000 US names (updated for 2023) from namecensus.com
## REACTIONS
Both occupants and haunts
are nuanced and unpredictable people
capable of a variety of reactions.
1. Draw on the [Reactions table](#table-reactions)
2. [Draw c6](#c6) to determine the reaction Conviction:
1. -3
2. -2
3. -1
4. +1
5. +2
6. +3
3. Draw c6 to determine the Reaction Likelihood: 1 - 6.
4. Fill in
a number of segments
on the character's reaction track
equal to the Reaction Likelihood.
Label it with the Reaction and Conviction.
m4_esyscmd(<{{
pandoc -f tsv -t markdown src/tables/reaction.tsv
}}>)
Table: [Reactions]{#table-reactions}
Example:
here is a blank reaction wheel:
<figure>
m4_esyscmd(<{{
pic src/images/piechart-blank.t | groff -Tdvi | dvisvgm --optimize=all --no-styles --verbosity=0 --stdin --stdout
}}>)
<figcaption>Figure: Blank Reaction Wheel</figcaption>
</figure>
Let's fill it out.
I start by drawing 3 cards,
1 for Reaction,
1 for Conviction,
and one for Likelihood.
I drew
10 CLUBS,
9 HEARTS,
and Q CLUBS.
That's "Manipulative +1" and 6.
So I'll fill in 6 segments and label it,
and will keep drawing until all 10 segments are filled.
<figure>
![](pie-1.svg)
<figcaption>Figure: Reaction Wheel Step 1</figcaption>
</figure>
Next hand is
6 CLUBS,
A CLUBS,
and 6 DIAMONDS.
That's "Jealous -3, 3"
So I'll fill in the next 3 segments with "Jealous -3".
<figure>
![](pie-2.svg)
<figcaption>Figure: Reaction Wheel Step 2</figcaption>
</figure>
Only 1 segment left.
It doesn't really matter what my Conviction is;
this next hand will complete the track.
Q DIAMONDS,
9 CLUBS,
A DIAMONDS =
"Friendly +1" ...
and we normally would need to redraw the Ace.
But again,
there's only one segment left,
so it doesn't matter.
<figure>
![](pie-3.svg)
<figcaption>Figure: Reaction Wheel Step 3</figcaption>
</figure>
Now we have a complete Reaction Track!
From now on,
When you are uncertain
how a haunt or occupant
would react to a situation,
draw c10
on this chart,
and then you'll know!
## EXPERIENCES
m4_esyscmd(<!
pandoc -f tsv -t markdown src/tables/experience.tsv
!>)
Table: [Experiences]{#table-experiences}
Optionally,
you may
[draw c4](#table-c4)
for Proximity
for an experience.
m4_esyscmd(<{{
pandoc -f tsv -t markdown src/tables/distance-space.tsv
}}>)
Table: [Proximity]{#table-proximity}
## MEMORIES
A memory is a container for experiences,
a way to periodically summarize
a character's experiences in the house.
The character will carry their memories
with them into the afterlife
when they become a haunt,
at which point their memories
will slowly erode
until they eventually lose touch
and forget what brought them here.
A character has four memory slots.
Each memory can hold up to four experiences.
You can add experiences to memory slots
in any order,
grouping them thematically,
crossing out experiences and adding new ones,
etc.
Memories change over time after all.
When a memory is complete,
when it holds four experiences
and seems stable,
write a short line summarizing it.
For haunts,
memories erode at the end of each turn.
For each haunt
[draw c6](#table-c6).
On a six,
cross out one extant experience,
or one empty memory.
What does it mean
when you can no longer remember
any experiences
that make up a memory?
What happens to a haunt
who longer has any memories?
<style>
#list-of-tables + ul {
margin: 0;
padding: 0;
list-style-type: none;
}
</style>
## APPENDIX: LIST OF TABLES
- [PHASES OF PLAY](#table-phases)
- [TONE](#table-tone)
- [RANDOM NUMBER BETWEEN 1 AND 4](#table-c4)
- [RANDOM NUMBER BETWEEN 1 AND 6](#table-c6)
- [ERA](#table-era)
- [FAMILY SIZE](#table-size)
- [NAMES](#table-names)
- [REACTIONS](#table-reactions)
- [EXPERIENCES](#table-experiences)
- [PROXIMITY](#table-proximity)
- [SUIT MEANINGS](#table-suits)
- [CARD MEANINGS](#table-card-meanings)
## APPENDIX: GLOSSARY
[Conviction]{#glossary-conviction}:
: A number between -3 and +3
that describes how strong a reaction is.
When added together with all other convictions
at the end of a hand,
determines whether the scene ends
with escalation
or deescalation.
[Experience]{#experience}:
: A single thing that happens
during a single scene.
Corresponds to a single draw
during a game phase.
Usually happens in groups of experiences called hands.
[Hand]{#glossary-hand}:
: One scene.
A single deal of 1 - 6 experiences.
Hands are dealt repeatedly
until the current phase is over.
[Haunt]{#glossary-haunt}:
: A ghostly resident of the house.
A shade of a former occupant
made up of fading memories
and strong reactions.
[Likelihood]{#glossary-likelihood}
: A number between 1 and 6
associated with a reaction
that is both
how many segments of a
[reaction wheel](#glossary-reaction-wheel)
a reaction occupies,
and also the percent chance
that a character reacts that way
during a hand.
[Memory]{#glossary-memory}:
: Comprised of up to four experiences.
Memories are built up during an occupant's
time in the house,
and then slowly decay
over time
after they become haunts.
[Phase]{#glossary-phase}:
: One of four periods of play
comprised of a number of hands
[Reaction]{#glossary-reaction}:
: A reaction or temperament,
but also its [conviction](#glossary-conviction)
and [likelihood](#glossary-likelihood).
[Reaction wheel]{#glossary-reaction-wheel}
: A ten-section clock, wheel, or track
that tracks the likelihood and strength (conviction)
of a character's possible reaction
to a scene.
[Succession]{#glossary-succession}
: A style of play
where the game is played
using the solo rules,
but also passed
each turn
from player to player
in succession.
Hence the name.
[Tone]{#glossary-tone}:
: Bright vs Dark.
Each phase has an overtone,
and each hand has an undertone.
Together,
overtone and undertone
describe the overall vibe
or mood
of a scene.
[Turn]{#glossary-turn}:
: One complete playthrough
of all four phases.
A complete narrative experience
of a family moving in,
being haunted,
and succumbing to the house.
During succession play,
the end of a turn
is when the game is passed to the next player.
## APPENDIX: PLAYSHEET
TURN
- Era:
- Overtone:
- House description:
FAMILY
- What are you leaving behind?
- What fresh start are you looking forward to?
CHARACTER
1. Name/Age:
3. Description:
m4_esyscmd(<{{
pic src/images/piechart-blank.t | groff -Tdvi | dvisvgm --optimize=all --no-styles --verbosity=0 --stdin --stdout
}}>)
Memories:
1. Summary:
1. Experience:
2. Experience:
3. Experience:
4. Experience:
2. Summary:
1. Experience:
2. Experience:
3. Experience:
4. Experience:
3. Summary:
1. Experience:
2. Experience:
3. Experience:
4. Experience:
4. Summary:
1. Experience:
2. Experience:
3. Experience:
4. Experience:
HAND:
- Undertone:
- Hand:
- Description:
- Reactions:
- Outcome:
## APPENDIX: MAP OF THE HOUSE
![map of the house](floorplan.jpg)
## APPENDIX: CARD MEANINGS
Additional meaning of cards
inspired by tarot
and numerology.
If you are ever looking for a little extra inspiration,
then draw a card and consider its meaning
based on your own intuition,
or based on the tables here.
m4_esyscmd(<{{
pandoc -f tsv -t markdown src/tables/suit-meaning.tsv
}}>)
Table: [Suit Meanings]{#table-suits}
This is a hierarchical order
from the tarot
based on social clout and social status:
clubs represent artisans and laborers,
and are the lowest rank;
diamonds are the merchant class;
hearts the clergy;
and spades,
the military and nobility,
rule the suits.
This is also,
come to find out,
the same order used for contract bridge.
An alternate order
based on the tarot
symbolizes the manifestation
of the spiritual (clubs/wands)
to the physical (diamonds/pentacles),
through emotion (hearts/cups),
and intellect (spades/swords).
The classical elements associated with these realms are
fire (clubs),
water (hearts),
air (spades),
and earth (diamonds).
Using this sequence,
low to high
(diamonds, spades, hearts, clubs),
to evoke
the sublimation of the physical
to the spiritual
is certainly appropriate for this game
as you guide your families
from their earthen forms
to their new ghostly ones.
m4_esyscmd(<{{
pandoc -f tsv -t markdown src/tables/card-meaning.tsv
}}>)
Table: [Card Meanings]{#table-card-meanings}
## APPENDIX: EXPLORING THE HIDDEN DEPTHS OF THE BASEMENT
This is the exploration and mapping minigame.
You will need:
- A deck of cards
DO NOT GO INTO THE BASEMENT!
But sometimes you might have to go into the basement.
Either of your own volition and choosing,
or because a card instructed you to.
Deal out 24 cards
and add the King of Spades
so that you now have 25 cards.
The King of Spades represents
your GOAL,
your reason for entering the basement.
Shuffle your cards
and deal them facedown into a staggered 5x5 grid
```
ABCDEFGHIJ
1 o o o o o
2 o o o o o
3 o o o o o
4 o o o o o
5 o o o o o
6 o o o o o
```
Choose a card,
e.g. A4,
and flip it face up.
This is the basement entrance.
If/when you turn over a card of the same color and value,
this is an exit to a deeper level of the basement.
For example,
If the basement entrance is the Five of Hearts,
then the Five of Diamonds is an exit.
When entering a new room,
turn that card over
and look it up
on the exploration table.
Then
roll 3d6
to determine
the exits
for that room/area.
```
1
.---.
6 | | 2
| |
5 | | 3
'---'
4
```
Doubles = A hallway, (10 x pips) feet long
Triples = No exit!
The layout of the basement
is bewildering
and disorienting.
You will often find doors
leading back into rooms where there was no door before.
Some rooms are not reachable
by any door or hallway.
Remove them from the grid.
Key:
- J, Q, K: something good, a small comfort or respite
- Black A - 10: nothing
- Red A - 10: something bad
## APPENDIX: NO CARDS NO PROBLEM
Featuring patent pending
FINGER JAB
technology!
All you gotta do
is close your eyes
and jab your finger
a few times at this table
or bounce the eraser of your pencil
on it a few times
or wave your pen around over head a few times
and then let it fall on the page.
There!
Now you have a random card.
<figure>
m4_esyscmd(<{{
pic src/images/cards.t | groff -Tdvi | dvisvgm --optimize=all --no-styles --verbosity=0 --stdin --stdout
}}>)
<figcaption>Figure: Finger Jab Card Table</figcaption>
</figure>
## APPENDIX: CREDIT AND INSPIRATION
Stuff I have been reading,
watching,
playing,
thinking about
while making this
Haunted Houses
: American Horror Story Murder House
: House of Leaves
Card and Dice Mechanics
: Alone Among The Stars: https://noroadhome.itch.io/alone-among-the-stars
: The Quiet Year: https://buriedwithoutceremony.itch.io/the-quiet-year
: Swords Without Master: https://epidiah.itch.io/worlds-without-master-issue-3
: No Cards No Problem: https://serialprizes.itch.io/no-cards-no-problem-0c0p
: One Page Solo Engine: https://inflatablestudios.itch.io/one-page-solo-engine
: Odd Folk: https://maxwellander.itch.io/oddfolk
Memories as Inventory
: Thousand Year Old Vampire: https://timhutchings.itch.io/tyov
Reactions and Conviction
: Cloud Empress Solo Rules: https://cloudempress.com/
Card based exploration
: Cardtography: https://koboldpress.com/howling-tower-cardtography/
: Carta SRD: https://peachgardengames.itch.io/carta-srd
## APPENDIX: DEVLOG
[2025-03-05]{#dev-2025-03-05}
I started working on this game while out of town visiting family. I have none of my usual game design tools here. That is, no role-playing dice. What I do have at the old family house is almost a dozen decks of playing cards. Nobody here ever played/plays card games together. No gin rummy or hearts or spades. Not for the adults anyway. There were fits of slapjack and go fish and crazy 8s amongst the children. But none for the adults, not that I remember. But there are sometimes simultaneous marathon sessions of solitaire. This family likes to do things alone together.
Which is yet another way to achieve group play with solo rules. Been doing it here for generations, in the succession game of this old family house.
Anyway, given the absence of other things to play with, I have decided that this game will mostly use playing cards for randomness, oracles, resolution, etc.
[2025-03-04]{#dev-2025-03-04}
I saw a thread on discord somewhere about GROUP PLAY WITH SOLO RULES . I can't find it any longer. But the idea took root. What intrigued me about it was not the idea actual collaborative group play that somehow uses solo rules, but a *serial* game of solo play using solo rules in which the world, the characters, the whole game is played with care and attention and then bundled up and handed off to the next player upon reaching some kind of landmark or checkpoint. A succession game.
This game came from that idea. The classic haunted house story is a succession game. It always starts with a naively hopeful family moving into the old house excited about a life chapter. And there is always a part where a confused ghosts thinks they still live there and cries out, Get out of my house! And the plucky young family finally escapes, or they don't. And then a newer younger pluckier family moves in. Repeat ad nauseum.
And therein lies the beauty. The haunted house genre comes with the succession game already built in. There's nothing else you have to do it whatsoever. When your family succumbs to the house (or successfully escapes it), then you wrap up any loose ends and pass the game. This is the succession game I want to play.

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.PS
boxwid = 0.71
boxht = 1
movewid = 0.2
moveht = 0.2
down
[
right
box "2 CLUBS"
move
box "4 CLUBS"
move
box "J DIAMONDS"
move
box "4 HEARTS"
move
box "10 HEARTS"
move
box "10 CLUBS"
]
move
[
right
box "K DIAMONDS"
move
box "2 SPADES"
move
box "5 CLUBS"
move
box "7 DIAMONDS"
move
box "K CLUBS"
move
box "7 CLUBS"
move
] with .nw at last [].sw - (0,0.2)
move
[
right
box "10 DIAMONDS"
move
box "Q CLUBS"
move
box "A CLUBS"
move
box "A SPADES"
move
box "3 SPADES"
move
box "4 SPADES"
move
] with .nw at last [].sw - (0,0.2)
move
[
right
box "8 DIAMONDS"
move
box "10 SPADES"
move
box "2 DIAMONDS"
move
box "6 SPADES"
move
box "3 DIAMONDS"
move
box "A HEARTS"
move
] with .nw at last [].sw - (0,0.2)
move
[
right
box "8 HEARTS"
move
box "J SPADES"
move
box "6 HEARTS"
move
box "9 SPADES"
move
box "K SPADES"
move
box "8 SPADES"
] with .nw at last [].sw - (0,0.2)
move
[
right
box "A DIAMONDS"
move
box "K HEARTS"
move
box "7 HEARTS"
move
box "9 HEARTS"
move
box "8 CLUBS"
move
box "3 HEARTS"
] with .nw at last [].sw - (0,0.2)
move
[
right
box "Q SPADES"
move
box "2 HEARTS"
move
box "J CLUBS"
move
box "9 CLUBS"
move
box "5 DIAMONDS"
move
box "Q HEARTS"
] with .nw at last [].sw - (0,0.2)
move
[
right
box "Q DIAMONDS"
move
box "4 DIAMONDS"
move
box "6 CLUBS"
move
box "3 CLUBS"
move
box "5 HEARTS"
move
box "J HEARTS"
] with .nw at last [].sw - (0,0.2)
move
[
right
box "5 SPADES"
move
box "6 DIAMONDS"
move
box "7 SPADES"
move
box "9 DIAMONDS"
] with .nw at last [].sw - (0,0.2)
.PE

View File

@ -0,0 +1,53 @@
.PS
# CONSTANTS
pi = atan2(0, -1);
cx = 1
cy = 0
r = 1
# CONFIG
circle rad r
# DRAW PIE SEGMENTS
for i = 1 to 6 do {
a = i * pi / 5
x1 = cx + r * cos(a)
y1 = cy + r * sin(a)
x2 = cx + r * cos(a + pi)
y2 = cy + r * sin(a + pi)
line from (x1, y1) to (x2, y2)
}
# DRAW SEGMENT LABELS
# using a macro
# and a 'copy thru' macro here
# because i seem unable
# to access looping variable
# inside of a for loop
# the way i want to.
# meanwhile,
# this seems to work just fine
space = 0.2
define labeler {
a = ($1 + 0.5) * pi / 5;
"$1" at ( \
cx + (r + space) * cos(a) * -1, \
cy + (r + space) * sin(a) \
)
}
copy thru @ labeler($1) @ until "YEEEHAW"
1
2
3
4
5
6
7
8
9
10
YEEEHAW
.PE

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---
title: No One Ever Leaves
subtitle: Actual Play
toc-title: CONTENTS
---
## TURN 1
<!--
Player: dozens
Started: 2025-03-08
Finished: ???
//-->
- ERA:
Proximate Past.
1950s Mississippi.
- HOUSE DESCRIPTION:
The house sits alone at the top of a small hill
at the end of a lane
off the main highway through town
by a small pond.
FAMILY
- FLEEING:
Mya sacrificed for her job.
Spent too much time there.
When she got sacked
it was like she didn't know who she was any more.
- SEARCHING:
Time to rekindle her relationship with her son.
- MYA GOMEZ, AGE 40
- Reactions
- 1 - 6 Remorseful +2
- 7 Patient -2
- 8 - 9 Professional +2
- Memories
1. Summary: Something is wrong with this house
- We moved into the house and it was so dark
- The tub is leaking and now the ceiling is damaged.
This place is a disaster. It's falling apart.
What have I done?
- First the plumbing and now the electrical.
Was this a terrible idea?
- Why do these repairs not stick?
2. Summary: Guillermo is acting out and is uncontrollable
- Guillermo won't stop peeling the wallpaper
- Or the paint
- Guillermo was skating in the house
and broke his wrist.
he got hurt because he won't mind me.
he is reckless
- I haven't seen Guillermo around much lately,
but it's for the better. We've been fighting so much.
But I feel guilty avoiding him. I moved here
to spend time with him.
3. Summary: I think I'm going crazy
- I can't sleep. The lights, and the noise.
- I think I'm hearing voices of people
who aren't there
- I feel like somebody's watching me.
- This has all happened before.
4. Summary:
- This house is dangerous because it is destroying my mind
- Unusually aggressive coyotes attacked me in my house.
-
-
- GUILLERMO GOMEZ, AGE 8
- Reactions
- 1 - 2 Honest +2
- 3 - 4 Brutal -1
- 5 - 6 Remorseful +1
- 7 - 9 Emotional +2
- 10 Honest +3
- Memories
1. Summary:
- Mom won't listen to me and won't believe me
- Mom is depressed and mopey
- Mom is accusing me of lying to her
-
2. Summary: I'm all alone and I don't need anybody
- Gomez is my only friend
- Mom doesn't want anything to do with me
- The kids don't play with me
- The parents keep kids away from me.
3. Summary:
- I fell and hurt myself skating
- Gomez got hurt protecting us from coyotes
-
-
4. Summary:
- I discovered a wallpapered door,
a secret stairway down to the basement
- The basement saved us from the coyotes
-
-
- GOMEZ GOMEZ (DOG)
### PHASE 1: ARRIVAL
OVERTONE: Dark
#### Hand 1
Undertone: Dark
Hand:
- 9C: Inexplicable shadows
- 2C: Doors won't stay <del>closed</del> open
- QC: Wallpaper won't stay on
Description:
Mya and Guillermo move into the house on the hill.
It's gloomy. Just like their moods after the move
and the long drive.
Mya throws open the windows and the doors
to brighten the place up
but the shadows continue to pool and deepen.
The doors close of their own volition no matter what she does.
The wallpaper in the foyer peels off in ribbons.
Mya blames Guillermo.
Guillermo blames Gomez.
Everybody is resentful.
Reactions:
- Mya: 6 = Remorseful +2
- Guillermo: 9 = Emotional +2
- Total: 4
Outcome:
Tensions run high.
Mya's remorse
and the gloom of the house
leaves her obviously struggling with depression.
Guillermo avoids her
and hides,
playing with Gomez outside.
Mya wonders if this was a mistake.
#### Hand 2
Undertone: Bright
Hand:
- JC: Paint peeling off in layers
- 8C: Uneven floors
- AC: Creaky floors
Description:
Guillermo is playing with a ball
and watches it roll from one end of the great hall
all the way to the other.
Soon he is skateboarding through the house,
Gomez nipping at his heels.
Mya warns him to stop
but he doesn't listen.
He keeps at it
until he hits a bump
in the uneven floors that wasn't there before
and falls and breaks his wrist.
Mya confiscates his skateboard
and is convinced that Guillermo
has been peeling the paint
as retribution for his punishment.
Reactions:
- Mya: 1 = Remorseful +2
- Guillermo: 2 = Honest +2
Outcome:
Guillermo blows up
and insists that he's telling the truth.
He's tired of being blamed
for the wallpaper and the paint.
Mya's mood continues to darken.
#### Hand 3
UNDERTONE: Dark
HAND:
- 3C: Mysterious drafts
- 10C: Old secret spaces or hidden rooms
- KC: Outdated plumbing
DESCRIPTION:
Water is leaking
from somewhere near
the upstairs guest bathub.
There is a water spot on the ceiling
in the foyer
and it is starting to split the ceiling
and drip.
Mya is busy trying to get a hold of a plumber
who can come out and fix the leak
and also a handyman
who can repaint the ceiling
and repair the damage to the house.
Guillermo noticed a weird draft
and a slight whistling
coming from behind a wallpapered door
in the kitchen
and discovers the stairs down to the basement.
REACTIONS:
- Mya: 3 Remorseful +2
- Guillermo: 10 Honest +3
- Total: 5
OUTCOME:
Mya and Guillermo avoid each other.
She's busy working on the house,
and he has disappeared into the basement.
#### Hand 4
UNDERTONE: Bright
HAND:
- 5C: Lights flickering and turning on by themselves
- 4C: Unexplained thumps and thuds and creaks
DESCRIPTION:
Mya makes dinner
and tries to spend some quality time
with Guillermo
who continues to be withdrawn.
The lights keep coming on during the night
when she's trying to sleep
waking her up.
And when the lights aren't flickering
there are strange thumps and thuds
that keep her up.
She is sleep deprived
and on edge during the day.
REACTIONS:
- Mya: 8 Professional +2
- Total: 2
OUTCOME:
Mya has three different electricians out to the house.
There is nothing wrong with the wiring.
The plumber has fixed the pipes
and the handyman has repaired the ceiling.
She has painted over the spot herself 3 times,
but it keeps coming out.
She has a carpenter come out
to level the floor where Guillermo fell,
but the board keeps popping back up.
### PHASE 2: HAUNTING
UNDERTONE: Dark
#### Hand 1
UNDERTONE:
Dark
HAND: 3 / 2 = 1
- 8D: Voices coming from the attic
DESCRIPTION:
Mya hears voices coming from the attic
and thinks that Guillermo
is up there playing by himself.
But she hears a voice she doesn't recognize.
Later asks him who was up there with him
and he says he wasn't up there at all.
REACTIONS:
- Mya: 9 / 2 = 4 = Remorseful +2
- Guillermo: 6 / 2 = 3 = Brutal -1
- Total: 1
OUTCOME:
The tension continues to build.
Mya accuses Guillermo of lying to her about stuff.
But also starts to believe that something else
is going on.
Guillermo resents that his mom
seems to keep blaming him for stuff
and won't listen to him
or believe him.
#### Hand 2
UNDERTONE: Bright
HAND: 8 = 4
- QD: Being ostracized by the neighbors
- 4D: Insomnia
- 10D: Feeling like you're being watched
- KD: The feeling that this has all happened before
DESCRIPTION:
Mya still can't sleep
and decides to embrace it,
staying up all night
cooking and cleaning
and trying to paint and patch stuff.
She's a little manic and a little frantic
and keeps having late night experiences
where she swears somebody is watching her.
She can't shake a creeping sense of deja vu,
like this has all happened before.
Guillermo has been acting weird
and keeping to himself
and talking to himself,
and the neighborhood kids have started calling him names
and staying away from him.
Those who don't,
their parents keep them away anyway.
REACTIONS:
- Mya: 7 / 2 = 3 = Remorseful +2
- Guillermo: 4 / 2 = 2 = Honest +2
- Total: 4
OUTCOME:
The family continues to fracture and isolate.
Mya's insomnia is leading her to question things.
Guillermo is growing weirder
and more peculiar
and more angry.
#### Hand 3
UNDERTONE: Dark
HAND: 5 / 2 = 2
- 3D: Old secret spaces or hidden rooms
- 7D: Sleepwalking
DESCRIPTION:
Guillermo is starting to venture more down into the basement.
Mya starts sleepwalking,
will suddenly come to in the middle of the night
out on the lawn
in her nihgtgown
REACTIONS:
- Mya: K / 2 = 6 = Professional +2
- Guillermo: 2 / 2 = 1 = Honest +2
- Total: 4
OUTCOME:
Mya tries to get help by seeing a doctor.
Is this carbon monoxide poisoning or something?
She gets some professionals to come out
to test the house for a gas leak.
#### Hand 4
UNDERTONE: Dark
HAND: K / 2 = 6
- 6D: Creepy neighbors
- 9D: Electronics stop working
- 5D: Things going missing
- AD: Animal infestation
- 2D: Things moving around on their own, not being where you left them
- JD: Pets/animals acting strange
DESCRIPTION: (whew this is a lot to tie together.
let's see..)
Gomez Gomez has taken to acting weird:
standing in the hallway growling at nothing,
barking randomly during the night,
suddenly getting up and running out of the room.
Refuses to go into the basement with Guillermo.
One night,
a pair of friggin wild, aggressive coyotes break into the house.
It is terrible and terrifying!
They attack and injure Gomez
while he was trying to protect them.
Mya grabs a large knife to protect herself.
Her cell phone is dead
so she runs into the other room to use the phone.
She puts down the knife to dial 911
but the landline is dead.
And the knife isn't there any more
where she put it down
when she hangs up.
From the upstairs window
they see some neighbors standing out on the sidewalk
just watching,
possibly alerted by the shouting.
They bang on the windows and call for help
but they just stand impassively and watch
and don't move.
They get chased through the house
and eventually realize they won't go near the basement.
Mya hasn't known about it up to now,
but Guillermo leads her to the papered over
hidden door
and they go down there and spend the night.
In the morning the coyotes are gone
and the house,
and the kitchen especially,
looks like it has been ransacked.
REACTIONS:
- Mya: 2 / 2 = 1 = Remorseful +2
- Guillermo: 10 / 2 = 5 = Remorseful +1
- Total: 3 (Oops! All remorse!)
OUTCOME:
In the aftermath of the attack,
survivors trauma does more to mend
Mya's and Guillermo's relationship
than moving across the country into this house,
or anything else they've done.
Not that it does that much.
There's still plenty of distrust and resentment there.
But it's a start.
They seem recommitted to each others
safety and well being.
Guillermo has brought Mya into his increasingly private world
by showing her the basement.
She is thankful that his quick thinking was able to save them.
Mya buys a gun.
Gomez Gomez has some superficial wounds treated
and is physically fine.
But he grows very anxious now if Mya and Guillermo
aren't together in a room,
and always at their side,
even refusing to sleep anywhere
but in bed with one of them.
### PHASE 3: TRAPPED
### PHASE 4: FINALE
<!--
## NOTES ##
I.
Mya has two full memories
by the end of phase 1
II.
HINT:
deal hands from the current suit pile,
and use another suit pile
to draw stuff like tone,
hand size,
reactions,
etc.
III.
CONVICTION:
if you just happen to have all strong convictions,
then things will just always escalate
//-->

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---
Name:
Date:
Note:
---
## Turn
HOUSE
- ERA + LOCATION:
- HOUSE DESCRIPTION:
FAMILY:
- FLEEING:
- SEARCHING:
- Name/age
- Reactions
- likelihood reaction conviction
- likelihood reaction conviction
- likelihood reaction conviction
- Memories
1. Summary:
-
-
-
-
2. Summary:
-
-
-
-
3. Summary:
-
-
-
-
4. Summary:
-
-
-
-
### PHASE 1: ARRIVAL
OVERTONE:
#### Hand 1
UNDERTONE:
HAND:
-
-
-
DESCRIPTION:
REACTIONS:
- Name, Reaction
- Name, Reaction
- Total:
OUTCOME:
### PHASE 2: HAUNTING
### PHASE 3: TRAPPED
### PHASE 4: FINALE

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@ -0,0 +1,14 @@
Card Meaning
Ace Beginning, opportunity
Two Balance, duality
Three Growth, creativity
Four Stability, structure
Five Change, conflict
Six Cooperation, communication
Seven Knowledge, reflection
Eight Accomplishment, mastery
Nine Attainment, fruition
Ten Completion, renewal
Jack Knows (domain)
Queen Has (domain)
King Is (domain)
1 Card Meaning
2 Ace Beginning, opportunity
3 Two Balance, duality
4 Three Growth, creativity
5 Four Stability, structure
6 Five Change, conflict
7 Six Cooperation, communication
8 Seven Knowledge, reflection
9 Eight Accomplishment, mastery
10 Nine Attainment, fruition
11 Ten Completion, renewal
12 Jack Knows (domain)
13 Queen Has (domain)
14 King Is (domain)

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@ -0,0 +1,13 @@
Card Result
A 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
10 10
J - K Draw Again
1 Card Result
2 A 1
3 2 2
4 3 3
5 4 4
6 5 5
7 6 6
8 7 7
9 8 8
10 9 9
11 10 10
12 J - K Draw Again

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@ -0,0 +1,5 @@
Card Result
CLUBS 1
DIAMONDS 2
HEARTS 3
SPADES 4
1 Card Result
2 CLUBS 1
3 DIAMONDS 2
4 HEARTS 3
5 SPADES 4

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@ -0,0 +1,8 @@
Card Result
A Draw again
2 - 3 1
4 - 5 2
6 - 7 3
8 - 9 4
10 - J 5
Q - K 6
1 Card Result
2 A Draw again
3 2 - 3 1
4 4 - 5 2
5 6 - 7 3
6 8 - 9 4
7 10 - J 5
8 Q - K 6

15
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Card Desire
A Harm
1 Heal
2 Warn
3 Solitude
4 Family
5 Power
6 Respect
7 Love
8 Wisdom
9 Magic
10 Destruction
J Release
Q Oblivion
K Intimacy
1 Card Desire
2 A Harm
3 1 Heal
4 2 Warn
5 3 Solitude
6 4 Family
7 5 Power
8 6 Respect
9 7 Love
10 8 Wisdom
11 9 Magic
12 10 Destruction
13 J Release
14 Q Oblivion
15 K Intimacy

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@ -0,0 +1,6 @@
Card Proximity
CLUBS Distant
DIAMONDS Near but in another part of the house
HEARTS Close, in this room
SPADES HERE AND NOW
1 Card Proximity
2 CLUBS Distant
3 DIAMONDS Near but in another part of the house
4 HEARTS Close, in this room
5 SPADES HERE AND NOW

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@ -0,0 +1,7 @@
Card Result
A Draw again
2 - 3 Distant past
4 - 5 Proximate past
6 - 9 Present
10 - J Proximate future
Q - K Distant future
1 Card Result
2 A Draw again
3 2 - 3 Distant past
4 4 - 5 Proximate past
5 6 - 9 Present
6 10 - J Proximate future
7 Q - K Distant future

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Suit Card Experience
CLUBS A Creaky floors
CLUBS 2 Doors won't stay closed
CLUBS 3 Mysterious drafts
CLUBS 4 Unexplained thumps and thuds and creaks
CLUBS 5 Lights flickering and turning on by themselves
CLUBS 6 Strange smells
CLUBS 7 Unusual hot and cold spots
CLUBS 8 Uneven floors
CLUBS 9 Inexplicable shadows
CLUBS 10 Old secret spaces or hidden rooms
CLUBS J Paint peeling off in layers
CLUBS Q Wallpaper won't stay on
CLUBS K Outdated plumbing
DIAMONDS A Animal infestation
DIAMONDS 2 Things moving around on their own, not being where you left them
DIAMONDS 3 Everyday things suddenly appear menacing to you for no reason
DIAMONDS 4 Insomnia
DIAMONDS 5 Things constantly going missing and aren't there where you put them down just moments ago
DIAMONDS 6 Creepy neighbors
DIAMONDS 7 Sleepwalking
DIAMONDS 8 Voices coming from the attic
DIAMONDS 9 Electronics stop working
DIAMONDS 10 Feeling like you're being watched
DIAMONDS J Pets/animals acting strange
DIAMONDS Q Being ostracized by the neighbors
DIAMONDS K The feeling that this has all happened before
HEARTS A The feeling that nobody believes you
HEARTS 2 The feeling that you're in danger
HEARTS 3 Hearing laughter or cyring somewhere in the house
HEARTS 4 You try to leave but end up back in the house
HEARTS 5 You wake up in a different room than where you went to sleep
HEARTS 6 All of the food spoils and rots much faster than it should
HEARTS 7 You see things out of the corner of your eye
HEARTS 8 You are certain that you are not alone
HEARTS 9 You find messages that only you can see
HEARTS 10 The feeling that somebody is trying to harm you
HEARTS J Persistant whispering and knocking from the other room
HEARTS Q You can hear footsteps when you're home alone
HEARTS K Seeing reflections of people in mirrors who aren't there
SPADES A Object fly off the shelves
SPADES 2 Furniture moves itself
SPADES 3 The feeling that somebody brushed past you when nobody's there
SPADES 4 All the electronics suddenly turn on at full volume at the same time
SPADES 5 Ghostly figures appearing and disappearing
SPADES 6 Shadowy figures darting through hallways and appearing in doorways
SPADES 7 The pervasive smell of rotting meat coming from inside the walls
SPADES 8 Sudden intense chills. You are certain somebody is watching you.
SPADES 9 Bruises appear on your body in the shape of a handprint
SPADES 10 Vivid recurring nightmares
SPADES J Waking up feeling like something is sitting on your chest
SPADES Q Scratches on the walls like a human or beast clawed at it
SPADES K You become one with the house
1 Suit Card Experience
2 CLUBS A Creaky floors
3 CLUBS 2 Doors won't stay closed
4 CLUBS 3 Mysterious drafts
5 CLUBS 4 Unexplained thumps and thuds and creaks
6 CLUBS 5 Lights flickering and turning on by themselves
7 CLUBS 6 Strange smells
8 CLUBS 7 Unusual hot and cold spots
9 CLUBS 8 Uneven floors
10 CLUBS 9 Inexplicable shadows
11 CLUBS 10 Old secret spaces or hidden rooms
12 CLUBS J Paint peeling off in layers
13 CLUBS Q Wallpaper won't stay on
14 CLUBS K Outdated plumbing
15 DIAMONDS A Animal infestation
16 DIAMONDS 2 Things moving around on their own, not being where you left them
17 DIAMONDS 3 Everyday things suddenly appear menacing to you for no reason
18 DIAMONDS 4 Insomnia
19 DIAMONDS 5 Things constantly going missing and aren't there where you put them down just moments ago
20 DIAMONDS 6 Creepy neighbors
21 DIAMONDS 7 Sleepwalking
22 DIAMONDS 8 Voices coming from the attic
23 DIAMONDS 9 Electronics stop working
24 DIAMONDS 10 Feeling like you're being watched
25 DIAMONDS J Pets/animals acting strange
26 DIAMONDS Q Being ostracized by the neighbors
27 DIAMONDS K The feeling that this has all happened before
28 HEARTS A The feeling that nobody believes you
29 HEARTS 2 The feeling that you're in danger
30 HEARTS 3 Hearing laughter or cyring somewhere in the house
31 HEARTS 4 You try to leave but end up back in the house
32 HEARTS 5 You wake up in a different room than where you went to sleep
33 HEARTS 6 All of the food spoils and rots much faster than it should
34 HEARTS 7 You see things out of the corner of your eye
35 HEARTS 8 You are certain that you are not alone
36 HEARTS 9 You find messages that only you can see
37 HEARTS 10 The feeling that somebody is trying to harm you
38 HEARTS J Persistant whispering and knocking from the other room
39 HEARTS Q You can hear footsteps when you're home alone
40 HEARTS K Seeing reflections of people in mirrors who aren't there
41 SPADES A Object fly off the shelves
42 SPADES 2 Furniture moves itself
43 SPADES 3 The feeling that somebody brushed past you when nobody's there
44 SPADES 4 All the electronics suddenly turn on at full volume at the same time
45 SPADES 5 Ghostly figures appearing and disappearing
46 SPADES 6 Shadowy figures darting through hallways and appearing in doorways
47 SPADES 7 The pervasive smell of rotting meat coming from inside the walls
48 SPADES 8 Sudden intense chills. You are certain somebody is watching you.
49 SPADES 9 Bruises appear on your body in the shape of a handprint
50 SPADES 10 Vivid recurring nightmares
51 SPADES J Waking up feeling like something is sitting on your chest
52 SPADES Q Scratches on the walls like a human or beast clawed at it
53 SPADES K You become one with the house

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Black Red
Single Two or more adults
One or more children No Children
Pet(s) No Pets
1 Black Red
2 Single Two or more adults
3 One or more children No Children
4 Pet(s) No Pets

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Suit Card Name Name Surname
CLUBS A Josiah Terri Phillips
CLUBS 2 Jerald Lesley Smith
CLUBS 3 Judah Ebony Johnson
CLUBS 4 Mauricio Juliette Williams
CLUBS 5 Eugene Marie Brown
CLUBS 6 Quincy Ciara Jones
CLUBS 7 Asher Makayla Garcia
CLUBS 8 Kent Candace Miller
CLUBS 9 Leslie Ethel Davis
CLUBS 10 Felix Shelly Rodriguez
CLUBS J Felipe Reese Martinez
CLUBS Q Guillermo Allie Hernandez
CLUBS K Eric Shirley Lopez
DIAMONDS A Emanuel Lila Gonzalez
DIAMONDS 2 Finn Hanna Wilson
DIAMONDS 3 Christopher Karen Anderson
DIAMONDS 4 Bart Paola Thomas
DIAMONDS 5 Aron Beulah Taylor
DIAMONDS 6 Carlo James Moore
DIAMONDS 7 Ned Maci Jackson
DIAMONDS 8 Ignacio Adalyn Martin
DIAMONDS 9 Ayden Camila Lee
DIAMONDS 10 Lorenzo Hope Perez
DIAMONDS J Elias Tonya Thompson
DIAMONDS Q Tucker Mya White
DIAMONDS K Kellen Sage Harris
HEARTS A Leland Cassidy Sanchez
HEARTS 2 Guy Karla Clark
HEARTS 3 Kirby Maeve Ramirez
HEARTS 4 Owen Suzanne Lewis
HEARTS 5 Ivan Shelby Robinson
HEARTS 6 Cleveland Julissa Walker
HEARTS 7 Jonathan Brenda Young
HEARTS 8 Dillon Breanna Allen
HEARTS 9 Ellis Eunice King
HEARTS 10 Branden Sasha Wright
HEARTS J Emmett Krystal Scott
HEARTS Q Barrett Kerri Torres
HEARTS K Everett Tanya Nguyen
SPADES A Brooks Kiara Hill
SPADES 2 Curtis Jasmine Flores
SPADES 3 Alijah Kaylin Green
SPADES 4 Romeo Hayden Adams
SPADES 5 Nick Lacey Nelson
SPADES 6 Drew Gianna Baker
SPADES 7 Tracy Ariel Hall
SPADES 8 Forest Amira Rivera
SPADES 9 Justin Pamela Campbell
SPADES 10 Carson Addison Mitchell
SPADES J Lukas Susie Carter
SPADES Q Arnold Penny Roberts
SPADES K Joaquin Raven Gomez
1 Suit Card Name Name Surname
2 CLUBS A Josiah Terri Phillips
3 CLUBS 2 Jerald Lesley Smith
4 CLUBS 3 Judah Ebony Johnson
5 CLUBS 4 Mauricio Juliette Williams
6 CLUBS 5 Eugene Marie Brown
7 CLUBS 6 Quincy Ciara Jones
8 CLUBS 7 Asher Makayla Garcia
9 CLUBS 8 Kent Candace Miller
10 CLUBS 9 Leslie Ethel Davis
11 CLUBS 10 Felix Shelly Rodriguez
12 CLUBS J Felipe Reese Martinez
13 CLUBS Q Guillermo Allie Hernandez
14 CLUBS K Eric Shirley Lopez
15 DIAMONDS A Emanuel Lila Gonzalez
16 DIAMONDS 2 Finn Hanna Wilson
17 DIAMONDS 3 Christopher Karen Anderson
18 DIAMONDS 4 Bart Paola Thomas
19 DIAMONDS 5 Aron Beulah Taylor
20 DIAMONDS 6 Carlo James Moore
21 DIAMONDS 7 Ned Maci Jackson
22 DIAMONDS 8 Ignacio Adalyn Martin
23 DIAMONDS 9 Ayden Camila Lee
24 DIAMONDS 10 Lorenzo Hope Perez
25 DIAMONDS J Elias Tonya Thompson
26 DIAMONDS Q Tucker Mya White
27 DIAMONDS K Kellen Sage Harris
28 HEARTS A Leland Cassidy Sanchez
29 HEARTS 2 Guy Karla Clark
30 HEARTS 3 Kirby Maeve Ramirez
31 HEARTS 4 Owen Suzanne Lewis
32 HEARTS 5 Ivan Shelby Robinson
33 HEARTS 6 Cleveland Julissa Walker
34 HEARTS 7 Jonathan Brenda Young
35 HEARTS 8 Dillon Breanna Allen
36 HEARTS 9 Ellis Eunice King
37 HEARTS 10 Branden Sasha Wright
38 HEARTS J Emmett Krystal Scott
39 HEARTS Q Barrett Kerri Torres
40 HEARTS K Everett Tanya Nguyen
41 SPADES A Brooks Kiara Hill
42 SPADES 2 Curtis Jasmine Flores
43 SPADES 3 Alijah Kaylin Green
44 SPADES 4 Romeo Hayden Adams
45 SPADES 5 Nick Lacey Nelson
46 SPADES 6 Drew Gianna Baker
47 SPADES 7 Tracy Ariel Hall
48 SPADES 8 Forest Amira Rivera
49 SPADES 9 Justin Pamela Campbell
50 SPADES 10 Carson Addison Mitchell
51 SPADES J Lukas Susie Carter
52 SPADES Q Arnold Penny Roberts
53 SPADES K Joaquin Raven Gomez

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Suit Phase Description
CLUBS Arrival New beginnings. Family moves into house. Ignorance, hope, beginnings, structure, opportunity
DIAMONDS Haunting Weird stuff happens. Conflict, corruption, deception, secrets
HEARTS Trapped Try to leave but cannot. Isolation, violence, courage, delirium, captivity, prophecy, aid
SPADES Finale Entombed, succumb to the house. Surrender, judgment, ending, renewal, loss
1 Suit Phase Description
2 CLUBS Arrival New beginnings. Family moves into house. Ignorance, hope, beginnings, structure, opportunity
3 DIAMONDS Haunting Weird stuff happens. Conflict, corruption, deception, secrets
4 HEARTS Trapped Try to leave but cannot. Isolation, violence, courage, delirium, captivity, prophecy, aid
5 SPADES Finale Entombed, succumb to the house. Surrender, judgment, ending, renewal, loss

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Suit Card Reaction
Red A Lonely
Red 1 Confused
Red 2 Yearning
Red 3 Remorseful
Red 4 Sorrowful
Red 5 Compassionate
Red 6 Frightened
Red 7 Emotional
Red 8 Professional
Red 9 Trusting
Red 10 Honest
Red J Decisive
Red Q Friendly
Red K Curious
Black A Suspicious
Black 1 Violent
Black 2 Brutal
Black 3 Arrogant
Black 4 Agitated
Black 5 Patient
Black 6 Jealous
Black 7 Haughty
Black 8 Frightened
Black 9 Guilty
Black 10 Manipulative
Black J Broken
Black Q Aggressive
Black K Dishonest
1 Suit Card Reaction
2 Red A Lonely
3 Red 1 Confused
4 Red 2 Yearning
5 Red 3 Remorseful
6 Red 4 Sorrowful
7 Red 5 Compassionate
8 Red 6 Frightened
9 Red 7 Emotional
10 Red 8 Professional
11 Red 9 Trusting
12 Red 10 Honest
13 Red J Decisive
14 Red Q Friendly
15 Red K Curious
16 Black A Suspicious
17 Black 1 Violent
18 Black 2 Brutal
19 Black 3 Arrogant
20 Black 4 Agitated
21 Black 5 Patient
22 Black 6 Jealous
23 Black 7 Haughty
24 Black 8 Frightened
25 Black 9 Guilty
26 Black 10 Manipulative
27 Black J Broken
28 Black Q Aggressive
29 Black K Dishonest

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suit class element domain meaning
swords/spades nobility, military air: cold and dry understanding logic, ideas, intellect, communication
cups/hearts clergy water (steam): hot and wet compassion spirituality, emotion, love, relationships
pentacles/diamonds merchants earth (mud): cold and wet opportunity nature, physicality, wealth, stability
wands/clubs artisans, laborers fire: hot and dry magic passion, inspiration, willpower, creativity
1 suit class element domain meaning
2 swords/spades nobility, military air: cold and dry understanding logic, ideas, intellect, communication
3 cups/hearts clergy water (steam): hot and wet compassion spirituality, emotion, love, relationships
4 pentacles/diamonds merchants earth (mud): cold and wet opportunity nature, physicality, wealth, stability
5 wands/clubs artisans, laborers fire: hot and dry magic passion, inspiration, willpower, creativity

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Card Result Description
Red or A - 6 Bright Intense, loud, boisterous, violent, passionate, reckless, mocking, frivolous
Black or 7 - Q Dark Melancholy, quiet, intense, contemplative, weary, brooding, cool, quiet, introspective, calculating
1 Card Result Description
2 Red or A - 6 Bright Intense, loud, boisterous, violent, passionate, reckless, mocking, frivolous
3 Black or 7 - Q Dark Melancholy, quiet, intense, contemplative, weary, brooding, cool, quiet, introspective, calculating

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