Meander

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

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 World Spread

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.

The Character Draw

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 Round

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.

Suitability

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.


Meaning Index

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.

Sorted Ace–King, Diamonds ♦ Hearts ♥ Spades ♠ Clubs ♣
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