NO ONE EVER LEAVES

to haunt and be haunted

dozens

2025-03-05

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:

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

  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.

    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.

Phases Of Play
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. UNDERTONE: Draw a card to establish the undertone. This marks the start of a new hand.

  2. EXPERIENCES: Deal c6 cards facedown into a single hand. Turn the cards in hand face up one at a time, looking each one up on the Experiences Table. Resolve them one at a time, or consider them together all at once.

  3. JOURNAL: Pause to consider your experiences and make a note in your journal. Add your experiences to your memories if you can.

  4. 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 and then add up all of their conviction 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.

  5. 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.

  6. FADING: Erode the memories of the existing haunts in the Ledger.

  7. REPEAT

TONE

Tone
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

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

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

You can use cards to simulate a four-sided die to get a random number between 1 and 4.

Random Number Between 1 And 4
Card Result
CLUBS 1
DIAMONDS 2
HEARTS 3
SPADES 4

NUMBERS BETWEEN 1 AND 6

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.

Random Number Between 1 And 6
Card Result
A Draw again
2 - 3 1
4 - 5 2
6 - 7 3
8 - 9 4
10 - J 5
Q - K 6

NUMBERS BETWEEN 1 AND 10

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?
Era
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. 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?
Family Size
Black Red
Single Two or more adults
One or more children No Children
Pet(s) No Pets
  1. Make a Reaction Wheel for each family member.
Names1
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

REACTIONS

Both occupants and haunts are nuanced and unpredictable people capable of a variety of reactions.

  1. Draw on the Reactions table

  2. Draw 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.

Reactions
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

Example: here is a blank reaction wheel:

12345678910
Figure: Blank Reaction Wheel

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: Reaction Wheel Step 1

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: Reaction Wheel Step 2

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: Reaction Wheel Step 3

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

Experiences
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

Optionally, you may draw c4 for Proximity for an experience.

Proximity
Card Proximity
CLUBS Distant
DIAMONDS Near but in another part of the house
HEARTS Close, in this room
SPADES HERE AND NOW

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. 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?

APPENDIX: LIST OF TABLES

APPENDIX: 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:

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:

One scene. A single deal of 1 - 6 experiences. Hands are dealt repeatedly until the current phase is over.

Haunt:

A ghostly resident of the house. A shade of a former occupant made up of fading memories and strong reactions.

Likelihood

A number between 1 and 6 associated with a reaction that is both how many segments of a reaction wheel a reaction occupies, and also the percent chance that a character reacts that way during a hand.

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:

One of four periods of play comprised of a number of hands

Reaction:

A reaction or temperament, but also its conviction and likelihood.

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

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:

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:

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

FAMILY

CHARACTER

  1. Name/Age:

  2. Description:

12345678910

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:

APPENDIX: MAP OF THE HOUSE

map of the house

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.

Suit Meanings
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

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.

Card Meanings
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)

APPENDIX: EXPLORING THE HIDDEN DEPTHS OF THE BASEMENT

This is the exploration and mapping minigame.

You will need:

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:

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.

2CLUBS 4CLUBS JDIAMONDS 4HEARTS 10HEARTS 10CLUBS KDIAMONDS 2SPADES 5CLUBS 7DIAMONDS KCLUBS 7CLUBS 10DIAMONDS QCLUBS ACLUBS ASPADES 3SPADES 4SPADES 8DIAMONDS 10SPADES 2DIAMONDS 6SPADES 3DIAMONDS AHEARTS 8HEARTS JSPADES 6HEARTS 9SPADES KSPADES 8SPADES ADIAMONDS KHEARTS 7HEARTS 9HEARTS 8CLUBS 3HEARTS QSPADES 2HEARTS JCLUBS 9CLUBS 5DIAMONDS QHEARTS QDIAMONDS 4DIAMONDS 6CLUBS 3CLUBS 5HEARTS JHEARTS 5SPADES 6DIAMONDS 7SPADES 9DIAMONDS
Figure: Finger Jab Card Table

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

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

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.


  1. Random selections from the top 1,000 US names (updated for 2023) from namecensus.com↩︎