Got a copy of this from my local game store and had such a fun time! Made my first runthrough into a little journal on my itch page :) thanks for making this! I have a lot of normal feelings about lighthouses, loved reading "Madhouse At the End of the World" when I was done (and revisiting the Jules Verne novel!) This was truly a delight to play. My favorite moment was landing on the card that ended with "Anger rules much of your life, doesn't it?"
Ha, wow, that is quite a review. I didn't KNOW I had feelings about lighthouses until that book, and now they're in my personal Major Arcana. Go figure.
I know this game came out a couple years ago but I just managed to get my hands on a physical copy and wow what a ride - I typically am not a fan of the Wretched and Alone system but this was phenomenally done. Truly had trouble falling asleep after playing it some nights because my own imagination scared me. Clearly a sign of excellent world building and design. The combination of literal horror and psychological thriller was really well done through the prompts.
I appreciate the afterword as well, I’m going to have to look up some more information on the lighthouse it was based on. Thanks very much for your work on this!
I love this game! It's so atmospheric and spooky but without being overwhelming. I love the different genres of prompts, I was expecting spooky ghost activity but mixing in horrors from the ocean and your character's own mind adds so much good variety! I'm a few turns in with my first character and am excited to see how it ends!
I got this in the recent humble bundle and I'm preparing to play it! Super excited! I was just wondering: in the book you say each set of cards represents a week of your time, but then also that you roll a d6 to determine how many cards you draw per day. I was wondering when you roll a d6 for clearing the ghosts since it says you do it once per day: once for every day in that "week" or only once for each entire draw? Seems hard to clear 10 ghosts if it's once every entire draw you'll run out of cards fast! Or do you reshuffle any cards that don't say to discard them back in?
Hi there! Sorry for the confusion - yes, that is my error. Broadly speaking any TURN (roll a die, draw that many cards, play them out, roll a die again to see if you get a 5 or 6) is (or should be) referred to as a "week," but I do state in the text that time is kind of flexible there and that's more of a suggestion than an iron-clad rule. It's really up to you if that full turn is a day, a week, a month, whatever.
And yes, the idea is you roll that salvation die (as the Wretched & Alone framework calls it) at the end of each turn, but not at the end of each card. You are right that that makes clearing all 10 ghosts an unlikely outcome; that's the dirty secret of Wretched & Alone games. It is possible to survive (especially if you remove the Jenga tower), but extremely unlikely. These games are more about the journey than the destination, about finding meaning even in the face of futility.
You can reshuffle and keep going, but I would wait until all cards are spent before doing so.
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Got a copy of this from my local game store and had such a fun time! Made my first runthrough into a little journal on my itch page :) thanks for making this! I have a lot of
normalfeelings about lighthouses, loved reading "Madhouse At the End of the World" when I was done (and revisiting the Jules Verne novel!) This was truly a delight to play. My favorite moment was landing on the card that ended with "Anger rules much of your life, doesn't it?"Ha, wow, that is quite a review. I didn't KNOW I had feelings about lighthouses until that book, and now they're in my personal Major Arcana. Go figure.
I know this game came out a couple years ago but I just managed to get my hands on a physical copy and wow what a ride - I typically am not a fan of the Wretched and Alone system but this was phenomenally done. Truly had trouble falling asleep after playing it some nights because my own imagination scared me. Clearly a sign of excellent world building and design. The combination of literal horror and psychological thriller was really well done through the prompts.
I appreciate the afterword as well, I’m going to have to look up some more information on the lighthouse it was based on. Thanks very much for your work on this!
Thank you so much for your kind comment, it made my week!
I love this game! It's so atmospheric and spooky but without being overwhelming. I love the different genres of prompts, I was expecting spooky ghost activity but mixing in horrors from the ocean and your character's own mind adds so much good variety! I'm a few turns in with my first character and am excited to see how it ends!
Thank you so much! Can't wait to hear how the rest of your game goes.
I got this in the recent humble bundle and I'm preparing to play it! Super excited! I was just wondering: in the book you say each set of cards represents a week of your time, but then also that you roll a d6 to determine how many cards you draw per day. I was wondering when you roll a d6 for clearing the ghosts since it says you do it once per day: once for every day in that "week" or only once for each entire draw? Seems hard to clear 10 ghosts if it's once every entire draw you'll run out of cards fast! Or do you reshuffle any cards that don't say to discard them back in?
Thank you!
Hi there! Sorry for the confusion - yes, that is my error. Broadly speaking any TURN (roll a die, draw that many cards, play them out, roll a die again to see if you get a 5 or 6) is (or should be) referred to as a "week," but I do state in the text that time is kind of flexible there and that's more of a suggestion than an iron-clad rule. It's really up to you if that full turn is a day, a week, a month, whatever.
And yes, the idea is you roll that salvation die (as the Wretched & Alone framework calls it) at the end of each turn, but not at the end of each card. You are right that that makes clearing all 10 ghosts an unlikely outcome; that's the dirty secret of Wretched & Alone games. It is possible to survive (especially if you remove the Jenga tower), but extremely unlikely. These games are more about the journey than the destination, about finding meaning even in the face of futility.
You can reshuffle and keep going, but I would wait until all cards are spent before doing so.
Thank you so much! I can't wait to play :D
Great work! I really enjoyed it!
YOOOOOOOOOOO THANK YOU SO MUCH THIS IS SO EXCITING