The flow of play can be summed up as the following list below. This is meant as a summary of the flow of play, rather…
There are not Twelve Hours. There have always been Thirteen.
I’m the lead designer, writer, and composer of This Game of Hours. Probably many raccoons in a trenchcoat.
The flow of play can be summed up as the following list below. This is meant as a summary of the flow of play, rather…
There are three distinct eras for the characters to play in. They can play as children, as adults, or as strange post-human members of the…
Requirements: all players and storyteller present, imaginative energy, a willingness to experiment, some kind of white board or notebook, a few Hours In cases where…
Required Materials: A d20, a shared document where information can be recorded, a safe word, a few hours. During the first phase of the game,…
The haunting of towns is the haunting of time. This Game of Hours is a vehicle for telling stories about time, horror, communities, and resistance.…
In this guide, you will find a lot of strange words.
But do not worry. There will not be a test or any mean teacher who will yell at you if you don’t know what the words mean.
Some words are there because they hold secrets.
Some words are there because they have history.
No AI was used in the making of these assets. Generative AI is a plague. Please do not use it.
The assets used in this document are sourced either from Canva, Pexels, Wikimedia, or through volunteered/abandoned lots of physical photos put up for auction.
For Mature Audiences Only – Version 1.0 (Bonebreak)
This Hour governs alienation, isolation, and loneliness. It speaks in a slithering whisper, relentless in its quiet. It is usually represented by dialogue written in sub-script.
Once, and still in some places today, the progression of life was measured by the world itself. The appearance of flowers, animals, the bend of rivers,…