Archive Delve (Extra Readable)
Archive Delve (Extra Readable)
Y
and restricted area of the
library. This means there is only Uncover & interpret a card
limited �me before security When interpre�ng you may decide who, what
measures or the dangers down or which loca�on it is. Use anything at your
here come for you. Keep your disposal to iden�fy the card, including its
eyes open, you are only junior readers.
name, art, your knowledge of tarot, the story
You will have no more than thirty minutes to you are trying to uncover or just what you
complete your search for secrets, maybe would like to find here. Other readers may
much less. Before you run off, remind assist you with ideas but you have final say.
yourselves
Cards represent whole books, tomes and
What are you looking for? ar�facts with salacious informa�on, but your
descrip�on focuses on their contents.
You want to know about a moment in the past
that is barely found in your regular history Make connec�ons
books, don’t you? When and where was this? Between any two or three uncovered adjacent
What do you think you already know? Is there cards, you may make a connec�on. Either
an important person involved? Was this a core write them on a piece of paper or on the mat
religious moment, a revolu�on of some kind, under the cards. Connec�ons may point in any
the end of an era? direc�on and can be mutual.
Gather your materials You may write any rela�on on a connec�on
If you like, use a large piece of disposable that you think makes sense. “Deadly enemies”,
paper as a mat that you can write on. “plans an overthrow→” “←her only friend”.
Otherwise, take smaller pieces of paper to Connec�ons represent footnotes, le�ers
take connec�on notes. and scribbled hand-wri�en notes you find.
You need a set of cards with evoca�ve, ideally Uncovering Dangers
vague imagery, like a Tarot or Dixit deck. Select
your favorite 25 cards out of these. Whenever you uncover a Danger, the
problems within the library come back into
Shuffle your stack. Draw five cards and note focus, reminding you of your limited �me.
them down. These are signs of Danger. When you uncover the first Danger, it is
interpreted as normal. Then, describe a sound
Shuffle the stack again. Now lay your cards out or other sign that you are not safe.
face down in front of you, arranged in a grid or
When you uncover the second Danger,
offset grid. You are ready to delve.
everyone must fall silent to hide frome
someone or something passing by. If a reader
forgets, shush them. The one who uncovered
the card gets to determine when it is safe to
speak again. This card is not interpreted and you have to yet find the central actors, you
can not be connected. may find the third danger.
A�er the second danger was drawn, you may Being Caught
choose to make a final inference and get out.
If you find a third danger, you don’t get to
Final Inference form a final inference. Whatever protects the
library gets you. You get to decide how bad
Based on what you know right now, combine this is. Your findings will certainly not get
all iden�fied and connected cards. You don’t published or get very far either way. Your
have a direct source for your inference, so the delve has ended.
more other materials you have now the
be�er. Form an idea of what really happened.
You may make grand strides here, describing
several days or weeks, mul�ple steps and
surprising turns. Having more of a basis to
work with will make your claims more
believable. A�er this, you close the books and
quickly get out of here!
G
readers one of the two un-chosen cards to also
be discerned.
An Archive Delve might last quite
long or end quickly due to the The ghost may not communicate about the
risk involved. This varia�on of the
content of the cards or about the ghost’s
rules reduces the random element and iden�ty while the game is in progress. Ideally,
requires less table space than an Archive
the ghost is silent.
Delve.
Connec�ng & Inference
It also needs at least two par�cipants. Prepare
the deck like for a regular delve without Every �me you uncover a card, you may
adding dangers and keep the deck stacked. automa�cally connect it. Give any cards you
uncover during the third turn extra weights in
The Ghost the interpreta�ons. A�er the fi�h turn, draw
The readers are being helped, or hindered, by final inferences with no risk of being caught.
an outside force, an animal, the wri�ng style in A�er final inferences, the game ends as
a book or an ephemeral local. I will call them a normal. You may also make inferences about
ghost. Their role is taken on by one player who the nature of the ghost, who does not
holds the deck. They may look at the cards at comment at this point.
any point.
Play Turns