That Night Out: A Survive the Night Challenge entry
This is my entry to Matthew Bannock's challenge on Google Plus. He invited people to try writing up a game using the theme, "Survive the Night"
Here's hoping this is well received.
See the original post here:
https://plus.google.com/114115509368774227944/posts/34DbB97ghY6
That Night Out
Number of players: 2-5, GM less game
That Night Out
Number of players: 2-5, GM less game
Requirements: 1 standard deck of playing cards, jokers included
You and your friends are on a night out, enjoying some beers and laughs. Out of nowhere, a siren blares. You look at each other and realize that though you've never heard this siren before... you are aware that your lives are in danger. Somehow, deep in the bottom of your souls, you all realize something is out there to kill you.
You and your friends are on a night out, enjoying some beers and laughs. Out of nowhere, a siren blares. You look at each other and realize that though you've never heard this siren before... you are aware that your lives are in danger. Somehow, deep in the bottom of your souls, you all realize something is out there to kill you.
And no one else seems to feel that way but your group.
What do you do?
Survive the Night has you and your friends consider options on how to survive til the coming of dawn. Each hour, something happens and your group must try to survive it, despite the strangeness and impossibility of it. Frighteningly, no one else seems to perceive the threats you are facing. Can you survive the night?
Survive the Night has you and your friends consider options on how to survive til the coming of dawn. Each hour, something happens and your group must try to survive it, despite the strangeness and impossibility of it. Frighteningly, no one else seems to perceive the threats you are facing. Can you survive the night?
The game is played in Rounds.
There are 9 Rounds in the game, representing the nine hours that remain before the sun rises.
The game begins in your group's favorite hangout. You were all there at 9p.m. when the Siren sounded. Suddenly, you all innately sense the danger you are in.
And worse, realize no one else in the bar save your group is in that situation.
Each Round can be as long or short as needed to overcome the threat. If need be, if thirty minutes of real time actually pass and the threat is not defeated, trigger the next Round.
Each Round, a Threat manifests, arrives, or stalks the victims. They must find a way to defeat it and survive the night. Be aware that eventually, the group may have to leave the location to continue their fight for survival. Or worse, barricade themselves from others somehow. As they battle against these Threats, they might incite the anger or fear of those around them which may lead to complications with the police and others.
The devastation and destruction these things leave in their wake, however, are real and can kill those in the way. Everyone else just fails to perceive the cause... and frighteningly most might pin-point the players are the possible source.
Each Round, a Threat manifests, arrives, or stalks the victims. They must find a way to defeat it and survive the night. Be aware that eventually, the group may have to leave the location to continue their fight for survival. Or worse, barricade themselves from others somehow. As they battle against these Threats, they might incite the anger or fear of those around them which may lead to complications with the police and others.
The devastation and destruction these things leave in their wake, however, are real and can kill those in the way. Everyone else just fails to perceive the cause... and frighteningly most might pin-point the players are the possible source.
Each player then draws five playing cards from the deck, but is careful not to reveal them to the other players. These cards are used to resolve any challenges during that Round. Once a player runs out of cards, he cannot win the next challenge. Unless the narrative properly means the character dies, the character is grievously injured and has one less card in his hand for the rest of the game. This means, the more injuries the characters take, the less cards they will have for the rest of the game. Eventually, they might be too injured that they automatically fail challenges and die (unless someone who cares for them helps them, that is, by playing a card for them in exchange for nothing.) The game, of course prematurely ends if all the player characters die.
Each card allows the player to succeed in an action that matches its suit.
Clubs - Physical actions (e.g. Climbing a ladder, shoving someone back, breaking open a lock)
Diamonds - Financial or resource based actions (e.g. Paying for something, calling for help from someone they know, remembering a specific store that might be useful)
Diamonds - Financial or resource based actions (e.g. Paying for something, calling for help from someone they know, remembering a specific store that might be useful)
Spades - Mental actions (e.g. Noticing a threat coming towards them, picking a lock)
Hearts - Emotional actions (e.g. convincing others to run away, seducing someone)
Players choose a name for their character and a brief phrase describing who they are in the game.
Each player chooses one other character as "the person they care for the most" and writes that name down. If that character is about to fail a challenge, the player can trade one card with him to help him succeed. This can only be done once.
Each player chooses another character as "the person they care about the least" and writes that name down as well. If that character is about to win a challenge, the player can demand to trade the played card with any one of his cards. This may cause the other to lose (or still succeed but with a lower card). This can also only be done only once.
Each player chooses another character as "the person they care about the least" and writes that name down as well. If that character is about to win a challenge, the player can demand to trade the played card with any one of his cards. This may cause the other to lose (or still succeed but with a lower card). This can also only be done only once.
Each Round, five other cards are also drawn and left face down on the table.
Then, a sixth card is drawn and compared to this chart, to determine the kind of Threat that is coming. The player who last had gone drinking is the first Narrator and starts the narration on how the Threat approaches the group. Then, going clockwise, each player handles any narrative requirements for scenes as the Narrator every time a decision is needed. If that person is the one doing an action, skip that person.
However, when actions relate to the Threats, the five drawn cards are then used for resolution. The player declares the action and the Narrator determines the needed suit (without seeing the cards of the player). The player then selects one card to play. The Narrator randomly chooses one of the five face down cards on the table. These are compared to see who wins. If both have the correct suit, the higher number wins (Aces are low). If only one has a matching suit, that character wins. If neither have a matching suit, the success goes to the higher number. If still tied, then the Narrator decides.
Story wise, as each hour begins, the players all have a sense of a threat present. If you want, you can hint on what is to come. Or leave it completely by surprise.
However, when actions relate to the Threats, the five drawn cards are then used for resolution. The player declares the action and the Narrator determines the needed suit (without seeing the cards of the player). The player then selects one card to play. The Narrator randomly chooses one of the five face down cards on the table. These are compared to see who wins. If both have the correct suit, the higher number wins (Aces are low). If only one has a matching suit, that character wins. If neither have a matching suit, the success goes to the higher number. If still tied, then the Narrator decides.
Story wise, as each hour begins, the players all have a sense of a threat present. If you want, you can hint on what is to come. Or leave it completely by surprise.
CLUBS
Card
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Threat
|
Description
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Boon
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Bane
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Ace
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2
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3
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4
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5
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6
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7
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8
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9
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10
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Jack
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Can chew through anything. Takes immense damage. | He still does need to breathe. | ||
Queen
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King
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DIAMOND
Card
|
Threat
|
Description
|
Boon
|
Bane
|
Ace
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2
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3
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4
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5
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6
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7
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8
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9
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10
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Jack
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Queen
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King
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SPADES
Card
|
Threat
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Description
|
Boon
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Bane
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Ace
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2
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3
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4
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5
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6
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7
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8
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9
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10
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Jack
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Queen
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King
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HEARTS
Card
|
Threat
|
Description
|
Boon
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Bane
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Ace
|
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2
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Or once someone breaks a piece of wood. |
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3
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4
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If not, at the end of the Round, they have a member of the character's family with them and leave, leaving the family member's heads.
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5
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6
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7
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8
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9
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10
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Jack
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Queen
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King
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At the end of each Round, players can keep one card each to carry over to the next Round.
All other cards are collected, shuffled, and each player is once again given cards to have a hand of five (more or less depending on what Threats were faced). And a new Round begins.
All other cards are collected, shuffled, and each player is once again given cards to have a hand of five (more or less depending on what Threats were faced). And a new Round begins.
If the players reach the end, they hear the Siren one last time. The Threats are over.
Why this happened... and how... is a story for another day.
Will you Survive the Night?
Good luck.
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