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The Fate Core font is © Evil Hat Productions, LLC and is used with
permission.
Your safety and well-being are always more important than the game.
You might feel the need to alter a dice roll, modify a prompt, revisit an
earlier character choice, or select a new ending. As the player, you
have full authority to change the narrative as you see fit.
Land Acknowledgment
Work on this game began while I was an uninvited occupant on land
that was, and still is, the Tribal land of the Nisenan people. The
surrounding lands were the ancestral and unceded homelands, as
well as sites of meeting and exchange, for the Maidu, Miwok, Me-
Wuk, and Patwin Wintun Peoples. Much of my work was done while
traveling across Turtle Island.
Thanks
I am so very grateful to every reader and playtester, including JT,
Lex, Jason, Rayven, Brenna, Heather, and Antonio. Your insights,
curiosities, and creativities made this a better game.
INTRO & MATERIALS
It’s a solo game, so you can play it by yourself, at your own pace.
It’s a journaling game, so you’ll end the game with a unique record of
your experience
to revisit and share.
As you set up and play the game, you’ll use the Player Sheet to track
your progress, build your story, and jot down any notes you find
helpful.
This game is broken down into days; each day is a short chapter in
your character’s story.
Every day, you will draw cards from the deck. These cards, when
used with The Atlas, will initiate events and invoke memories as you
travel.
Days on the road are dangerous and uncertain. Dice represent your
overall well-being and are rolled to determine the outcomes of events.
Fudge dice — also known as Fate dice — are six-sided dice with an
equal number of plus, minus, and blank sides. If you do not have
access to a set of Fudge/Fate dice, the FAQ will show you how to
use normal six-sided dice.
The playlist’s first 13 tracks are connected to specific cards and in-
game events; you should Ignore them for now.
Tracks 14 - 26 can be used as an ambient soundtrack as you set up
and play your game.
Your story will sing when you move slowly. Let things linger.
Yesterday:
Sirens cluttering the highways. CB chatter about a
jetliner disappearance. Rumors of a plague.
Today:
Radio silence. Fires on the horizon. Desolation.
Yesterday, you finished a run. You ate a full meal and slept on the
familiar coil-spring mattress in the back of the cab. This morning,
same routine as always.
There’s still power. Hot water. Megastore aisles are still lit. Gas
pumps are functional, so there’s fuel, too. But no people anywhere.
Not one.
You listen to the squeak of vinyl as you shift your weight in the
driver’s seat.
You’re thinking about how far you are from where you need to be.
Where you might be needed. Where someone might be waiting for
you.
- Someone alone and scared.
- Someone you owe.
- Someone who owes you.
- Someone who never stopped loving you.
- Someone who doesn’t like to be kept waiting.
- Someone you need to prove wrong.
But your thoughts are cloudy, and a song keeps rattling around in
your head. You keep mumbling:
- I just wanna be
Your fantasy
I just want you to be
Right next to me
On your Player Sheet, list these eight environments in any order that
makes sense to you.
- Ice
- Snow
- Wind
- Rain
- Heat
- Flood
- Fog
- Dust
The first location on the list is already marked. This is where you
begin.
Mark it. This is now where you are, a bit closer to your Destination.
The final location is your Destination. If you reach it, end the game.
DESTINATION
Every day ends with you, at a pay phone, leaving a message on this
person’s answering machine.
But you will drive, day after day after day, until you can’t.
WOUND
You are wounded. It’s minor, but could — and, over the course of the
game, presumably will — get worse.
THREAT
Defining the Threat gives you, the player, some control over the
story’s themes, tone, and even genre. (Maybe the Threat is an armed
gang of far-right separatists, or a sentient viral cloud, or a solitary
government agent tracking survivors and cleaning up evidence.
Maybe it’s an extraterrestrial force sent to exterminate and colonize,
or a desperately hungry brigade of half-dead livestock, or an elder
god, or a single child with unimaginably destructive powers. Maybe
you’re not the hero of this story, but an unwelcome trespasser on
lands that are not yours to use. Etc.)
Right now, you only need to have a vague sense of the Threat. Jot a
single, short idea on your Player Sheet.
When you are told to advance the Threat, mark an empty spot on
your Player Sheet.
When you mark the fourth and final spot, the Threat overtakes you.
End the game.
UNDERSTANDING STATS & DICE
ROLLS
Some cards will direct you to roll your dice. (“Make a Rig Roll.”
“Make a Body Roll.” Etc.)
Fill the relevant Stat’s boxes with your best dice. Place the dice right
on your Player Sheet. Unfilled boxes count as a [minus].
If the sum of the dice is negative, you fail the roll. Anything else is a
success.
FAILURE
You begin the game with four dice. They represent your overall well-
being.
When you fail a roll, remove one die from the game. Success will be
harder to achieve.
When you fail a Body Roll, consider the worsening of old wounds or
the emergence of new ones. When you fail a Mind Roll, consider the
emotional and psychological toll. When you fail a Rig Roll, consider
the groans of the failing mechanics.
When you lose your last die, your journey stops. End the game.
ADVANCEMENT
When you are told to advance a Stat, cross off a box. You now need
one fewer die to resolve your rolls, and success will be easier to
achieve.
Select one Stat to advance now. Cross off a box on your Player
Sheet.
MAKE YOUR FIRST CALL.
You plan to drive as much as you can. You’ll stick to the highways and
stop only for sleep.
Share this plan.
Every day begins with the same ritual: you slide your keys into the
rig’s ignition and turn.
Try it now.
If the sum of the two dice is not negative, the engine starts. Take a
moment to consider the reassuring rumble. You’re ready to hit the
road.
Days on the road are long and tedious. There are occasional
moments of beauty or hope, but the days are more often punctuated
with panic, dread, or agony.
When you hit the road, take three cards from the deck. Place them
face down in front of you.
Refer to the Atlas as you reveal each card to tell the story of your
day.
Body (Heart) cards invite you to consider the physical needs, injuries,
and sensations of your character.
Mind (Diamond) cards invite you to consider the fears, memories, and
perceptions of your character.
Rig (Club) cards invite you to consider the condition of your vehicle as
you make your way.
Road (Spade) cards invite you to consider the world outside of your
rig. Road cards also represent your travel; they will get you closer to
your destination.
When you have revealed and resolved three cards, you may end your
drive.
Note: You always have the choice of drawing and revealing additional
cards. Extra time on the road is dangerous, but it might get you
closer to where you want to be.
When you check your progress, start by checking the cards you’ve
revealed. If you revealed at least one Road (Spade) card, advance to
the next location. You’re getting closer.
(If you have not revealed a Road (Spade) card, you’ll begin the next
day in the same location.)
Collect your thoughts, check your notes, and prepare for the call
you’re about to make.
At the end of each day, your character finds a pay phone and places
a call to their Destination.
Don’t overplan or script it. Keep it loose and conversational when you
begin to record.
When you’re finished, take a moment. Discard the day’s cards and
think about what tomorrow might bring.
Ace of Hearts:
2 of Hearts:
The next time you fail a Body Roll, you get a second chance and can
reroll your dice.
3 of Hearts:
4 of Hearts:
5 of Hearts:
Inconsistent sleep is taking its toll. You are unfocused, irritable, and
anxious. What prized possession would you trade for one good
night’s rest?
6 of Hearts:
You find yourself wishing to change one feature of your physical body.
You know this would help you survive. What do you wish to change?
7 of Hearts:
A long-dormant chronic injury is flaring up. Define the injury and add it
to your Player Sheet. Describe your discomfort.
8 of Hearts:
Food has been especially hard to find today. What compromises have
you made to keep yourself fed?
9 of Hearts:
Smoke from distant fires approaches. You feel dizzy, nauseous, and
disoriented. Describe the smell.
10 of Hearts:
Something feels off. What is it? Pick a body part and describe it in
detail.
- Your fingernails
- Your tongue
- Your ankles
- Your armpits
- Your jaw
- Your knees
Jack of Hearts:
Queen of Hearts:
King of Hearts:
If the Threat has not overtaken you, make a Body Roll to determine
the extent of your injuries.
ATLAS: MIND (DIAMONDS)
Ace of Diamonds:
Out of nowhere, the rig’s tape player comes to life. You hear the
voices of The Staple Singers. Pick a song (tracks 1-6) and listen to it.
- “Will the Circle Be Unbroken?”
- “This May Be the Last Time”
- “Hammer and Nails”
- “I’ll Take You There”
- “We’ll Get Over”
- “Uncloudy Day”
2 of Diamonds:
The next time you fail a Mind Roll, you get a second chance and can
reroll your dice.
Save this card as a reminder; discard it when you reroll.
3 of Diamonds:
4 of Diamonds:
As you drive, your mind drifts to a past moment of affection and care
between you and your Destination. Why does this memory remain
clear, when so many others are fading so quickly?
5 of Diamonds:
As you drive, your mind drifts to a past moment of regret and shame
directly connected to your Destination. What happened?
6 of Diamonds:
The current landscape somehow reminds you of a short trip you took
a long time ago. Describe the memory.
7 of Diamonds:
Sleepless and exhausted, you find yourself staring at the fires along
the horizon. You swear you see a shape, or maybe even a physical
form, in the smoke. What do you see?
8 of Diamonds:
How does it feel to know that you may never see anyone ever again?
9 of Diamonds:
You catch yourself muttering a short phrase over and over again.
What is it? Is it a helpful mantra, or an unhealthy compulsion?
10 of Diamonds:
You are once again overwhelmed by your solitude. You fantasize
about a passenger seated next to you as you drive. Describe the
imagined conversation.
Jack of Diamonds:
Queen of Diamonds:
King of Diamonds:
You sense the Threat nearby, but cannot see it. What do you smell?
What do you hear? Advance the Threat and describe the sensations.
If the Threat has not overtaken you, make a Mind Roll to try and
control your fear.
ATLAS: RIG (CLUBS)
Ace of Clubs:
You come across your twin: a rig, same model, same year, but in
much better condition. You can salvage parts, make repairs, etc. How
do you picture the driver of this twin?
2 of Clubs:
The next time you fail a Rig Roll, you get a second chance and can
reroll your dice.
3 of Clubs:
Intense weather conditions cause you to drift off the road. Describe
your panic.
4 of Clubs:
You CB radio sputters; unclear voices fill your rig’s cabin. What do
you hear?
5 of Clubs:
As you climb a steep, miles-long hill, the engine groans. You push it,
and the needle of the temperature gauge rises.
Make a Rig Roll.
If your game is not over: You reach a scenic overlook and cut the
engine to let it cool down. You have a few quiet minutes, and decide
to write something short and special and precisely-worded; you’ll
carry it to your destination.
Play “Blink” by Hiroshi Yoshimura (track 13). Begin writing; stop when
the song ends.
6 of Clubs:
You keep something stashed beneath the driver’s seat. What is it?
What is its current value to you?
7 of Clubs:
8 of Clubs:
Where do you sleep? How do you hide? What wakes you most
often?
9 of Clubs:
You make a tight turn on a steep hill. There’s fire in the roadway, and
your brakes won’t stop the rig in time. What do you do?
10 of Clubs:
You spray paint a word/symbol/icon onto the hood of your rig. What
does it look like? What is its message?
Jack of Clubs:
Queen of Clubs:
As you inspect your rig, you find evidence of the Threat on an exterior
door handle. What do you see?
King of Clubs:
You catch sight of the Threat in your rearview mirror. Advance the
Threat and describe your escape attempt.
If the Threat has not overtaken you, make a Rig Roll to determine the
condition of your vehicle.
ATLAS: ROAD (SPADES)
Ace of Spades:
2 of Spades:
The road offers you the gift of foresight. The next time you reveal a
Threat card, return the Threat card to the deck and shuffle. You have
avoided the Threat, albeit temporarily.
3 of Spades:
You are drawn to a small car on a side road. A boombox sits on the
car’s hood, filling the air with unfamiliar music.
After a minute, stop the song. The boombox’s batteries are dead. As
the song ends, what crosses your mind?
4 of Spades:
5 of Spades:
6 of Spades:
An old billboard reminds you of life before all this. What insignificant
little thing is it advertising? Why do you miss it?
7 of Spades:
You nearly collide with an animal as it dashes into the path of your rig.
What distracted you from the road ahead?
8 of Spades:
You watch the distant fires along the horizon as they grow and shrink.
What do you think started them?
9 of Spades:
10 of Spades:
Jack of Spades:
You realize you’re lost. How did you get so confused? What
distracted you?
Discard this card; it will not help you when you Check Your Progress.
Immediately draw and reveal a new card in its place.
Queen of Spades:
You slow down to study a decaying body: a victim of the Threat, and
the first body you’ve seen since all of this began. What exactly do you
see? How do you know this is the Threat’s doing?
King of Spades:
AND
FINALLY:
END THE GAME.
Close your eyes and take one full, slow breath. Consider the reunion.
What have you learned? Why did you leave? And what’s the one thing
you forgot to say?
From here on out, ignore the Atlas. The rules have changed.
But you, the player, will understand that the narration is unreliable.
Things are askew. Your character is truly, definitively losing their grip
on reality ... or maybe just using fantasy to avoid the horrors of the
world.
APPENDIX: FAQ
Fudge dice — also known as Fate dice — are six-sided dice with an
equal number of plus,
minus, and blank sides.
If Fudge/Fate dice are not available, you can use normal six-sided
dice by treating 1s and 2s as minuses, 3s and 4s as blanks, and 5s
and 6s as pluses.
Armed with a permanent marker, you can also use Jonathan Walton’s
“Connect the Dots” method to make your own Fudge/Fate dice from
normal six-sided dice. The 2 and 3 sides become the minus sides, the
4 and 6 sides become the blank sides, and the 5 and 1 sides become
the plus sides.
Yes. Even with a single die, you only need to roll a plus to start the
engine.
And please let me know so that I can share and celebrate your
creativity! On Twitter, I’m @seanpatrickcain.
And don’t forget to open your wallet. A portion of all LONG HAUL
1983 sales will be used to support Indigenous-led organizations and
mutual aid efforts.
APPENDIX: SAMPLE DICE ROLLS
SUCCESSES
FAILURES
ENGINE
TRACKS 1 – 13
The tracks are only played when specific cards give instructions to
the player.
TRACKS 14 – 26