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Orgo-Life the new way to the future Advertising by AdpathwayNanatoridori is a reimplementation of Arao's 2021 card game Hachi Train, and — as covered in this July 2024 article — it's not the only one. For those not familiar with the game, here's an overview:
You are a guide at a castle where a bird party has just concluded, and now you are helping the birds return home, the "birds" being cards in your hand.
From a deck of 63 cards, with nine copies each of 1-7, players get a hand of cards that they cannot rearrange. The starting player leads a card or set of cards with the same value — but they can play multiple cards only if the cards are adjacent to one another in their hand. If cards have been played on the table, to play you must play the same number of cards with a higher value or a larger set of cards, e.g., 2 < 5 < 3,3 < 6,6 < 2,2,2 < 1,1,1,1. When you overplay someone, you can pick up the cards you beat and add them to your hand where you wish, or you can discard them.
If you cannot or choose not to play, you must pass, drawing a card from the remaining cards in the deck, then either adding it to your hand where you wish or discarding it.
If all but one player pass, clear the table, with the player who last played leading to an empty table. When all but one person has emptied their hand, the last player loses one of their two lives. When a player loses their second life, the game ends, and everyone else wins.
From a deck of 63 cards, with nine copies each of 1-7, players get a hand of cards that they cannot rearrange. The starting player leads a card or set of cards with the same value — but they can play multiple cards only if the cards are adjacent to one another in their hand. If cards have been played on the table, to play you must play the same number of cards with a higher value or a larger set of cards, e.g., 2 < 5 < 3,3 < 6,6 < 2,2,2 < 1,1,1,1. When you overplay someone, you can pick up the cards you beat and add them to your hand where you wish, or you can discard them.
If you cannot or choose not to play, you must pass, drawing a card from the remaining cards in the deck, then either adding it to your hand where you wish or discarding it.
If all but one player pass, clear the table, with the player who last played leading to an empty table. When all but one person has emptied their hand, the last player loses one of their two lives. When a player loses their second life, the game ends, and everyone else wins.
▪️ Let's move down from birds to scampering animals of various sorts in Trash Cult, a card game for 2-4 players that publisher FoxHen Creatives crowdfunded in February 2024, and delivered at the end of that year, ahead of a retail distribution by Flat River Games in early 2025. The quick take:
In Trash Cult, you're competing to become the best cult of trash animals by racing to collect the junk food your cult worships.
To get ahead, you can "snackrifice" your cult members, hostages, or food to find cards you need or to sabotage an enemy. Careful though! Any time you perform a snackrifice, you bring chaos to the whole table in the form of lunar eclipses, hungry bears, animal control, and more.
To get ahead, you can "snackrifice" your cult members, hostages, or food to find cards you need or to sabotage an enemy. Careful though! Any time you perform a snackrifice, you bring chaos to the whole table in the form of lunar eclipses, hungry bears, animal control, and more.
▪️ Tony Tran of Chitra Games released his card game In Memory Of at the Indie Games Night Market that took place during PAXU 2024 in December, but few copies were available and not everyone can travel to Philadelphia as they like, so in mid-January 2025 Tran plans to crowdfund a small edition of the game through Kickstarter's "Make 100" program.
Here's an overview of this 1-5 player experience:
Imagine a box of keepsakes you collected in memory of a person close to you. Each of the keepsakes represents a memory and together they tell a story of your relationship with this person. In Memory Of is a storytelling card game about a fictional loved one who passed away. Create a story about a character using specific keepsakes at specific moments in their lives.
It starts with a picture of an anonymous person and a name. Draw a moment card that represents periods in the character's life, turning points, or notable events. Pair them with a keepsake card that represents the loved one's possessions they've come to own. They were perhaps given, perhaps inherited, perhaps once lost and only now found.
When it's your turn, create a story around you, the keepsake, the moment, and the character. Who was this person? What did they leave behind? And most importantly, what did they mean to you? What did they mean...to everyone?
After everyone has shared their stories, the game ends with everyone giving a eulogy to the character they collectively created.
This experience can be used as a tool for understanding grief and loss together as a group. As players gradually develop the person's life that never existed, they can draw parallels and reflect on their own experience with the loss of someone in their life. Every culture and person perceives death differently, and this game gives players the unique opportunity to learn, discover, and reflect safely on grief through play.
It starts with a picture of an anonymous person and a name. Draw a moment card that represents periods in the character's life, turning points, or notable events. Pair them with a keepsake card that represents the loved one's possessions they've come to own. They were perhaps given, perhaps inherited, perhaps once lost and only now found.
When it's your turn, create a story around you, the keepsake, the moment, and the character. Who was this person? What did they leave behind? And most importantly, what did they mean to you? What did they mean...to everyone?
After everyone has shared their stories, the game ends with everyone giving a eulogy to the character they collectively created.
This experience can be used as a tool for understanding grief and loss together as a group. As players gradually develop the person's life that never existed, they can draw parallels and reflect on their own experience with the loss of someone in their life. Every culture and person perceives death differently, and this game gives players the unique opportunity to learn, discover, and reflect safely on grief through play.
▪️ At perhaps the opposite end of the emotional spectrum we have Personal Vendetta, which designer Nick Meccia from Ad Atra had for sale at Gen Con 2024.
Here's an overview of this 2-4 player game, which I believe is being sold only at conventions and on the Ad Atra website:
In Personal Vendetta, each player is a clone fighting for revenge against their duplicates. Cards and game actions reflect the physical and psychological toll of confronting your own worst enemy: yourself. Attack your foes to inflict damage, react to their schemes to turn the tides of battle, and modify your state to improve your position over time.
The game takes place in a world where biology and technology entwine: machines are organisms, and organisms are machines. At the center of all innovation lies cerebrium, the fundamental cells that compose all brains and computational devices alike. In a culture of quick fixes through elective brain surgery, will you improve yourself by sculpting your mind into a new, better form? Or will you carve away the cerebrium that holds you back?
Personal Vendetta is a competitive, high-conflict, drafting and hand management card game for TCG admirers, comic book fans, and junkies for painful decisions. With too many options and too little time, you must strategically alternate between drafting, playing, and activating cards on your turns.
An example of attack, reaction, and stack cards
Most tabletop games idealize a journey of increasing numbers, options, and power through a gradual drip-feed of increasing resources, but here the majority of your resources are present at the start of each game, making more options available from the outset, while forcing you to weigh each cost heavily. The result is a frenetic race to the bottom, where the goal is not so much about winning or even surviving, but about being the last to die.
The game takes place in a world where biology and technology entwine: machines are organisms, and organisms are machines. At the center of all innovation lies cerebrium, the fundamental cells that compose all brains and computational devices alike. In a culture of quick fixes through elective brain surgery, will you improve yourself by sculpting your mind into a new, better form? Or will you carve away the cerebrium that holds you back?
Personal Vendetta is a competitive, high-conflict, drafting and hand management card game for TCG admirers, comic book fans, and junkies for painful decisions. With too many options and too little time, you must strategically alternate between drafting, playing, and activating cards on your turns.
An example of attack, reaction, and stack cards
Most tabletop games idealize a journey of increasing numbers, options, and power through a gradual drip-feed of increasing resources, but here the majority of your resources are present at the start of each game, making more options available from the outset, while forcing you to weigh each cost heavily. The result is a frenetic race to the bottom, where the goal is not so much about winning or even surviving, but about being the last to die.

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