Quiet Year
Quiet Year
Dylan Nix
Andy Moore
Stephen Scapicchio
Chapter One:
Gather
As the facilitator, read this entire
book and complete the tasks outlined
in this chapter prior to inviting
others to join you at the table.
What This Is
Supplies
The Quiet Year requires 2-4 players and 2-4 hours.
In addition, it requires:
A blank piece of letter-sized paper
Pencils, erasers, and an index card
Six dice (smaller is better)
20 Contempt Tokens (possibly stones or glass beads)
A deck of The Quiet Year cards
At least one copy of the summary card
If you dont have a deck of The Quiet Year cards,
instead use a deck of regular cards with The Oracle,
available at buriedwithoutceremony.com/thequietyear
A Fleeting Year
A full-length game of The Quiet Year tends to run
3-4 hours including teaching time. If youd prefer
to play a shorter game, you can do so with this
adjustment: before play, remove 4 cards from each
of the suits (which represent seasons). Make sure to
remove the King of Diamonds (Summer), and make
sure to keep the King of Spades (Winter) in the
cards you play with.
Chapter Two:
Survey
As the facilitator, you will read the
regular text of this chapter aloud
to the group, following the
instructions written in italics.
Read aloud.
Who We Are
Spring
Summer
Autumn
Winter
Sketching Terrain
Starting Resources
Chapter Three:
Rules
Pass the book around the table,
letting everyone take turns
reading these sections aloud to the
group. Once you have finished
this chapter, begin play.
The Week
Drawing Cards
Working on Projects
Hold a Discussion
Start a Project
Updating Resources
Contempt
Restraint
Pacing
Chapter Four:
More
As the facilitator, be familiar with
these sections. During play, you
may reference and read sections
from it whenever they seem
relevant or important.
Parsing
Weird Artifacts
Indoors
If your game is set in an underground or indoor
environment, some creative interpretations may be
necessary for certain cards. For example, weather
might refer to air circulation and ground tremors.
Chapter Five:
Examples
These two examples are designed to
illustrate how the game works and
the mechanics interact with one
another. It should be referenced
to clear up any confusion that
might arise.
Spring
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10
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Summer
A
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10
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Predators and bad omens are afoot. You are careless, and
someone goes missing under ominous circumstances.
Who?
or...
Autumn
A
The community becomes obsessed with a single project. Which one? Why? Choose one:
They decide to take more time to ensure that it is perfect. Add 3 weeks to the project die.
They drop everything else to work on it. All other projects fail.
If there are no projects underway, the community becomes obsessed with a grandiose vision.
Hold a discussion about this vision, in addition to your regular action for the week.
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10
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Winter
A
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What is winter like in this area? How do community members react to the weather?
Winter is harsh, and desperation gives rise to fear mongering. Choose one:
Spend the week calming the masses and dispelling their violent sentiments. The week ends immediately.
Declare war on someone or something. This counts as starting a project.
Someone goes missing. Theyre alone in the winter elements. Choose one:
The community organizes constant search parties and eventually the person is found. Project dice are not reduced this week.
No one ever hears from that person again.
10
In preparation for the coming year, the community begins a huge undertaking.
Start a project that will take at least 5 weeks to complete.
An infected outsider arrives, seeking amnesty. They have some much-needed resources with them. Choose one:
Welcome them into the community. Remove a Scarcity, but also introduce an infection into the community.
Bar them from entry. What Scarcity could they have addressed? How does its need become more dire this week?
Reference Cards