The Kickstarter campaign for CHIRON'S DOOM has just 2 hours left to run!
I figure I'll distract myself from endlessly hitting refresh by talking a little bit about the mechanical and thematic heart of the game: the expedition deck.
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CHIRON'S DOOM is a #ZineQuest storytelling #TTRPG about an ill-fated expedition to uncover the secrets of a mysterious monument.
As you play, the expedition unravels, leaving the explorers with a difficult choice: press on in the hope of final revelation, or abandon the expedition before it's too late.
If this sounds like your jam, get in quick!
https://www.kickstarter.com/projects/ickbat/chirons-doom
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Kickstarter
Coming soon: Chiron's DoomA mysterious monument. An ill-fated expedition. A ZineQuest tabletop RPG for 1-3 players.
On a really basic level, CHIRON'S DOOM is a game where you draw cards from a deck and respond to the corresponding prompts. There are lots of those out there, but the magic here is in the expedition deck.
At the start of play, the expedition deck contains 9 cards: 6 diamonds (the secrets you are trying to uncover), and the 2 of hearts, clubs, and spades (representing encroaching disaster).
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So, when you first sit down to play CHIRON'S DOOM, the odds look pretty good: most of the deck consists of the monument's secrets, and that's precisely what you're looking for.
There's already an element of risk, though: one of the diamonds is a King, and whenever a King is drawn an explorer dies. You (the player) know that if your expedition is to succeed, at least one explorer will be lost.
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If you draw the 2 of hearts, clubs, or spades, your expedition begins to unravel. You shuffle the corresponding disaster deck into the expedition deck, which does a couple of things:
- It adds another King into the mix, putting another explorer at risk.
- It dilutes the pool of diamonds, making it that much harder to reach final revelation.
- It reorders the deck. That may not seem like it matters, but I find it has a pretty powerful psychological effect.
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