🧩 Unreview: Flying Courier
Mar. 25th, 2026 11:22 pmUnreview: Flying Courier
( Game Description )
There are the bones for an interesting solo game here, but only the bones, and I do not have the mental bandwidth to invent a whole ass character and setting and plot and game mechanic and interpretations for the tarot cards,
Swords, for instance, has the following list of keywords attached:
SWORDS: the sea, a diplomat, the heart of the forest, a dying city, dangerous quiet,
archers, mountains
There are fourteen cards in a suit, and while you'd probably not play through the whole deck (there are no guidelines how many cards you should pull, how many items you'll attempt to deliver, and I don't mind if this is '2d4 + 4' or any other random number, but no, it's 'you decide'.
So given that not all of these prompts may be right for your world/character, what should replace them that distinguishes them from, say,
CUPS: fellow travelers, a bustling market, a temporary shelter, expansive gardens, a gentle voice, wrong turns, a beacon
?
???
I've been reading Tarot for umpteen years, I've bought my first deck in 1999 or thereabouts, I've STUDIED the Tarot up and down and sideways and weirdwards and I have no idea what makes any one prompt a member of one group and not another. (The sea sounds like Cups, the heart of the Forest like Pentacles, a beacon like Wands…)
The prompts for creating a character at least inspired me TO create a character, but the world and the game mechanics are just not enough, and thus this became an unreview and I am booting it from my life. Maybe one day I'll play a delivery game; maybe I'll even play it with Tarot cards, but right now, I must decline.
( Game Description )
There are the bones for an interesting solo game here, but only the bones, and I do not have the mental bandwidth to invent a whole ass character and setting and plot and game mechanic and interpretations for the tarot cards,
Swords, for instance, has the following list of keywords attached:
SWORDS: the sea, a diplomat, the heart of the forest, a dying city, dangerous quiet,
archers, mountains
There are fourteen cards in a suit, and while you'd probably not play through the whole deck (there are no guidelines how many cards you should pull, how many items you'll attempt to deliver, and I don't mind if this is '2d4 + 4' or any other random number, but no, it's 'you decide'.
So given that not all of these prompts may be right for your world/character, what should replace them that distinguishes them from, say,
CUPS: fellow travelers, a bustling market, a temporary shelter, expansive gardens, a gentle voice, wrong turns, a beacon
?
???
I've been reading Tarot for umpteen years, I've bought my first deck in 1999 or thereabouts, I've STUDIED the Tarot up and down and sideways and weirdwards and I have no idea what makes any one prompt a member of one group and not another. (The sea sounds like Cups, the heart of the Forest like Pentacles, a beacon like Wands…)
The prompts for creating a character at least inspired me TO create a character, but the world and the game mechanics are just not enough, and thus this became an unreview and I am booting it from my life. Maybe one day I'll play a delivery game; maybe I'll even play it with Tarot cards, but right now, I must decline.