Five Hundred Year Old Vampire with expansion Beguiling Whispers by Central Michigan University Press
Five Hundred Year Old Vampire with expansion Beguiling Whispers by Central Michigan University Press
The term “keepsake game” was coined by game designer Shing Yin Khor to describe some of their games, such as A Mending, and those they co-created with Jeeyon Shim, like Field Guide to Memory. In a keepsake game, players create memorable artifacts, or keepsakes, that they wish to hold on to beyond the end of the game.
- Five (5) decks of prompt cards (237 cards in total), representing the various ages of your Vampires’ existence.
- Slotted and recessed tray to help keep prompt cards organized for ease of use and for space to add in crafting and art supplies for creating your keepsake artifacts.
- Set of gorgeous dice for advancing your Vampires through the ages (d4, d6, and d8).
- Detailed rulebook containing all the rules you’ll need for multiplayer Cohort play.
- A tearaway pad containing six (6) sets of premade characters (5 characters plus a prime vampire per set), each representing a different area of the world, plus blank character sheets.
- Basic prompt which provides the context for the rest of the card;
- Effects: how the card impacts the vampire and the rest of its cohort;
- Questions: Ideas the player may consider when writing of their experience in their character’s voice and crafting an artifact to represent their vampire’s experience; and
- Years Added: The number and type of die the player rolls to help calculate the number of years their card choice adds to the overall movement of time for the cohort as a whole.
There are many different outcomes for Effects though most relate to adding or removing skills, resources, or connections from their character.
Each session is considered a “Convocation,” where the vampires in a cohort meet to try to hold on to something of who they were. They begin by sharing the letters and artifacts created for their last set of last prompts, and then draw two cards from the deck for the “age” they are in. They select one to keep and one to pass to another player, as they attempt to influence each other’s unlives, and then look at the new times and places their characters find themselves in for historical events that would mean something to the vampires. They then retreat to craft a new letter and artifact to share at the next Convocation, and the process begins anew until at last their characters pass from this world.
Share
Collapsible content
SUBSCRIBE TO OUR EMAILS
Be the first to know about new collections and exclusive offers.