Final, Full Release Version Finished


It's been a long time coming, but I've finally fully finished this game and squashed the last of the big edits to make the game easier to understand and play. This update takes the game out of its previously playable state and into a state that will no longer change unless something major needs fixing.

Updates to this version:

  • I fixed the rankings between the flashback scenes for The Hero and The Villain. They were both the same in previous versions, and now they make more sense and are all unique for each round of flashbacks.
  • Updated the wording in several places to be more consistent.
  • Replaced some of the art to remove any placeholder images.
  • Fixed some of the relationship questions for some of the playbooks.
  • Fixed some of the flashback goals.

If you are here from the Trans Rights Texas bundle, thanks for supporting such a phenomenal cause! If you give the game a try, I would love to hear your thoughts. Feel free to comment or submit a review!

Files

Our Final Gathering - The Dreaded Reflections of the Immortal Soul - V1.3 - Final.pdf 9 MB
Mar 11, 2022

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Comments

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I’m not sure I understand the flashback order. Lest say we have a 3 player game with the Hero, Villain and Observer, what would be the first player to set the scene, which one would be the second. I guess Im just confused with Flashback number and Flashback rank.

The ranks are the suggested order to run the scenes between the characters in any given round. So if you have 2, 4 and 5 for ranks, then you would run Rank 2 first, rank 4 second and rank 5 last before moving to the next round.


This is just a suggestion, however, and you can run them in any order you like for that round. Just note the ranks change from round to round, and depending on which character types you include, of course.


Let me know if that helps!

Hey quick question - have you had any thoughts about a Jenga-less mode of play? I would like to play with a friend who is a huge Highlander fan, but she has MS and asking her to pull blocks is a recipe for failure. Not a criticism of your game development at all, just trying to think of an accessible alternative.

My first thought is toying with the odds of pulling Swords cards from a tarot deck...

There was a jenga-less way to play Star Crossed a few years ago that just required a D20 roll. You write out each number, 1 through 20, on a sheet of paper, and when asked to pull a block, you roll the d20 instead. If you hit the same number 4 or 5 times (I think it was 5?), the tower falls.

I'm not sure how that would work with holding onto the blocks for later, though... Just thinking off the top of my head, to modify this, roll a d20 for every pull, and another d20 for every placement, then when the same number comes up 10 times, the tower would fall. Which would work like this:

Player A got Player B to complete a 3 Pull goal.

Player A rolls 1d20 to start the attack and records the result on the sheet and marks that they now have one more block in their hand.

Player B rolls 2d20 three times to defend and records the result of each die.

The next time Player A wishes to have their reserve block added to the tower by another player, that player rolls 1d20 and records the number on the sheet, and Player A records that they no longer have that reserve block.

This should give you a similar tension once a number approaches 8 rolls in a round. Even more tension with each roll if a number is at 9.

Let me know if you end up trying this out. I'd be very curious if it works well.

Thanks for reaching out!