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The Clock Strikes
The Clock Strikes
You are a Clock. Not just a clock, but a Clock. You are special. You’ve hung on the wall for months, keeping
perfect time. Until now. A week ago, your battery started to run down. Your second hand began to hang just a
blink too long on the ticks. Before you knew it, you were a whole 30 seconds slow! This is Unacceptable. And
you’re not going to stand for it!
THE CLOCK STRIKES is a quirky roleplaying game that you play by yourself. Yes, I know. That sounds a
little strange, doesn't it? I thought so too, when I first read the idea. But it makes sense. How much time do you
put into a game outside of the game session?
You've read the italic text above, so you know who you are and what your motivation is in this game. But, in case
you didn't catch it the first time, let me spell it out for you. You are a wall clock. And your battery is dying. No
one has bothered to change your battery, but then of course, they wouldn't. It's time to take matters into your own
hands. You know that there are batteries in the drawer in the next room. You can see it from where you hang. It
will be an incredible challenge to get them. But, you're an incredible Clock.
THE GAME SHEET is the most important page of this whole book. I would say it is the game, but if you haven't
read the rules, it wouldn't mean a whole lot to you. So, let me explain it to you, piece by piece. Once you know
what all the sections of the Game Sheet are, we'll get into the game instructions.
If you haven't looked at the Game Sheet yet, take a moment and do that. It's the last page of this book. You may
even want to print it out, or open it in a separate window. I'll be referencing it throughout this section.
The Clock is what probably caught your eye, first. It's that big circle in the upper right corner with the sad eyes
and mouth. That's you, the Clock. It is on this image that you will draw the damage that you (the Clock) receive
on your adventure to the drawer with the batteries. And you will take damage. It's a dangerous room, out there,
and you're jumping right in!
To the left of the Clock, is a column of information. Take a look at the top of the column. That's the Battery
Charge. Your battery is only going to last an hour before it does completely dead. The battery has six charges, as
you can see. There are 60 minutes in an hour. Sixty divided by 6 is 10, so every 10 minutes, you (the Clock) will
lose a Battery Charge! You can also use a Battery Charge to avoid damage. This will be explained farther along.
Below the battery is Progress. The journey to the battery drawer is going to take you 30 minutes, at least. That
time has been divided into 12 time segments, or rounds. Each time you have a successful round (you don't take
damage), circle one of the numbers. When you circle the number 12, you've reached the drawer! Try and get there
before filling your face with damage or running out of battery charges.
Under Progress are two sections that are linked, THREAT and DANGER. As I saw before, the room you are
crossing it hazardous and fraught with dangers. These two sections help you determine what those dangers are.
We'll get to exactly how it works in the rules section. Don't worry! We're almost there.
The last section, and perhaps the one that looks the most scary, is the Time Card. It's that big table on the bottom
of the page with time codes on the left and blank spaces on the right. Each of those lines is a round. The time
code on the left tells you how far into your hour of Battery Charge you are. The space on the right is for you to
write what THREAT and DANGER you faced, and how you fared against it.
HOW TO PLAY The Clock Strikes is a game of self-narration and dice tests. What that means is that you will
narrate, to yourself (see, there's where that weirdness comes into play), what is going on in the scene. Then, you'll
roll your Clock dice against the THREAT and DANGER dice. See? Narration, then test. Here are the steps that
tell you exactly how to do it:
STEP 1: First, you need to know what you are up against. This is where the THREAT and DANGER come into
play. Take two six-sided dice and roll them. Assign one die to the THREAT section, and the second die to the
DANGER section. Now you know what you're up against, and what kind of damage you risk taking if you fail to
get past it. Narrate this. Don't be shy; you're all alone. Then, total up the two dice. The total of the dice is your
Target Number. This is the number you need to roll in Step 2 to get past this DANGER.
STEP 2: Next, you need to roll two more six-sided dice. These dice determine whether you get past the
THREAT without suffering the DANGER, or you get stopped and take the damage. Total up these two dice and
compare it with the Target Number from Step 1. Did your roll equal or exceed the Target Number? If so, you got
past this obstacle without taking damage! Circle the next sequential number under Progress. Narrate this to
yourself. Make the Clock awesome! Remember, you, the Clock, are rather exceptional. However, if your roll is
less than the Target Number, you take damage! You didn't get past the THREAT and you suffered the DANGER.
Roll your dice again and total up the number. This is the section of your Clock Face that takes the damage. Draw
it on your little Clock Face on the Game Sheet. You don't make Progress if you took damage this round! Write
some notes on the line next to the current round to describe what happened.
TAKING DAMAGE: You can only take damage once at any Clock Face location. If you have a crack at 3, you
can't take a Scuff. If the number you rolled for the location of your damage is already full, move clockwise until
you find an empty number, and take your damage there. You'll notice there is no number 1 on the Clock Face.
You cannot take damage at that location. That's where your eyes are. Can you imagine a one-eyed clock?
BATTERY CHARGE: Every round, you move to the next line below on the Time Card. When you reach a line
that has the time stamp in bold lettering, you lose a Battery Charge. Yep. Your battery goes down because you're
moving around. You must lose the Battery Charge before you roll dice for this round! Battery Charge can also be
used to beat a situation that looks insurmountable. If you've rolled your dice and failed to roll equal to or more
than the Target Number, instead of taking the damage, you can elect to spend a Battery Charge and succeed. Make
sure you narrate this as being exceptionally exceptional, as you beat it by the plastic case on your AA! When you
choose this route, you do get to mark off a Progress.
WINNING (OR LOSING): You win the game in the round you mark off your twelfth Progress, signaling that
you've reached the battery drawer successfully! Do a little dance, mark a little time, install a battery tonight! Oh,
yeah. This is your goal. It's what you want! That doesn't mean it's always going to happen. You can lose a
couple different ways. If it's ever time to lose a Battery Charge and you have none left to lose, well, your battery is
completely drained and you go inert. Game over! The second way to lose is, if it's time to take damage, and you
have no undamaged numbers on your Clock Face (2-12), then you're completely broken and fall to the ground in a
shattered pile of plastic. Tough luck, clean up on aisle four!
SHARE YOUR SHEET: Now that the game is over, show your Game Sheet off to your friends! It tells a story,
and shows everyone just how tough a Clock you are! Or, you can laugh together with them at how your Clock
became a shattered mess by getting punctured by a potted plant. Funny, I know.
HAVE FUN: The whole idea here is to have fun. By yourself. Use your imagination! Let yourself picture the
clock going up against the dreaded 'The Foot'! Describe the most daring escapes you can imagine! Let yourself
go.
THAT'S IT!: Thanks for taking the time to read this game. I hope you give it a try, and I hope you enjoy it. It's
a quirky bit of humor and self-indulgence. How often do you sit down and tell yourself a story? Do it! Not only
is it good practice for when you sit down to game with your friends, but you might just make yourself laugh out
loud. You never know until you try it. Come and see what else I'm up to at http://sharkbonegames.com. I'd also
love to hear your comments. Hell, why don't you scan and email me your Game Sheet? I'd love to see what your
Clock went up against! Drop me a line or image at devon@sharkbonegames.com. You can also hear me talk
about gaming on the Shark Bone Podcast at http://sharkbonegames.com/podcast/.
The Clock Strikes
Battery Charge
6 5 4 3 2 1
Progress
1 2 3 4 5 6 7
8 9 10 11 12
THREAT
1. Furniture
2. Potted Plant
3. Small Child
4. Animal
5. Vacuum
6. The Foot
DANGER
1. Scuff
2. Dirt
3. Sticky Smear
4. Puncture
5. Scratches
6. Cracked!
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Name of Designer: Devon J. Kelley
Title of Game: The Clock Strikes
Challenge(s): The Sharing Challenge