Friday 16 February 2024

Town Clock

 TOWN CLOCK

 

 

YOU WILL NEED

-        A timepiece to act as your Town Clock. The rules assume the player is able to think about the game at some point or another between the hours of 14:00 and 00:00 each day (2pm-12am). If that doesn’t work for you, adjust the Town Clock to fit your schedule rather than real time. Do not adjust the Town Clock after you start playing.

-        Some way to keep notes, such as a journal and pen for doodling, an app or document, or an art piece such as a diorama made of junk that you can add to over time. You’ll be organising your game time by hours, days and weeks.

-        Two six-sided dice. If you see “XX” in the rules, that means a number you generate by rolling those two dice and adding the results together. “XXtc” means that time on the Town Clock, and game time ranges from 02tc to 12tc. Time outside of this range is for real life!

 

WELCOME TO…

Hey! Where are you headed? Are you going to that town? Oh, you’re moving there, huh.

 

What’s that town called again? You should write it down.

 

I hear there’s a lot of stuff you can do in that town! Lots of people to meet, too.

 

Well, looks like we just arrived. Good luck settling in. Have a great time in your new home!

 

YOUR HOME

This is where you live! Give it a brief description or draw a picture.

Right now there are two items inside, a bed and a lamp. Your home can hold up to twelve items, and you can carry as many as you like in your pockets. Keep notes on what’s inside your home, updating when you get new items and erasing old ones to recycle them.

 

NEIGHBOURS

The first thing to do once you move in is introduce yourself! Roll a die to see what your neighbour is like, out of the six neighbour types listed below. Then, give them a name.

 

A neighbour has a type, and a level of FP from 0-12, so note these down. FP starts at 1, and you can learn more about how to increase it later. If a neighbour doesn’t gain any FP in a week, they lose 1FP. A neighbour with 12FP can’t gain or lose any FP, and will only move out if you want them to.

 

At the end of each week, it’s moving time! Any neighbours whose FP decreases to 0 move out. You can also roll a die again to have a new neighbour move in. Your town can have up to six neighbours total.

 

TYPES

1.     Artsy. These neighbours love being creative! When one of these neighbours moves in, note down what kind of art they like making. Artsy neighbours are never too concerned about whether their art is any good or not, they just make things for fun.

2.     Fancy. These neighbours know how to take care of themselves! When one of these neighbours moves in, note down what’s cool or unique about their style. Fancy neighbours are wise about their budgets, and don’t chase trends needlessly.

3.     Hungry. These neighbours love food! When one of these neighbours moves in, note down their favourite food and drink. Hungry neighbours prefer healthy, balanced meals to random snacking.

4.     Lazy. These neighbours enjoy chilling out! When one of these neighbours moves in, note down a spot in your town where they like to relax. Lazy neighbours feel best relaxing after a hard day.

5.     Sporty. These neighbours love being active! When one of these neighbours moves in, note down their favourite sport. Sporty neighbours know not to push too hard and overexert themselves.

6.     Outdoorsy. These neighbours enjoy going outside! When one of these neighbours moves in, note down their favourite kind of place. Outdoorsy neighbours know how to stay safe when they’re exploring and look after nature.

 

If you’d like, you can also roll XX when a neighbour moves in to see what kind of animal they are.


2.     Octopus

3.     Horse

4.     Rabbit

5.     Mouse

6.     Dog

7.     Bird

8.     Cat

9.     Frog

10.  Cow

11.  Pig

12.  Kangaroo

 

ACTIVITIES

Each day is a new opportunity to have fun in your town. Every day you can note down two activities. When you do, note down the current hour on the town clock as well.

 

Then, roll XX. If the result matches the current hour, you bump into a neighbour while doing that activity! Each activity will list the kind of neighbours you might bump into. If you bump into a neighbour, that neighbour gains 1FP.

 

If you do an activity in real life that you think one of your neighbours would enjoy, check the Town Clock and roll XX. If the result matches the current hour, that neighbour gains 1FP.

 

BUG CATCHING

An activity where you go out and catch bugs! Roll XX on the chart below. If the result matches the current hour, you catch the bug you rolled on the chart! Treat it as an item.

 

You can bump into Artsy, Fancy and Outdoorsy neighbours while bug catching.

 

“You’re gonna want to go bug catchin’ in the evenings. Right around 7tc is prime time for insects, bro!”

 

2.     Ant

3.     Spider

4.     Grasshopper

5.     Bee

6.     Butterfly

7.     Firefly

8.     Woodlouse

9.     Cricket

10.  Moth

11.  Spider

12.  Ant

 

FISHING

An activity where you sit and catch fish! For this activity you need to note down two times, the current hour when you start and the current hour when you finish fishing. You can’t do any other activities during this time.

 

Then, roll XX on the chart below. If the result is lower than or equal to the number of hours you spent fishing, you catch the fish you rolled on the chart! Roll XX to find its size. Treat it as an item.

 

You can bump into Hungry, Lazy and Sporty neighbours while fishing.

 

“The secret to fishing is patience, dear. The longer you wait, the better your chances.”

 

1.     X

2.     Moon fish

3.     Goldfish

4.     Trout

5.     Pike

6.     Crab

7.     Bass

8.     Crayfish

9.     Ray

10.  Anglerfish

11.  Shark

12.  Sunfish

 

HANGING OUT

You can invite a neighbour over to your place to hang out. This is seen as the sign of a serious friendship in your town! They will accept if you can roll XX equal to or under their current FP. If not, you can try again tomorrow, but asking still counts as one of your activities for the day.

You can choose the day, and they will suggest a time of XXtc. Note down the current hour at that time on that day, and that neighbour gains 1FP.

 

A neighbour who comes to hang out will gift you an item. Describe an item that matches that neighbour’s type.

 

VISITING

You can stop by to see a neighbour at their place. Each neighbour is at home during different times of the day according to their type, as listed below. If you visit a sleeping neighbour, they won’t answer the door!

 

Artsy: Home 02tc-04tc, bedtime 10tc.
Fancy: Home 06tc-10tc, bedtime 10tc.
Hungry: Home 02tc-04tc and 07tc-09tc, bedtime 09tc.
Lazy: Home 06tc-08tc, bedtime 08tc.
Sporty: Home 07tc-09tc, bedtime 11tc.
Outdoorsy: Home 09tc-11tc, bedtime 11tc.

 

The first time you visit a neighbour and they’re home, note down three items they have at their place and number them. You should list and number any items at a neighbour’s place in this way. Describe items according to that neighbour’s type.

 

The next time you visit, roll XX. If you roll under or equal to that neighbour’s, FP, roll another die. If the result matches the number of an item at that neighbour’s place, they’re thinking of getting rid of it. You can take it if you want, otherwise it’ll disappear and be replaced next time you visit.

 

It’s considered good manners in your town to give a gift whenever you visit someone, so if you do, erase one item from your pockets and add it to their place. If a neighbour is home when you visit and you give them a gift, they gain 1FP.

 

 

X

 

I can already think of ways to add things like the item shop, home appraisals, and maybe some other activities so if you want to see more of this game lmk 👍

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