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Gloom: Heart Soldier Senshi
[The old-fashioned writing desk in the center of the room carries several blank pieces of paper, a fine wooden pen, and a piece of parchment covered in writing. When you take a look, you find the following epigraph in a vibrant scrawl:]
Congratulations, future wordsmiths, and welcome to your first exercise in the creation of a true masterwork of tale-telling. This evening you'll be penning a terrific tragedy, starring the family of unsympathetic ne'er-do-wells provided to you.
Your goal? Why, to construct the best story your mind can conceive, of course - and make their lives as entertainingly miserable as possible before writing one of them directly into an early grave.
Congratulations, future wordsmiths, and welcome to your first exercise in the creation of a true masterwork of tale-telling. This evening you'll be penning a terrific tragedy, starring the family of unsympathetic ne'er-do-wells provided to you.
Your goal? Why, to construct the best story your mind can conceive, of course - and make their lives as entertainingly miserable as possible before writing one of them directly into an early grave.

RULES
YOUR GOAL
Your task is to inflict as much suffering as possible on your family, by playing unfortunate events on them ranging from minor inconveniences to fatal experiences. Once any team plays a death card on a character, the game ends.
YOUR CARDS
Your hand consists of three cards. Each card contains an unfortunate event, assigned a number of points ranging from -10 to -30. The lower the point value, the more delightfully tragic the event. By playing a card on one of your family members, they will experience that misfortune and earn you points.
Some cards include an even more unfortunate death. While they earn no points, playing a death on a family member will not only end their life, but end the game. Hopefully you've brought your family's arcs to a satisfying climax by that point...
Each round, you may play up to two cards on your family. Cards may be piled on one family member, or played on different members as you see fit. You must play at least one card each round--you might find your own story has an unfortunate ending if you do not.
At the end of each round, you will be granted enough new cards to get your hand back up to three.
Once per game, you may swap out your cards for an entirely new hand.
YOUR STORYTELLING
Now, don't get too bogged down with talk of cards and points. At its heart, this game is about creating a compelling narrative.
Every time you play a card, you must narrate how the event comes to pass, under the STORYTELLING heading below. And of course the story must be a coherent narrative--if during round one, your family's patriarch is ravaged by raccoons while in round two they are lost at sea, your creative narrative skills must explain how that character got from the raccoon enclosure to the deck of the pirate ship that they sadly do not know how to steer.
Use your imagination and have fun with it! I certainly will.
YOUR VICTORY
The game will end after the first round in which a unit writes one of their family members to a fatal end via an unfortunate death card.
At that point, all of the negative points from all events played will be tallied. All you need to do is be one of the units with the lowest score, and you will be victorious!
Of course, any tale worth telling is about the journey, not just the destination. Victory will also go to one team for constructing the most enthralling tale.