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LONG HAUL 1983

Sean Patrick Cain

Writing, Design, & Layout by Sean Patrick Cain

Cover photograph by Luke Stackpoole; interior photographs by Luke


Stackpoole, Katie Moum, and Jack Anstey

Playing card vectors by Vecteezy: Vecteezy.com

The Fate Core font is © Evil Hat Productions, LLC and is used with
permission.

This work is based on The Wretched (found at


http://loottheroom.itch.io/wretched), product of Chris Bissette and
Loot The Room, and licensed for our use under the Creative
Commons Attribution 3.0 Unported license
(http://creativecommons.org/licenses/by/3.0/).
NOTES
Content & Safety
LONG HAUL 1983 investigates themes of isolation, dependency,
trauma, futility, and mental and physical health. Stories may end in
character death or defeat.

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.

I acknowledge that I have benefited, and continue to benefit, from the


use and occupation of these stolen lands. I pay respect to the
ongoing stewards of these lands, and remain committed to the
process of dismantling the ongoing legacies of settler colonialism.

LONG HAUL 1983 encourages players to create stories that consider


the legacies of stolen and exploited lands.

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

You’re about to play a game.

LONG HAUL 1983 is a game about a dangerous journey through an


empty world.

It’s a solo game, so you can play it by yourself, at your own pace.

It’s a roleplaying game, so you’ll create, develop, and embody a


character as you play.

It’s a storytelling game, so your choices will be driven by creativity,


not strategy.

It’s a journaling game, so you’ll end the game with a unique record of
your experience
to revisit and share.

You’ll need a copy of the Player Sheet.

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.

You’ll need a standard deck of 52 playing cards.

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.

You’ll need four Fudge/Fate dice.

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.

You’ll need a device to record your voice.

At the end of each day, your character will leave a message on an


answering machine. These messages will become the chronicle of
your journey; they are how you tell your story.

You can use a phone app, an analog cassette voice recorder, or


anything else.

You’ll need a way to listen to music.

Occasionally, a card in the game will tell you to listen to a song.

Spotify Playlist: https://tinyurl.com/LongHaulSpotify

Apple Music Playlist: https://tinyurl.com/LongHaulApple

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.

You’ll need some time.

Your story will sing when you move slowly. Let things linger.

LONG HAUL 1983 can be played in a single session, or spread out


over several days.
It’s 1983, and the world feels hollowed out.

Yesterday:
Sirens cluttering the highways. CB chatter about a
jetliner disappearance. Rumors of a plague.
Today:
Radio silence. Fires on the horizon. Desolation.

You’re in the cab of an aging semi-truck. It’s your rig. You’re an


owner-operator.

Doors are locked. Windows up. The air is stale.

You catch yourself in the rearview. You see:


- A wilting perm
- Your father’s hat
- A black eye
- Ragged stubble
- Unmaintained cornrows
- A graying beard
- A shitload of blush
- Unexpected bruises
- A decent mullet
- Feathered bangs
- An odd sunburn
- Crusty eyeliner
- A busted lip
- A cheap gold chain
- An unkempt moustache
- A sweat-stained headband
- A bloody nose
- Perfect dreadlocks
- Chapped lips
- A well-groomed soul patch
- Your auntie’s earrings
- Bloodshot eyes
- Thick sideburns
- A faded neck tattoo

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.

You were awake for a solid hour before you noticed.

You are utterly alone.

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 think to yourself:


- This is just like that story.
- This is just like my dream.
- This is all so fucked.
- This is all my doing.
- This must be hell.
- This must be paradise.

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.

Someone who might appreciate a phone call at a time like this.

You need to hit the road. No time to waste.

But your thoughts are cloudy, and a song keeps rattling around in
your head. You keep mumbling:

- We’ll make it through.


We’ll make it.
We gotta make it.

- We’ve got to stop all men


From messing the land
When what we understand
This is our last and only chance

- They tell me of a home


Where no storm clouds rise
They tell me of an
Unclouded day

- I just wanna be
Your fantasy
I just want you to be
Right next to me

- This may be the last time


Maybe my last time
I don’t know

- Mornin’ Mister Radio


Mornin’ little Cheerios
Mornin’ sister oriole
Did I tell you everything is fine in my mind?

You start the engine.

It’s 1983, and you need to find a phone.


PREPARING TO TRAVEL

You will travel far. Thousands of miles.

Scenery will change: sometimes rapidly, sometimes imperceptibly.

There is always a trace of fire on the horizon.

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.

When you are told to advance to the next location, do so.

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

Your Destination is a very specific person in a very distance place.


They might be a lover, a child, a parent, a lost or absent friend.
Define the relationship. Be specific. Give them a name. Write it all on
your Player Sheet.

Every day ends with you, at a pay phone, leaving a message on this
person’s answering machine.

They never pick up the phone.

You keep calling.


DEVELOPING STRUGGLES

Your Destination might be unreachable.

This might all be for nothing.

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.

Name the wound. Note it on your Player Sheet.

THREAT

The world is not entirely empty.

Begin thinking of an external threat that will appear, pursue you,


destroy you.

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.

You will continue to define it as you play, and as it gets closer.

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

You have three Stats: Body, Mind, and Rig.

Body represents your physical health and strength. Mind represents


your spirit, hope, and clarity. Rig represents the condition of the semi
truck you drive.

ROLLS

Some cards will direct you to roll your dice. (“Make a Rig Roll.”
“Make a Body Roll.” Etc.)

Whenever you are told to roll, roll all of your dice.

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.

(Sample dice rolls can be found in the Appendix.)

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.

For your first call, review and follow this outline:

You just finished a job.


Name what you were hauling and how the drive went.

You don’t know what to say.


Describe the weather. (Check your Player Sheet.)

You don’t understand what happened to everyone.


Make a wild guess.

You plan to drive as much as you can. You’ll stick to the highways and
stop only for sleep.
Share this plan.

If you chose to advance the Body stat:


Share how you are feeling. Be vulnerable.

If you chose to advance the Mind stat:


Mention your wound. Don’t try to play it down.

If you chose to advance the Rig stat:


Attest to the reliability of your vehicle. Then compare its health
to yours.

You don’t want them to worry too much.


Hint at the Threat.

You need them to understand your commitment.


Make a promise.

Say goodbye and end the call.


It’s time to go.
The game is divided into days.

Each day is played in four phases.


1. Start the engine.
2. Hit the road.
3. Check your progress.
4. Make the call.
PHASE 1: START THE ENGINE.

Every day begins with the same ritual: you slide your keys into the
rig’s ignition and turn.

Try it now.

Find the Engine block on your Player Sheet.

Roll your four dice.

Place your best two dice on the two boxes.

If their sum is negative, the engine doesn’t start. Take a moment to


consider the grinding of the engine as it cranks and fails.

Unlike other rolls in the game, there is no permanent consequence for


a failed roll when starting your engine. Just try again. Gather all four
of your dice. Roll them again. Fill the two boxes. Keep trying until you
succeed.

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.

Once your engine starts, you’re ready to hit the road.


PHASE 2: 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.

Then: reveal them, one by one.

Refer to the Atlas as you reveal each card to tell the story of your
day.

There are four types of cards:

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 end your drive, you’re ready to check your


progress.
PHASE 3: CHECK YOUR PROGRESS.

Some days are more fruitful than others.

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.)

Then, reflect on your day. What happened? What has changed?


What do you now understand?

Collect your thoughts, check your notes, and prepare for the call
you’re about to make.

After you’ve checked your progress, it’s time to make


the call.
PHASE 4: MAKE THE CALL.

At the end of each day, your character finds a pay phone and places
a call to their Destination.

No one ever picks up. There is never a conversation. You leave a


message on an answering machine.

The content of the call is always up to you. You’ll frequently


summarize the events of the day, but should feel empowered to move
in other directions. Each call is an opportunity to develop backstory,
theories, and your character. Remember, too, that it might be your
last call.

Don’t overplan or script it. Keep it loose and conversational when you
begin to record.

Leave your message.

When you’re finished, take a moment. Discard the day’s cards and
think about what tomorrow might bring.

After you’ve made your call, you’re ready to start a new


day.
ATLAS: BODY (HEARTS)

Ace of Hearts:

Beckoned by neon lights, you find a stash of something helpful:


maybe a field of fresh produce, some water purification tablets, or a
first aid kit. Where did you find it? Why does it feel like a blessing?

Advance the Body Stat.

2 of Hearts:

The next time you fail a Body Roll, you get a second chance and can
reroll your dice.

Save this card as a reminder; discard it when you reroll.

3 of Hearts:

You roll to a stop in front of a wounded animal and decide to remove


it from the roadway. There is something … off … in its appearance.
What do you notice? How does it lash out as you attempt to move it?

Make a Body Roll.

4 of Hearts:

One of your senses is heightened. Another is dulled. Describe these


sensations.

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?

Make a Body Roll.

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.

Make a Body Roll.

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.

Make a Body Roll.

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:

A wound has become infected. How bad is it?

Make a Body Roll.

Queen of Hearts:

You feel something deep within you – a pulsating, a pounding, or a


throbbing – and understand it to mean the Threat is close by. What
led you to this interpretation?

King of Hearts:

You have a violent, face-to-face encounter with the Threat. Advance


the Threat and describe the encounter.

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”

It calls to mind a moment of peace. What do you remember?

Advance the Mind Stat.

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:

An unhealthy coping mechanism is no longer available to you. What


do you miss the most about it?

Make a Mind Roll.

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?

Make a Mind Roll.

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?

Make a Mind Roll.

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?

Make a Mind Roll.

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:

You remember a horrific nightmare about a Wound. It grows, shifts,


pulses, and transforms. Describe the dream.

Make a Mind Roll.

Queen of Diamonds:

A safe stretch of highway gives you time to theorize. Why is the


Threat pursuing you? How did it all start?

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?

Advance the Rig Stat.

2 of Clubs:

The next time you fail a Rig Roll, you get a second chance and can
reroll your dice.

Save this card as a reminder; discard it when you reroll.

3 of Clubs:

Intense weather conditions cause you to drift off the road. Describe
your panic.

Make a Rig Roll.

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:

Your rig rocks and convulses as you navigate rough roads.

Make a Rig Roll.

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?

Make a Rig Roll.

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:

Barrelling down an empty stretch of highway, you slow down to a


crawl as you maneuver past (and over) wreckage and debris that
could mangle your rig. What do you see in the piles?

Make a Rig Roll.

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:

You begin to make sense of the roadways. Is it intuition, experience,


or simple luck? Do you believe in a higher power?

Immediately advance to the next location. When you check your


progress at the end of the day, advance as normal.

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.

Save this card as a reminder; discard it when you use it.

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.

Pick a song (tracks 6-12) and begin listening to it.


- “Future Shock,” Herbie Hancock
- “I Just Wanna Be Your Fantasy,” Cheryl Lynn
- “Try Again,” Champaign
- “Nuclear War,” Sun Ra
- “Attitude,” Bad Brains
- “Mornin’,” Al Jarreau

After a minute, stop the song. The boombox’s batteries are dead. As
the song ends, what crosses your mind?
4 of Spades:

The weather brings an unexpected moment of peace. What beauty


do you see on the other side of the windshield?

5 of Spades:

You cross a border of some kind. What infrastructure do you see?


Why does it all seem so irrelevant now?

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:

You pull over to nap in a safe place. Describe it.

10 of Spades:

Unpeopled landscapes stretch out in all directions. Whose land are


you on? What do you know of its history?

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:

Across a nearby wall, you see shocking evidence of the Threat’s


presence. What is it?
Advance the Threat.

AND
FINALLY:
END THE GAME.

1. If you reached your DESTINATION:

You have arrived.

Close your eyes and take one full, slow breath. Consider the reunion.

When you feel ready, choose one:


- Fast forward one week.
You are back on the road.
- Fast forward one month.
You are back on the road.
- Fast forward one year.
You are back on the road.

What have you learned? Why did you leave? And what’s the one thing
you forgot to say?

Pull over and make a call. Then, end the game.

2. If the THREAT caught up with you:

You can get to a phone and make one final call.

You must attempt to give a warning and share your understanding of


the Threat.

The call must end before this warning is complete.

Make the call. End it abruptly. Then, end the game.


3. If you failed a BODY roll:

You are close to death.

Consider your wounds. Take a breath and close your eyes.

Visualize your body. Your rig. The road. Your Destination.

End the game.

4. If you failed a RIG roll:

Your rig has failed you, so you head out on foot.

From here on out, ignore the Atlas. The rules have changed.

Take one full, slow breath. Then, draw a card.

- If it is a Road (Spade) card, immediately advance to the next


location.

- If it is a Threat (King) Card, immediately advance the Threat.

- If it is neither of these, do nothing.

Take another breath. Draw another card.

Continue until one of two things happen:

1. You make it to your Destination. Play out Ending 1.

2. The Threat overtakes you. Play out Ending 2.

5. If you failed a MIND roll:


You, the player, can pick any different ending — even a happy one.

Your character will experience this ending.

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

What are Fudge/Fate dice?

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.

Do I shuffle cards between days?

No. Once you begin playing, there is no need to reshuffle unless a


specific card instructs you to do so.

Will the engine always start?

Yes. Even with a single die, you only need to roll a plus to start the
engine.

Can I get stuck in a location?


Yes. You advance to the next location when “at least one Road card”
is revealed. You could reveal all 13 Road (Spade) cards in less than
eight days, and would then be unable to advance to any further.

This is intentional. The story of LONG HAUL 1983 is often one of


persistence in the face of certain failure. Knowing that your character
will be unable to reach their destination, you could continue playing
and craft a complete, compelling story.

How long or short can a game be?

The longest possible game is 17 days long. The shortest possible


game ends on the very first day. Both scenarios are extremely
unlikely.

How can I share my recordings?

Start here: https://spc.itch.io/longhaul1983

The game’s Itch.io page has a dedicated space for sharing


recordings, stories, and other artifacts.

If you’re posting anything through social media, use the hashtag


#LongHaul1983 to connect with other players.

And please let me know so that I can share and celebrate your
creativity! On Twitter, I’m @seanpatrickcain.

How can I, a settler, learn more about Indigenous


lands?
To start learning about the lands you currently occupy, visit Native
Land Digital’s interactive map: https://native-land.ca

Get to know resources and organizations like:


- LANDBACK: https://landback.org/
- Indigenous Action Media: https://www.indigenousaction.org/
- NDN Collective: https://ndncollective.org/
- The Sogorea Te’ Land Trust: https://sogoreate-landtrust.org/
- Warrior Women Project: https://www.warriorwomen.org/
- The Red Nation: https://therednation.org/
- The Indigenous Anarachist Foundation: https://iaf-fai.org/
- Native American Land Conservancy: http://nativeamericanland.org

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

You have four dice and three boxes to fill.


You roll [plus] [blank] [minus] [minus].
You use the three best dice.
Result: [plus] [blank] [minus]

You have three dice and two boxes to fill.


You roll [plus] [minus] [minus].
You use the two best dice.
Resut: [plus] [minus]

You have one die and two boxes to fill.


You roll [plus].
You treat the empty box as a [minus].
Result: [plus] [minus]

You have two dice and one box to fill.


You roll [blank] [minus].
You use the better die.
Result: [blank]

FAILURES

You have four dice and three boxes to fill.


You roll [plus] [minus] [minus] [minus].
You use the three best dice.
Result: [plus] [minus] [minus]
You have two dice and three boxes to fill.
You roll [plus] [minus].
You treat the empty box as a [minus].
Result: [plus] [minus] [minus]

You have three dice and two boxes to fill.


You roll [blank] [minus] [minus] .
You use the two best dice.
Result: [blank] [minus]

You have one die and three boxes to fill.


You roll [plus].
You treat each empty box as a [minus].
Result: [plus] [minus] [minus]

ENGINE

You have three dice.


You roll [minus] [minus] [minus].
You use the best two dice.
Resut: [minus] [minus]
The engine does not start; you try again.

You have one die.


You roll [plus].
You treat the empty box as a [minus].
Resut: [plus] [minus]
The engine starts; you hit the road.
APPENDIX: PLAYLIST

TRACKS 1 – 13

The tracks are only played when specific cards give instructions to
the player.

1. “Will the Circle Be Unbroken?” The Staple Singers, 1960


2. “This May Be the Last Time” The Staple Singers, 1955
3. “Hammer and Nails” The Staple Singers, 1965
4. “I’ll Take You There” The Staple Singers, 1972
5. “We’ll Get Over” The Staple Singers, 1969
6. “Uncloudy Day” The Staple Singers, 1960
7. “Future Shock” Herbie Hancock, 1983
8. “I Just Wanna Be Your Fantasy” Cheryl Lynn, 1982
9. “Try Again” Champaign, 1983
10. “Nuclear War” Sun Ra, 1982
11. “Attitude” Bad Brains, 1982
12. “Mornin’” Al Jarreau, 1983
13. “Blink” Hiroshi Yoshimura, 1982

TRACKS 14 – 26

These tracks can be used as background atmospherics during setup


and play.

14. “In the Beginning” Michael Stearns, 1981


15. “Satz: Exil Sils Maria” Klaus Schulze, 1972
16. “As Above, So Below” Carl Matthews, 1978
17. “Slow Music” Lol Coxhill & Morgan Fisher, 1980
18. “Drums” Laurie Spiegel, 1975
19. “Meditation No. 1” Laraaji, 1980
20. “The Sixth Wave - Deep In The Sea” Suzanne Ciani, 1982
21. “Rêve” Vangelis, 1979
22. “Oakwood Green” Deux Filles, 1982
23. “Rubycon, Pt. 1” Tangerine Dream, 1975
24. “The Unanswered Question” Isao Tomita, 1978
25. “21:32” Cluster, 1971
26. “Oxygene, Pt. 1” Jean-Michel Jarre, 1976

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