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THE​ ​CLOCK​ ​STRIKES

A​ ​Shark​ ​Bone​ ​Games​ ​Production


Copyright​ ​©​ ​2011​ ​Devon​ ​J​ ​Kelley
written​ ​for​ ​the​ ​RPG​ ​Solitaire​ ​Challenge

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​ ​can​not​ ​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

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