Invisible City Productions Invisible City Productions is a collective of game designers, writers, and artists who provide this as a space for the creators of secret media to come together and touch antennae.

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Haunted Destinies · 24 October 08

A game of intrigue and murder on the Scottish moors for 3 to 6 people on a search for past lives.

Haunted Destinies

by Jonathan A. Leistiko

Story

All your life, you’ve felt like you’re walking ‘round in someone else’s shoes – living someone else’s life. Until the dreams started, that is. Half-remembered fragments and glimpses of a life much more real than your own.
Your friends and family called it creepy. Your spouse said it was disturbing. You found comfort in them – the only thing that had ever seemed real to you. That’s why you had to listen to them. Your dream self guided you to this isolated village on the the Scottish moors. It’s gloomy as a gravedigger, comfortable as a warm bath, and familiar as the smell of grandmother’s kitchen. And not just the natives, but the other strangers like you, stir these same feelings in your heart.
You’re here for a reason. You can feel it. The weight of Destiny hangs heavy over the land. The walls between past and present – life and death – they’re thin here, and the right actions at the right times could change everything. It’s time for you to fulfill your purpose.

Goal

Figure out who the Opener is and prevent him or her from destroying reality as we know it.
…Unless you realize that you’re the Opener. If you’re the Opener, your goal is to ritually consume the other players and open the barriers between all times and worlds before the Ghosts complete one of their goals.

Rules, Pieces, etc.

The rules, board tiles, and cards are all bound up in one 540 KB file Destinies Archive.zip. Since the file includes the rules, and the rules are long and complex, we’re not posting the rules on this web page.

Enjoy!

  1. I can’t find the tiles in the archive. I see three files:
    “haunted cards v2point3.pdf” — a bunch of cards (but nothing that looks like the tiles illustrated on page 3 of the rules, and nothing named “Cemetery”)
    “haunted reference sheet.pdf” — a one-page summary
    “haunted sherbie rules revised.pdf” — the rules. Just text, no tiles in here.

    Did you forget to add the tiles file to the archive?

    Jens Alfke    Oct 24, 03:50 AM    #
  2. You’re absolutely correct, Jens. I forgot the board tiles. I’ve re-bundled the components and included the board tiles and a clue sheet. Re-downloading the bundle (from the same link) should give you a complete game. I sincerely apologize. Thanks for catching it!

    Jonathan Leistiko    Oct 24, 04:49 AM    #
  3. A few clarification questions:
    1) Are Psyche cards multi-colored for a reason? Point being, if the Opener card is pink, are players to have some knowledge gained from the fact that a Probed Psyche card is/is not pink?

    2) The only way a player becomes a ghost is losing in an attack round where they have zero Health remaining (i.e. all Wounds or no tokens left period)? Players do not automatically become ghosts when they have full wounds or no Health as a result of a card effect?

    3) Clarify the haunting options with a victory of 5+: 3 Gloom to do a wound, or 2 “3+” options, or 3 “1+” options?

    4) Concerning “The Chill of Destiny” and “Shifting Fates”: What cards does a player control?

    5) “Overheard Gossip” and “Wandering Caravan”: Does “Look at any face-down card” only refers to one’s own Destiny Pile? This would have the same effect as “Chattering Magpies”.

    6) “Precocious Child”: Same question as above.

    7) “Insightful Dreams”: Same question as above.

    Zachery Gaskins    Oct 29, 02:49 AM    #
  4. Hello Zachery,

    Thanks for the great questions!

    1) The psyche cards are colored for the reason you point out (knowing the color of the probed card) among others.

    2) I was reading the rules and knew that this would come back to haunt me. You become a Ghost when you run out of wounds, regardless of what causes that to happen.

    3) If you get a 5+, you can spend 3 Gloom to deal 1 wound or you can pick pick two cards from your opponent’s Destiny pile and look at them, or you can make your victim draw three Haunting cards and add them to their Destiny pile.

    4) If I were to point at a card and ask if it was your card, and you replied, “Yes,” then that card is under your control. All cards in your Destiny pile, and any cards that are face-up in front of you are cards that you control.

    5) “Look at any face-down card refers to any face-down card. You can look at one of your cards, or you can look at another player’s face-down card (such as a card in their Destiny Pile). This distinction makes the three cards you cite slightly different.

    6) Precocious Child lets you look at any card (yours or someone else’s) or heal 3 wounds, or gain 1 wound token.

    7) Insightful Dreams: When you probe this card, you get to look at any card (yours or someone else’s) and the person who controls Insightful Dreams gets to look at any two cards (theirs or someone else’s).

    Thanks again for the great questions. I’ll have to clarify the rules a bit. I’ll credit you in the Origin & Credits when I do.

    Jonathan Leistiko    Oct 30, 10:09 PM    #
  5. can you found it

    danielle    Jul 26, 01:17 PM    #
  6. that picture look good and i wonder who drow it because they can drow good.and you welcome who wrote it

    — danielle    Jul 26, 01:20 PM    #
  7. Hello Danielle,

    Thank you for the compliments. I’m assuming that you’re referring to the banner at the top of this page. I made the banner in Photoshop out of several free-to-use pictures I found on the Internet. If you look closely, you can find a ghost in the picture.

    Jonathan Leistiko    Jul 26, 09:10 PM    #
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Haunted Destinies · 24 October 08

A game of intrigue and murder on the Scottish moors for 3 to 6 people on a search for past lives.

Haunted Destinies

by Jonathan A. Leistiko

Story

All your life, you’ve felt like you’re walking ‘round in someone else’s shoes – living someone else’s life. Until the dreams started, that is. Half-remembered fragments and glimpses of a life much more real than your own.
Your friends and family called it creepy. Your spouse said it was disturbing. You found comfort in them – the only thing that had ever seemed real to you. That’s why you had to listen to them. Your dream self guided you to this isolated village on the the Scottish moors. It’s gloomy as a gravedigger, comfortable as a warm bath, and familiar as the smell of grandmother’s kitchen. And not just the natives, but the other strangers like you, stir these same feelings in your heart.
You’re here for a reason. You can feel it. The weight of Destiny hangs heavy over the land. The walls between past and present – life and death – they’re thin here, and the right actions at the right times could change everything. It’s time for you to fulfill your purpose.

Goal

Figure out who the Opener is and prevent him or her from destroying reality as we know it.
…Unless you realize that you’re the Opener. If you’re the Opener, your goal is to ritually consume the other players and open the barriers between all times and worlds before the Ghosts complete one of their goals.

Rules, Pieces, etc.

The rules, board tiles, and cards are all bound up in one 540 KB file Destinies Archive.zip. Since the file includes the rules, and the rules are long and complex, we’re not posting the rules on this web page.

Enjoy!

  1. I can’t find the tiles in the archive. I see three files:
    “haunted cards v2point3.pdf” — a bunch of cards (but nothing that looks like the tiles illustrated on page 3 of the rules, and nothing named “Cemetery”)
    “haunted reference sheet.pdf” — a one-page summary
    “haunted sherbie rules revised.pdf” — the rules. Just text, no tiles in here.

    Did you forget to add the tiles file to the archive?

    Jens Alfke    Oct 24, 03:50 AM    #
  2. You’re absolutely correct, Jens. I forgot the board tiles. I’ve re-bundled the components and included the board tiles and a clue sheet. Re-downloading the bundle (from the same link) should give you a complete game. I sincerely apologize. Thanks for catching it!

    Jonathan Leistiko    Oct 24, 04:49 AM    #
  3. A few clarification questions:
    1) Are Psyche cards multi-colored for a reason? Point being, if the Opener card is pink, are players to have some knowledge gained from the fact that a Probed Psyche card is/is not pink?

    2) The only way a player becomes a ghost is losing in an attack round where they have zero Health remaining (i.e. all Wounds or no tokens left period)? Players do not automatically become ghosts when they have full wounds or no Health as a result of a card effect?

    3) Clarify the haunting options with a victory of 5+: 3 Gloom to do a wound, or 2 “3+” options, or 3 “1+” options?

    4) Concerning “The Chill of Destiny” and “Shifting Fates”: What cards does a player control?

    5) “Overheard Gossip” and “Wandering Caravan”: Does “Look at any face-down card” only refers to one’s own Destiny Pile? This would have the same effect as “Chattering Magpies”.

    6) “Precocious Child”: Same question as above.

    7) “Insightful Dreams”: Same question as above.

    Zachery Gaskins    Oct 29, 02:49 AM    #
  4. Hello Zachery,

    Thanks for the great questions!

    1) The psyche cards are colored for the reason you point out (knowing the color of the probed card) among others.

    2) I was reading the rules and knew that this would come back to haunt me. You become a Ghost when you run out of wounds, regardless of what causes that to happen.

    3) If you get a 5+, you can spend 3 Gloom to deal 1 wound or you can pick pick two cards from your opponent’s Destiny pile and look at them, or you can make your victim draw three Haunting cards and add them to their Destiny pile.

    4) If I were to point at a card and ask if it was your card, and you replied, “Yes,” then that card is under your control. All cards in your Destiny pile, and any cards that are face-up in front of you are cards that you control.

    5) “Look at any face-down card refers to any face-down card. You can look at one of your cards, or you can look at another player’s face-down card (such as a card in their Destiny Pile). This distinction makes the three cards you cite slightly different.

    6) Precocious Child lets you look at any card (yours or someone else’s) or heal 3 wounds, or gain 1 wound token.

    7) Insightful Dreams: When you probe this card, you get to look at any card (yours or someone else’s) and the person who controls Insightful Dreams gets to look at any two cards (theirs or someone else’s).

    Thanks again for the great questions. I’ll have to clarify the rules a bit. I’ll credit you in the Origin & Credits when I do.

    Jonathan Leistiko    Oct 30, 10:09 PM    #
  5. can you found it

    danielle    Jul 26, 01:17 PM    #
  6. that picture look good and i wonder who drow it because they can drow good.and you welcome who wrote it

    — danielle    Jul 26, 01:20 PM    #
  7. Hello Danielle,

    Thank you for the compliments. I’m assuming that you’re referring to the banner at the top of this page. I made the banner in Photoshop out of several free-to-use pictures I found on the Internet. If you look closely, you can find a ghost in the picture.

    Jonathan Leistiko    Jul 26, 09:10 PM    #
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Copyright 1999 - 2009 Invisible City Productions