Meander is a one to five player card game that incorporates card shedding mechanics, similar to games like Uno or Crazy Eights, elemental suits, cartomancy-inspired, improvisational roleplay actions, and card spreads for both worldbuilding and character building. Meander is divided into four separate parts: the Frame, the World Spread, the Character Spread, and the Round.
The Setting Frame is a preliminary worldbuilding step that helps establish certain details that don't translate well to the abstracted, cartomantic meanings of playing cards. These are a series of questions that are asked before the World Spread is dealt.
1. What is the technological level of this setting? 2. Is the setting historical or non-historical? 3. If the setting is historical, what is the time period? 4. Is the setting speculative or non-speculative? 5. If the setting is speculative, what subgenre? 6. What intelligent species are present in the setting?
The dealer deals a three-card spread representing the three domains of a roleplay setting: Culture, Themes, and History. Players and the dealer decide the meanings of each card, drawing on traditional cartomancy, then the dealer notates and reshuffles the cards.
Each player draws a card. These cards represent the personalities of every player, distilled to a single archetype that determines their vocation and motivation. Once these cards are notated, the dealer reshuffles them.
The dealer deals eight cards to each player and flips the top stock card to start the discard pile. In solo play, sixteen cards are dealt instead. The dealer narrates it as the first event and takes the first turn; play proceeds clockwise. On each turn, a player plays a card matching the top discard's rank or suit and narrates a roleplay action. A player who can't play draws a card or cards until a legal play is possible. When the stock runs out, or all players are incapable of making legal plays, shuffle the cards, excluding the top card and any cards in the hands of players, into a new stock. In the case of legal play cessation, drawing from the discard pile continues into legal play is possible. The round ends when a player clears their hand. Play may continue for multiple rounds, keeping the World Spread and Personas but reshuffling the deck and starting a new round.
Meander involves card suit strategy for each individual player. Playing a card with a matching suit lets a player discard any card from their hand; playing the opposite suit forces them to draw a card from the deck instead. Diamonds oppose spades and hearts oppose clubs. Playing cards with sympathetic suits, like diamonds with hearts and clubs with spades, lets a player discard any card from their hand while drawing one from the deck at the same time. These effects occur at the end of a player's turn.
Each of the fifty-two cards carries five linked meanings: a Roleplay Action, a Persona, and a Culture, Theme, and History for the World Spread. One row below is one card's complete definition — use the search box or suit filters to jump to a card quickly.
| Card | Action | Persona | Culture | Theme | History |
|---|---|---|---|---|---|
| ♦ Ace | Find | Prospector | Frontier Enclave | Exploration | The Undiscovered Vein |
| ♥ Ace | Yearn | Dreamer | Longing Diaspora | Romance | The Blurred Loss |
| ♠ Ace | Declare | Herald | Fledgling Movement | Manifesto | The Redacted Proclamation |
| ♣ Ace | Initiate | Upstart | Pioneer Settlers | Origin Story | The Disputed Spark |
| ♦ Two | Barter | Trader | Trade Guild | Heist | The Forgotten Treaty |
| ♥ Two | Attune | Confidant | Merged Bloodlines | Two-Hander | The Old Merger |
| ♠ Two | Accuse | Watchdog | Divided Camp | Courtroom Drama | The Baseless Accusation |
| ♣ Two | Confront | Challenger | Rival Factions | Grudge Match | The Undecided Clash |
| ♦ Three | Gamble | Speculator | Boomtown | Picaresque | The Legendary Wager |
| ♥ Three | Delight | Reveler | Festival Folk | Comedy | The Golden Season |
| ♠ Three | Bluff | Trickster | Masters of Disguise | Noir | The Unsolved Deception |
| ♣ Three | Dare | Daredevil | Warrior Culture | Swashbuckling | The Embellished Dare |
| ♦ Four | Savor | Epicure | Content Homebodies | Pastoral | The Golden Calm |
| ♥ Four | Remain | Loyalist | Loyal Clan | Slice of Life | The Unbroken Custom |
| ♠ Four | Rebut | Debater | Legalist Society | Procedural | The Shelved Argument |
| ♣ Four | Endure | Survivor | Hardy Survivors | Survival | The Founding Hardship |
| ♦ Five | Hoard | Miser | Miserly Caste | Satire | The Vanished Fortune |
| ♥ Five | Entice | Seducer | Seductive Court | Melodrama | The Unsolved Scandal |
| ♠ Five | Outwit | Schemer | Spy Network | Espionage | The Legendary Trick |
| ♣ Five | Defy | Rebel | Rebel Underclass | Resistance | The Contested Defiance |
| ♦ Six | Bestow | Benefactor | Charitable Merchants | Parable | The Lasting Gift |
| ♥ Six | Tend | Caregiver | Healer Order | Recovery Arc | The Quiet Debt |
| ♠ Six | Threaten | Enforcer | Enforcer Class | Thriller | The Empty Threat |
| ♣ Six | Vow | Oathkeeper | Vow-Bound Brotherhood | Legend | The Ancient Oath |
| ♦ Seven | Squander | Wastrel | Fallen Aristocracy | Rise and Fall | The Squandered Fortune |
| ♥ Seven | Immerse | Empath | Mystic Sect | Gothic Romance | The Consuming Devotion |
| ♠ Seven | Deny | Skeptic | Isolationist Holdout | Unreliable Narrator | The Official Denial |
| ♣ Seven | Pursue | Hunter | Nomadic Hunters | Chase | The Unfinished Hunt |
| ♦ Eight | Salvage | Scavenger | Ruin-Scavengers | Post-Apocalyptic | The Unclaimed Ruins |
| ♥ Eight | Renounce | Ascetic | Ascetic Renunciants | Requiem | The Great Renunciation |
| ♠ Eight | Confound | Illusionist | Cryptic Folk | Surrealism | The Confounding Event |
| ♣ Eight | Command | Commander | Martial Regime | Military | The Old Command |
| ♦ Nine | Reap | Harvester | Prosperous Gentry | Triumph | The Long Harvest |
| ♥ Nine | Forgive | Healer | Reconciled Camp | Redemption Arc | The Forgiven Grievance |
| ♠ Nine | Retreat | Recluse | Reclusive Hermits | Elegy | The Unexplained Retreat |
| ♣ Nine | Forfeit | Martyr | The Defeated | Sacrifice | The Costly Sacrifice |
| ♦ Ten | Inherit | Heir | Bloodline Dynasty | Dynastic Saga | The Murky Inheritance |
| ♥ Ten | Reunite | Wanderer | Returning Diaspora | Homecoming | The Unresolved Parting |
| ♠ Ten | Surrender | Penitent | Conquered Province | Denouement | The Disputed Surrender |
| ♣ Ten | Rekindle | Revivalist | Revivalist Culture | Revival | The Rekindled Cause |
| ♦ Jack | Herald | Messenger | News Runners | Episodic | The Debated Prophecy |
| ♥ Jack | Confide | Mystic | Secret Society | Whisper Network | The Kept Secret |
| ♠ Jack | Beguile | Charmer | Charming Diplomats | Charming Rogue | The Unidentified Charmer |
| ♣ Jack | Spar | Duelist | Duelist Youth | Underdog Story | The Forgotten Rivalry |
| ♦ Queen | Host | Patron | Welcoming Hosts | High Society | The Legendary Gathering |
| ♥ Queen | Bond | Companion | Found Family | Found Family | The Mythic Bond |
| ♠ Queen | Rebuke | Judge | Judiciary Class | Cautionary Tale | The Divisive Rebuke |
| ♣ Queen | Mentor | Teacher | Elder Council | Coming-of-Age | The Forgotten Mentor |
| ♦ King | Steward | Custodian | Land Stewards | Statecraft | The Outlived Purpose |
| ♥ King | Mediate | Peacemaker | Peace Brokers | Diplomacy | The Anonymous Peace |
| ♠ King | Decree | Lawgiver | Bureaucratic State | Dystopia | The Ambiguous Decree |
| ♣ King | Lead | Leader | Ruling Dynasty | Epic | The Embellished Legend |