I love making up stories with my wife while making dinner. So much so, in fact, that I designed a handful of games to be played while you make dinner. The game should run anywhere from 20-60 minutes, depending on how good the conversation is.
A little warm-up...
Use the thought experiment below to get your creative juices flowing.
The Time Machine.
You've each been given a time machine and a choice: contact your past self exactly one time.
What do you say?
When do you say it?
How do you say it?
How does your life change?
Flash forward: the day you met. You are there. They are not. Fate has changed. Talk about that, if you want.
The time machine, now gathering dust in your garage, has exactly 2 charges left. You thought you'd use it for a round-trip back in time to see something.
But then, insight: there are other times we could have met. You punch in a date, a time, a place.
Why that time? What's your plan?
Let's play a game with fate, shall we?
Setup
- This game is for two players in a long term relationship.
- The players take turns describing alternate ways they could have met.
- Standard blackjack hands are used to resolve rifts in the timestream.
Gameplay
-
Time
- 20-60 minutes, depending on how well the conversation goes.
-
Objective
- Win three out of five rounds of blackjack against the hand of fate.
- Roleplay a story of finding each other through the timestream, all while outrunning the cruel hand of Fate.
-
The Scenario
- The active player (Partner 1) proposes an alternate timeline where they could have met Partner 2.
- They outline the grand, time-bending gesture they would use to convince their partner they are destined to be together.
-
Fate's Challenge
- Partner 2, acting as Fate, introduces a challenge that prevents the meeting.
- Fate describes an obstacle: bad timing, miscommunication, external forces, etc.
-
The Resolution
- Partner 1 plays a standard blackjack hand against Partner's (Fate's) dealer hand.
- Follow standard blackjack rules:
- Dealer stands on 17.
- Aces count as 1 or 11.
- Face cards are worth 10.
- If you exceed 21, you bust.
- Standard hit/stand rules apply.
- If Partner 1 wins, they overcome Fate's obstacle and make contact, earning a victory point. Victory points represent a softening to the idea that this is just a coincidence, or that the person isn't some creepy stalker, etc.
- They narrate how they made contact and nearly hit it off.
- If Fate wins, Fate earns a victory point.
- Partner 2 narrates how they would react to a time traveler saying that to them at that time of their life.
-
Switch Roles
- The roles switch, and Partner 2 proposes a new scenario while Partner 1 plays Fate.
- The game continues until either Fate or the couple reaches three victory points.
-
The Fifth Hand
If the couple is tied 2-2 with Fate, the Fifth Hand is played.- The world shakes. The timestream shivers. Not only have you seen the time knife, the time knife is now coming for you.
- The only way to save the timestream is to nail the first impression. Don't fuck it up.
- Each player is dealt a blackjack hand. A third hand is dealt to represent the collapsing timeline.
- Taking turns, each player describes how they would have convinced their partner that they were The One.
- They then play their blackjack hand, knowing that every bet reshapes the fabric of time itself.
- Repeat for each player.
-
Resolution
- If you win 3 times in a row:
- You have found true love.
- Explain how you make your life better with your Forbidden Future Knowledge™.
- If you beat Fate 3 to 1:
- You're together, but something has changed.
- What doesn't happen because of the time you met each other?
- Explain how you try to make your life better with your Forbidden Future Knowledge™.
- If you play the Fifth Hand:
- If both players beat the dealer, you get your happy ending.
- Narrate how you use your Forbidden Future Knowledge™ to be fabulously rich, change the world, whatever suits your fancy.
- If any player beats the dealer, the timeline stabilizes—at a cost.
- Narrate how you use your knowledge of the future to manipulate events, ensuring your meeting but at the expense of unseen consequences.
- What has shifted?
- What has been lost?
- If no one beats the dealer, the timestream collapses.
- The time machine explodes, history fractures, and your love is scattered across infinite possibilities, never aligning again.
- Lie flat.
- Let dinner burn.
- Time is no longer yours to hold.
- If both players beat the dealer, you get your happy ending.
- If you win 3 times in a row:
Example of Gameplay:
Round 1 – Partner One
Player: Scene is my college dorm hall, 2003.
Fate (Partner Two) deals a blackjack hand. The dealer shows a facedown card and a three, and the player has two aces.
Player: "Hit. I send you a random Facebook friend request back when Facebook was only open to university students."
Fate draws a card.
"Nine. That gives you a total of twenty-one; Blackjack!"
Player:
"You accept my request, and soon enough, we start sharing cat pictures. Our conversation flows effortlessly, and that bold digital outreach turns into an unexpected connection."
Round 2 – Partner 2
Player (Partner 2): "Scene shifts to a crowded convention center, circa 2011. There are people in fursuits everywhere."
Fate (Partner 1) deals King-seven to Player, shows a two.
Player:
"Stand. I send a tentative text inviting you to join me at this hotel for a room party I'm going to, but I hold back my full enthusiasm."
Fate reveals a ten and two - twelve. "Dealer hits. 'You want me to come to a furry party?' I respond incredulously."
Fate draws an eight - totaling twenty.
"In response, I send you a message politely declining, but I hope you have a good time!"
Play continues until the couple is tied two to two with fate.
Partner One: "OK, We met at the bar down the street, remember? We can't screw this up."
Someone deals a hand for each partner. One extra hand is dealt, representing the stability of a collapsing timestream. Players show 10-5 and 4-6. Fate Shows a king.
Partner One: "Hit. I charm the pants off all our future friends because I already know all their likes and dislikes."
Seven. Partner One busts.
Partner One: "Oh no, I bet they'd think it was awkward or creepy for me to know that much about them."
Partner Two: "OK, This one's for the timestream. I'm gonna mention facts I know about your cat at the time. Hit me!"
King. Partner two stands on 20.
Fate's hand is revealed. King-five. One necessary hit leads to a 7 - Dealer Busts
Partner Two: "Heck yeah, Whisk wins the day again! I explain all of your cats favorite things in great detail, and that's the moment you believe me.
"I'm from the future. Marry me."