


design courses, syllabi, schedules, resources and policies
The game is a race to complete a 10-card collection of your chosen suit. It blends strategic character selection with random six-sided dice-powered actions.
| Aspect | Summary |
| Objective | Be the first player to collect all 10 numbered cards of your suit (Imp, Bat, Ghost, or Pumpkin). |
| Materials | The 40 numbered Minor Arcana cards form the central Muster Deck. The 16 Court Cards (Prince/Knight/Queen/King) are used only for character drafting. You also use a single D6. |
| Starting State | Players draft one unique Court Card to become their character, which defines their goal suit and unique power. Each player starts with 5 cards in hand and 1 Treat Point (TP). |
On your turn, you roll the D6, and the number determines what you must do:
| Roll | Action Type | What it Does |
| 1 or 6 | Draw | You get new cards from the Muster Deck. (Roll 6 lets you draw 3, but you must discard 2.) |
| 2 or 3 | Ask | You choose an opponent and ask for 2 (Roll 2) or 3 (Roll 3) specific cards. If they don’t have all the named cards, the request fails, and you only get 1 consolation card. |
| 4 | Fortify | You discard four cards of the same rank (ex., four Aces) to immediately gain 4 Treat Points. |
| 5 | Steal | You name one specific card (ex., “The 9 of Bats”) from an opponent. If you are right, you take the card and get 2 TP. If you are wrong, your turn ends immediately. |
The Court Card you draft (Page, Knight, Queen, or King) gives you a unique, scaled power that modifies the D6 actions for your suit:
TP is your hidden weapon. Its primary use is to give you control over the card supply:
Madison Hurst
The AlleyWay Pharmacy
Idea: The Alleyway Pharmacy is a card game in which the players are drug dealers competing against other drug dealers where they have to collect various drugs to resell. The kick to it is, the drug dealers have to make sure whether the drugs they collected are real and not candy. If they are caught using candy (x amount of times) then they will go to jail (lose).
Objective:
Materials needed:
Setup:
Insight:
Turns:
You will then move into your action part of your turn:
1 Candy drug:
If you have a 1 candy drug in your stash during RESELL, then your resell fails (even if you have 3 of the same drug) and the player will take a penalty.
Penalty: Lose ยฝ of the profit or discard 1 random hand card
2 or more Candy drug:
If the player has 2 or more candy drugs in their stash during resell then resell fails, and collect 1 bust token. Discard all candy cards
Check hand and stash number:
Out of turn options:
Players are able to play an action card during another players turn
Win/Lose:
Card Meanings:
Drug Values:
Tale Weavers is a competitive storytelling game, with cards that you might find in Apples to Apples or Cards Against Humanity, in which a group of players builds a narrative by drawing from a deck of character, setting, and plot cards to create and build a story amongst players.
The main goal is to collaboratively build a story. The player who contributes the most compelling or humorous plot points, as judged by the Storymaster each round, wins the game. The player with the most successful Plot Cards, represented by Point Tokens, is the winner.
Coral Color – Character Card
Magenta Color – Setting Card
Lavender Color – Plot Card
How to Play:
The game is played in rounds, with the role of Storymaster changing after each round.
1. The Storymaster’s Turn
Example:
If the Storymaster draws:
Note: Everyone has to have a card placed down by the end of the sand timer
2. The Players’ Turn
3. The Storymaster’s Turn (Judgment)
4. End of the Round
Date of Playtest: 10/02/2025
Playtime Observed: 6 minutes 25 seconds (first round)
Learning Time: 2 minutes 41 seconds (to learn rules)


