Life of Mine – Solo Journaling Game

In this game, you are the sole protagonist, navigating the chaos and uncertainty of life in a conflict zone.

With nothing more than a standard deck of playing cards, you’ll embark on a narrative journey shaped by the cards you draw, creating a unique and personal story with every game.

In "Life of Mine," each suit of cards represents a different aspect of your survival story.

As you draw from the deck, you’ll encounter diverse locations, events, resources, and characters, all of which will influence your path and decisions.

Imagine stumbling upon a hidden bunker while the world above crumbles in chaos.

Picture an unexpected truce offering a brief moment of respite amidst the turmoil.

Envision finding a cache of medical supplies just when hope seems lost.
Every card you draw brings a new twist, a fresh challenge, or a vital discovery.

Your journey will be shaped by the following elements:

  • Locations: The places you find yourself in will dictate the tone and challenges of your story. From abandoned schools and ruined marketplaces to secret hideouts and bombed-out libraries, each location adds a new layer of intrigue and danger to your narrative.

  • Events: The unfolding events will test your resilience and adaptability. Whether it’s a sudden attack, a supply drop, or a betrayal, each event will push you to make tough choices and navigate the unpredictable landscape of war.

  • Resources: Survival hinges on what you can find. Ammunition, clean water, medical supplies, and more can mean the difference between life and death. Scavenging and managing these resources will be crucial as you progress through your story.

  • Characters: The people you meet will shape your journey in profound ways. Allies, enemies, and mysterious strangers all play a part in your survival. Their actions and motives can either aid or hinder you, making every encounter significant.

"Life of Mine" is a GM-free, diceless game, designed for solo play.

All you need is a deck of cards to generate prompts that guide your journaling.

As you draw cards and weave your narrative, you’ll document your experiences, thoughts, and decisions, creating a rich tapestry of your character’s life in the war zone.

Embark on this journey of survival and storytelling, where every card draw brings a new chapter to your chronicle. How will you navigate the perils of war?

What stories will you uncover? The fate of your character is in your hands.

Welcome to "Life of Mine."

Game Rules

Welcome to this solo journaling RPG, where you’ll create your own story using just a deck of cards and your imagination.

This game is inspired by The Adventurer by James Chip (jameschip.itch.io) – with the addition on the "triples" table and the "joker events"

Follow these rules to embark on your unique narrative journey.

Setup

  1. Separate the Deck by Suits:

    • Take a standard deck of playing cards and separate it into four suits: Diamonds, Hearts, Clubs, and Spades.
    • Add the Red Joker to the Hearts deck and the Black Joker to the Spades deck.
  2. Shuffle the Decks:

    • Shuffle each suit deck thoroughly.
    • Place each shuffled suit deck face down in front of you.

Gameplay

  1. Draw Cards:

    • At the beginning of each turn, draw one card from each of the four suit decks (Diamonds, Hearts, Clubs, and Spades).
  2. Create Your Journal Entry:

    • Refer to the prompt associated with each drawn card.
    • Use the prompts to inspire a journal entry, weaving together the elements into a cohesive story. For example, if you draw a location, an event, a resource, and a character, describe how these aspects interact in your narrative.
  3. Special Rules for Jokers:

    • If you draw a Red Joker (from the Hearts deck) or a Black Joker (from the Spades deck), refer to the Joker table for its special meaning and incorporate this twist into your journal entry.
  4. Triple Face Values:

    • If you draw three cards of the same face value (e.g., three 7s) in a single turn, regardless of position, refer to the "Triples" table for a rare and unexpected event. Incorporate this event into your journal entry.
  5. Continue the Story:

    • Repeat the process of drawing cards and writing journal entries.
    • Continue until any one of the suit decks runs out of cards.

Ending the Game

  • The game ends when any one of the suit decks is exhausted or you draw a fatal card.
  • Reflect on your journey and consider how the final entry concludes your character’s story.

By following these rules, you’ll embark on a captivating solo journey, crafting a narrative driven by the cards you draw.

Each game is a new adventure, offering endless possibilities and stories.

Cards

Each set of 4 cards represents a day of your life in the war zone.

Diamonds: Locations

A: Hidden Bunker
2: Abandoned School
3: Ruined Marketplace
4: Underground Tunnel
5: War-torn Hospital
6: Rebel Safehouse
7: Collapsed Bridge
8: Deserted Farmhouse
9: Crumbling Church
10: Bombed-out Library
J: Secret Hideout
Q: Military Checkpoint
K: Shattered Apartment

Hearts: Events

A: Unexpected Truce
2: Supply Drop
3: Ambush
4: Power Outage
5: Sudden Attack
6: Discovery of a Spy
7: Disease Outbreak
8: Ceasefire Negotiation
9: Friendly Fire Incident
10: Evacuation Order
J: Black Market Deal
Q: Secret Meeting
K: Betrayal

Clubs: Resources

A: Hidden Food Cache
2: Medical Supplies
3: Ammunition
4: Fuel
5: Radio
6: Clean Water
7: Weapons Cache
8: Maps
9: Warm Clothing
10: Repair Kit
J: Protective Gear
Q: Communication Device
K: Transport Vehicle

Spades: Characters

A: Loyal Companion
2: Desperate Refugee
3: Wounded Soldier
4: Local Informant
5: Ruthless Mercenary
6: Underground Leader
7: Traitor
8: Innocent Child
9: Mysterious Stranger
10: Captive Enemy
J: Double Agent
Q: Lost Family Member
K: Ghost of the Past

Joker: Twists

  • Red Joker: "Enemy Becomes Ally" – An unexpected alliance forms, changing the dynamics of the story.
  • Black Joker: "Sudden Betrayal" – Someone close betrays the character, leading to immediate danger or a significant setback.

Rare Events – (Three with same face value)

A: "Unexpected Salvation" – A miraculous event leads to the end of the adventure with a positive outcome.
2: "Found Paradise" – Discover a hidden place untouched by war, providing refuge and resources.
3: "Enemy Reinforcements" – A large enemy force arrives, escalating the conflict.
4: "Peace Negotiations" – High-stakes peace talks commence, offering a chance to end the war.
5: "Natural Disaster" – A severe natural event (earthquake, flood) impacts the area.
6: "Secret Base" – Find a high-tech underground base with advanced resources and information.
7: "Plague" – A deadly plague spreads, affecting all factions.
8: "Mystical Artifact" – Discover an artifact with mysterious powers that could change the course of the war.
9: "Lost Technology" – Find advanced technology that can give a significant advantage.
10: "Heroic Sacrifice" – A key character sacrifices themselves for the greater good, altering the story’s path.
J: "Reinforcements Arrive" – Friendly reinforcements arrive, turning the tide of the conflict.
Q: "Hidden Ally" – A powerful and unexpected ally reveals themselves.
K: "Ultimate Sacrifice" – The character meets a tragic end, concluding the adventure abruptly.

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