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Wickies
Wickies
WICKIES
Wickies by Lari Assmuth, 2020
lari-assmuth.itch.io
twitter.com/LariAssmuth
lari@rocketsurgeongames.com
rocketsurgeongames.com
THE WRETCHED™️ is a trademark of Chris Bissette. The Wretched and Alone logo is ©
Chris Bissette, and is used with permission.
IMAGES
Cover
Green Cape Lighthouse, plans, 1885 Signed: James Barnet, Stamped: Public Works, NSW,
Colonial Architect, amended at various times until 1959. Public Domain / Wikimedia Com-
mons
Tom Chalky
Title page
HAER RI,5-NESH,1- (sheet 9 of 12) - Block Island Southeast Light, Spring Street and
Mohegan Trail at Mohegan Bluffs, New Shoreham, Washington County, RI. This file comes
from the Historic American Buildings Survey (HABS), Historic American Engineering Re-
cord (HAER) or Historic American Landscapes Survey (HALS). These are programs of the
National Park Service established for the purpose of documenting historic places. Records
consist of measured drawings, archival photographs, and written reports. Public Domain /
Wikimedia Commons
Playing cards
Playing Cards series (N84) for Duke brand cigarettes, 1888. The Jefferson R. Burdick Col-
lection, Gift of Jefferson R. Burdick, Public Domain / Metropolitan Museum of Art.
Other images
Tom Chalky
This game is, of course, a homage to the film The Lighthouse by Robert
Eggers. It is based on the game The Wretched by Chris Bissette and the
framework for Wretched and Alone games as laid out by Matt Sanders
and Chris Bissette. It also draws inspiration from Wretched and Not So
Alone by Spencer Campbell and Adam Boyes, Light by James Chip and
D&D Incursion: The Lighthouse by Litza as well as from the United States
Light-House Establishment’s Instructions to Light-Keepers, July 1881.
6
HOW?
To play, you’ll need a standard deck of cards with no jokers, a single
six-sided die, a tumbling block tower and a collection of 10 tokens. Sea-
shells or pebbles from the beach make perfect tokens, but you can use
whatever you have at hand.
The Keeper will also require writing materials and a notebook or some
paper. This represents the Keeper’s logbook.
The game will pit you against each other on a cursed rock, under extreme
pressure. Your only hope is that you can hold it together until the tender
arrives to relieve you. It is incredibly unlikely that this will happen.
SAFETY
These are the central and most important rules of the game. You are not
allowed to play Wickies if you do not follow these rules.
7
BEGIN
Set up the tumbling block tower as you normally would. If you haven’t
already, decide which one of you will be the Keeper and which one will
be the Assistant. The Keeper rolls a die and you take turns, beginning
with the Assistant, completing that many pulls from the tower, placing the
pulled blocks on top of the tower. The tower represents the control you
both have over yourselves and the situation.
It the tower falls at any point of the game, your stay on the island has de-
volved into chaos or horror, the end has come for you both, and it is tragic.
If you do not have a tumbling block tower, you can ignore any text that
instructs you to pull from it. This means you will meet your demise if all
four Kings are in play, so you have slightly less pressure on you but when
the end comes it will probably be even more spectacularly bad for you.
Shuffle the deck of cards and place them face down within easy reach. The
cards will represent tasks and events. If you wish to play a shorter game,
place the Ace of Hearts on top of the deck.
If a prompt for a card includes a question, the one drawing the card should
be the one to answer it. You can, however, always ask for input from your
co-player.
8
THE DAY
The game is divided into days.
Each day consists of three phases: planning the day, tasks and the evening.
9
INSTRUCTIONS
to
LIGHT-KEEPERS.
July, 1881
THE SECRETS
MUNDANE
Clubs represent the mun- Spades represent the se-
dane facets of life on the crets that you carry and
rock. Work, food, rations, guard.
the sound of the foghorn
and your companion with
all their human foibles.
10
THE LIGHTHOUSE
The tender is coming for you, you There’s a stain on the lens. No mat-
know it is. Even though you’re losing ter how much you polish the lens,
your sense of time, it can’t be many
days off now, can it? Pull from the
tower. Do not discard this card –
7 the stain always returns the next day.
Now you could swear it’s growing, and
you’ve started to see the image of a
instead, put it to one side and place face in the stain. Whose face is it? Pull
A
ten tokens on it. After each day, during from the tower.
the evening, the Keeper rolls a die. On
a 6, remove a token from the card. Seagulls flock in their hundreds to the
If you successfully remove all the
tokens from the card, the tender has
come for you. Both of you make a
8 lighthouse, just sitting there silently on
the gallery deck and cupola.
final pull from the tower. If it still Looking at the lighthouse is hypnot-
stands, you gather your things and de- ic, and lately you have found yourself
part, leaving the light and the island
to the new Keeper and their Assistant. 9 more and more often being lost in
reverie while looking at it, forgetting
about your tasks and drifting out of
When you watch the light flash you conversations. Pull from the tower.
10
What is it? tice that the light has gone out. How
long has it been out? How could you
Walking up the stairs to the lighthouse have missed it? Whose fault is it? Both
3
one day for some routine mainte- of you pull from the tower.
nance, one of the stairs falls loose and
you sprain you ankle painfully. Pull You are halfway up the stairs to the
from the tower. light when you see something moving
The two of you set out to paint the J up there, coming closer you recognise
it as a writhing tentacle and you recoil
9
have in the water, and they are teem- and you find the cistern fouled, with
ing with fresh, fine lobsters. carcasses of dead sea-birds floating in
that one of you has to draw from the When you go to prepare your meal
tower, you may choose not to.
seem like you’re always the one who A real fight breaks out. What provoked
has to do it? Pull from the tower.
K
panion does. It might be a sound they are on the table, the game is over. In
12
THE SEA
Staring at the sea soothes you, and There’s a seagull that has started fol-
you find a sense of solace in the fact lowing you around. Every task you do,
A
that you are alone out here with your
thoughts. If you have a King in play on
your side of the table, you may give it
9 it’s standing in your way, silently star-
ing at you. One day, it starts pecking
at your hand or foot. What do you do?
to your companion instead. Pull from the tower.
Between your regular duties, you find After one of your petty arguments
J
you pull from the tower. foghorn, but as you stare out over the
waves, you can swear you see a mer-
The rocks around the island are teem- maid jumping like a fish. She looks at
You wake with a start, all covered in You are walking back to the cottage
5
sweat. You were dreaming of drown- from the lighthouse one evening when
Q
ing. What did you see rising to meet you see a body laying on the rocks.
you from the depths below? Pull Coming closer, you see it’s no hu-
from the tower. man but a mermaid. Suddenly, she
opens her eyes and lets out a shriek
There’s a fog that rises from the sea, that chills you to your very bones. Pull
passing ship.
13
SECRETS
You share a detail from your life be- There’s a small hole in the wall of
8
fore becoming a wickie. It can be the cottage, where your cots are. You
something about your family, what sometimes sneak a peak through it
you used to do for a living, where you while your companion is off duty. Ask
10
There’s a small shed that stands apart it looks like someone from your past.
from the other buildings, and that Who was it? The body slowly slips into
J
you go there? The name that you say is yours isn’t
really, is it? Whose is it, and what is
You find a scrimshaw figurine of a mer- your real name? Pull from the tower.
Your father was a strict and joyless Q darkest secret.You start to defend your
actions, but you can see in the eyes of
man, as quick to quote scripture as he your companion that something has
4 was to reaching for the belt. Nothing
you did was ever good enough for him.
changed in how they see you. Pull
from the tower.
Do you recall how you felt when you
learned that he had died? Do not discard this card. Place it
where you can see it on your side of
At your previous job your boss was the table. If it’s not the fourth King,
5 K
always putting you down, always giv- stop reading here. If all four Kings
ing you a hard time. What did you do are on the table, the game is over. In
when at last you couldn’t take it any- that case, read the Dark fate of all the
more. Pull from the tower. Kings you have on your side.
Dark Fate: All is Lost
A close moment between you leads You can no longer live with the knowl-
6
to a hug that you both hold for a long edge of what you have done. You give
time. You hadn’t realised that you up and go willingly to your death.
missed the touch of another human
so much.
14
DEFIANCE
The Assistant has a deck of their own called the Defiance deck, where
they can place one card per day after resolving the tasks. At the end of the
day, after the evening’s reflection and the Keeper has written in their log,
you may use as many cards from the defiance deck as you want to build
a poker hand and use that hand as a challenge to the Keeper’s authority.
Show the Keeper the hand, resolve the challenge and then discard the
cards you used.
PAIR
The next time you have to pull from the tower, you can decline to do so or
have the Keeper to draw instead.
TWO PAIR
If you have a King on your side of the table, give it to the Keeper to place
on their side of the table.
STRAIGHT
Next day, when the Keeper has drawn their hand of cards, they must give
you the hand and you get to distribute the cards among you as you wish.
FLUSH
You can read the Keeper’s log for one full minute.
THREE OF A KIND
You can read the Keepers log from beginning to end, and if you want, you
may destroy the pages they have written on. From now on, the Keeper
does not write down anything in their log.
FULL HOUSE
You can give the Keeper up to two Kings from your side of the table, to
keep on their side.
FOUR OF A KIND
Mutiny! From now on, you follow the rules for the Keeper, and they fol-
low the rules for the Assistant.
15
The game has ended. Take a deep breath. You are here, above water,
among the living. Take a moment to check in with each other.
If the tower fell, you have both lost any semblance of control. Chaos reigns
and you both meet any and all of the Dark Fates on the Kings that you
have on the table before you. Look at the Kings on your side of the table
and read the corresponding Dark Fates out loud. Use the Fates to spin a
yarn about how you came to meet your end.
If you have no Kings before you on the table when the tower falls, it’s
not any fate or cursed souls that spell your doom, but the collapse of the
social order leaves you wretched and alone on this god-forsaken rock and
the end comes for you not with a bang, but with a whimper.
If at any time, all four Kings are in play, the Dark Fates come true for both
of you in the same way as above. While it’s possible that you have held on
to a shred of order and decency, symbolized by the tower still standing, the
grim portents of fate come true for you nonetheless.
If you have no Kings on your side of the table, say a quiet prayer for
your poor companion. You survive the ordeal, and can describe how the
tender finds you, alone, when it comes for you.
If all tokens are removed from the Ace of Hearts, the tender has arrived.
You both embark, leaving the island and the lighthouse in the hands of
the next Keeper and their Assistant. May God have mercy on their souls.
16
Ye are not likely to be remembered.
17