Alexander Schneider
Teen (13+)
Did you always want to create a fully fleshed out tomb? Did you wonder what kind of personality would need such a place? And did you then want to see whether your tomb actually stands the test of time against all kinds of thieves and intruders? Well, then look no further! In the book you will find: an interactive tomb generator which leads you through the process of building, mapping and setting up your tomb. The prompts at each of the rooms are there to guide you also through a process of generating a rich story for the person entombed. selection of diverse traps which you may include in your tomb, each with different effects and aims or potential uses—some are deadly, others just provide a barrier to deter the progress of the intruders. and finally, a fast-paced solo heist game which uses a card deck to simulate the arrival of intruders at your place and how you as a spirit of the place and the traps you laid will work to halt their progress, demotivate them to turn back, or kill them before they would be able to reach their goal. What game system does it use? The game uses its own system based on a stripped deck of 32 cards, which provides the player with a dilemma of how to use the cards in their hand. Will you use your trump suit and deal damage to the intruder in critical situations or let them damage your traps but draw a card afterwards to increase your future choices? During the tomb building you will use a d20 and 2d6 to generate traps and setting their potency. Become the Spirit of the Tomb! Journaling is part of the game and provides you with the opportunity not only to describe the rich context of the tomb created but also give the intruders their own character and agenda. Why have they come? Are they after one of the artifacts or do they want to pay respect and provide offerings to the personality buried? And more importantly - which trap will be their final one?