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

  1. Time

    • 20-60 minutes, depending on how well the conversation goes.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Resolution

    1. 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™.
    2. 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™.
    3. 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.

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."