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SoLAR

Slice of Life Anime Realized


Version 0.5
Contents
What is SoLAR? .......................................................................................................... 3
What is a Role-Playing Game ............................................................................. 3
What is a Slice of Life story?............................................................................... 3
Themes ............................................................................................................................4
Modes of Play ..............................................................................................................5
Director .................................................................................................................... 5
Shared Directing ................................................................................................. 5
Solo ............................................................................................................................. 7
A note for veteran players ............................................................................ 7
No Fascists .................................................................................................................... 7
What is need to play ...............................................................................................8
Table Mood and Ambiance .................................................................................8
Safety Tools ..................................................................................................................8
CATS ........................................................................................................................... 9
Script Change ....................................................................................................... 9
Rose, Thorn, and Bud ...................................................................................... 11
How to Play ................................................................................................................ 13
Characters............................................................................................................. 13
Days, Periods, Seasons .................................................................................. 14
..................................................................................................................................... 15
Main Resolution ................................................................................................ 16
The Decks .....................................................................................................................18
Themes ................................................................................................................... 18
Face Cards (Archetypes) .............................................................................. 18
Action Cards ....................................................................................................... 20
Event Cards ..........................................................................................................22
Credits........................................................................................................................... 25
License .......................................................................................................................... 25
Appendix: Reference Media ............................................................................ 26

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What is SoLAR?
SoLAR is a role-playing game for 1 or more people (a maximum of
5 is not mandatory but strongly recommended) designed to
replicate the experience of slice-of-life stories the Japanese way,
as told in anime and manga.
You will play with two types of decks. Each player will have an
Actions Deck and a handful of six-sided dice. There will also be
an Events Deck on the table. They are ordinary poker decks,
complete with jokers.

What is a Role-Playing Game


A role-playing game (RPG) is a type of game where players
assume the roles of characters and act out their actions and
dialogue within a fictional setting. Players take on the role of a
Playing Character (PC), which is a character that they control and
make decisions for. SoLAR can be played in three modes: with a
single Director (Game Master), with a Shared Directing
(masterless), and solo. In Director Mode, the Director creates and
directs the game’s story and setting, and also plays the Non-
Playing Characters (NPCs) which are characters that are not
controlled by any of the players. Through this collaborative
storytelling, players can experience a wide variety of adventures,
conflicts, and character interactions, as they explore and
navigate the game’s world and its inhabitants. In Share Directing
Mode, the players will be the ones responsible for creating and
directing the story and the NPCs, working together to create a
shared story. In the Solo Mode, players will be the only
participant in the game and will be responsible for creating and
controlling all the characters and the story.

What is a Slice of Life story?


Slice of Life stories depict everyday events and situations in a
realistic and relatable manner, focusing on the mundane aspects
of life. These stories usually don’t have a clear goal or plot, they
focus on the characters, their interactions, and their daily
routines. These stories tend to be low-key and observational,
depicting the characters’ emotions, thoughts, and feelings as
they go through their daily lives. They often focus on the
characters’ personal growth and development rather than action
or adventure. The Slice of Life genre is often used as a means to
explore and examine different aspects of human life, such as
relationships, family, work, school, and society.

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It can also be used to showcase the beauty and simplicity of the
small moments in life. It’s a genre that allows the audience to
relate to the characters, and find comfort in the familiar and
ordinary aspects of life.
To play SoLAR a familiarity with the style and themes of the
genre is not mandatory but certainly recommended. A list of
recommended media can be found in Appendix A.

Themes
This is a short list of sample themes that can be played in SoLAR
● School Life: The game is set in a high school or a
university, where the characters navigate through the
challenges and joys of being a student. It could include
themes such as friendship, romance, and growing up.
● Coming of Age: The game follows the characters as they
navigate through the difficult and exciting journey of
growing up. It could include themes such as self-
discovery, identity, and responsibility.
● Family Life: The game is set within a family, where the
characters navigate through the challenges and joys of
being part of a family. It could include themes such as
relationships, communication, and tradition.
● Working Life: The game is set in a workplace, where the
characters navigate through the challenges and joys of
working. It could include themes such as career
development, teamwork, and balancing work and
personal life.
● Urban Life: The game is set in a city, where the
characters navigate through the challenges and joys of
living in an urban environment. It could include themes
such as diversity, community, and the fast-paced lifestyle.
● Rural Life: The game is set in a rural area, where the
characters navigate through the challenges and joys of
living in a more rural environment. It could include
themes such as community, tradition, and nature.
● Travel: The game is set while the characters are traveling,
whether it be a road trip, a backpacking adventure, or a
luxury vacation. It could include themes such as
exploration, cultural exchange, and self-discovery.
● Fantasy Life: The game is set in a fantasy world, where
the characters navigate through the challenges and joys
of living in a fantasy setting. It could include themes such
as magic, mythical creatures, and adventure.

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● Supernatural Life: The game is set in a world with
supernatural elements, where the characters navigate
through the challenges and joys of living in a world with
supernatural forces. It could include themes such as
ghosts, psychic abilities, and the occult.
● Music and Arts: The game is set in the world of music,
arts or entertainment, where the characters navigate
through the challenges and joys of working in that field. It
could include themes such as creativity, passion, and
fame.
A note on setting and style: in anime and manga, Slice of Life
stories are not necessarily set in Japan or necessarily feature
Japanese protagonists, but even when they are set elsewhere in
the world, or even in the distant future or in fantasy worlds,
there remains a consistency in the style of storytelling that has a
uniquely Japanese flavor.
With SoLAR you can explore the themes proposed above (and
others if you wish) in any context and era. You can give the slice
of life your own twist if you wish, but if you want to give it the
same Nipponese flavor as the originals refer to the list of
suggested media in Appendix A.

Modes of Play
SoLAR is designed to be played in three different modes: classic
with game director, share directing, and solo.

Director
In this mode one player (the Director) will be in control of the
Event Deck. He/she will control the game world and the Non-
Player Characters. When a player will make their character
perform an action, the GM will be the one to describe the
consequences on the game world and any reactions.

Shared Directing
The role of director is covered in turn by all players. During their
turn the Deputy Director will describe the scene and control the
NPCs. In this mode each player will describe the successful
outcome of an action. If the action has a negative outcome it will
be the Deputed Director who will describe it. If the action is
successful with a cost, the player will determine the outcome
and the Deputy Director the cost.

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Solo
The player guides their character through the various scenes and
encounters, controlling both the narrative aspects and the
challenges faced. The player can use action cards, draw event
cards, and roll dice to determine the outcomes of their
character's actions.
In Solo Mode, the player has the freedom to explore the game
world, engage with non-player characters (NPCs), and uncover
the mysteries and quests presented. The narrative unfolds based
on the player's choices and actions, allowing for a dynamic and
personalized storytelling experience.

A note for veteran players


SoLAR is a highly structured game to allow a specific genre of
story (Japanese slice of life, as told in anime and manga) to be
simulated. It uses a very precise sequence of scenes to do this.
Actions are also limited by the availability of cards in the player’s
hand. The tactical infinity of the game is therefore limited and
lower than in other games. If this type of game does not inspire
you, no offense is taken by the author. Surely other games will
suit you!

No Fascists
If you’re a fascist, you’re not welcome to play this game. It’s
against the rules. If you’re reading this and thinking, “You just call
everyone you disagree with a fascist,” then you’re probably a
fascist, or incapable of drawing inferences from context and
acknowledging a dangerous political climate that causes the
oppressed to be hyperbolic. Don’t play this game. Heal yourself.
Grow. Learn. Watch some Mr. Rogers’ Neighborhood or
something.

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What is need to play
To play you will need some supplies:
● One standard deck of cards (Action Deck) for each player
● One additional standard deck (Event Deck) of cards
● A handful of six-sided dice (6 for each player is ideal)
● Writing tools (pens, pencils, scrap paper, index cards)

Table Mood and Ambiance


You will build together a cozy and hopefully uplifting story.
Conflicts will serve to grow the characters. Drama and even
death are also opportunities for growth. Don’t be afraid to deal
with them, but make sure everyone at the table is comfortable
(see Safety Tools below).
Given the generally light and positive tone of slice of life, the
game ambiance can also help you empathize with the mood of
the game. Below are a few suggestions, to be considered as
optional but a nice addition:
● The room should be softly lit, avoiding bright or blinding
lights, but make sure everyone can see each other’s faces
and can see the cards and dice.
● If you have a low table available and there are no
physical or health impediments to using it, you will help
with conviviality. A kotatsu is the typical low table that
stands out on tatami mats in the living rooms of Japanese
homes.
● Appropriate music can also convey the tone of the game
to the participants. Prefer instrumental and relaxing
music, such as classical guitar music
● Natural, non-alcoholic drinks will convey well-being and
hydrate you during the game. Be sure to meet the tastes
of the participants before preparing them.

Safety Tools
Just because you are gathered around a table do not assume
that everyone will be comfortable with the issues addressed by
the game or the actions of the other players.
SoLAR uses by design two safety tools: CATS and Script Change.

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CATS
Before playing a game, or even introducing the rules, there needs
to be a conversation at the table to set expectations. A game
runs smoothly when all players understand what the group is
striving for. But how do you do it? You use the CATS method!
Everyone loves CATS.
This codified presentation will allow the Director to hit four
essential topics quickly and easily. Just start from the top.

Concept
Pitch this game. At a high-level, what’s it about?

Aim
Explain what the players are trying to accomplish. Can someone
win? Can everyone lose? Are we trying to tell a specific type of
story?

Tone
Have a quick conversation about the tone of the game. What is
the default? Are there different options for gameplay? (Serious
vs. Gonzo, Action vs. Drama, etc.). Come to a consensus on what
the group wants.

Subject Matter
Explain what ideas might be explored during gameplay. Do they
make anyone uncomfortable? Discuss what boundaries need to
be set, if any.
Afterwards, everyone should have the same expectations for the
upcoming game. This discussion shouldn’t be long, but it is
essential. To significantly improve your gaming experience, spend
five minutes with CATS before you play!

Script Change
Script Change is a toolbox of content, consent and safety by
Beau Jágr Sheldon.

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The core Script Change tools are called rewind, fast forward,
pause, and frame-by-frame. At any point during the game, if a
player or the Director find that they are uncomfortable with the
subject matter or actions happening in the game, they can call
for a Script Change.
To call for a script change, just say “rewind,” or “fast-forward,” or
raise or tap a Script Change card. It’s often best to integrate
these phrases into a sentence, like “Could we rewind that
statement? My character probably wouldn’t say that!” Or, “I have
to pause, this is a little intense.” Or even, “It feels like the right
place for the scene to end, could we fast forward?”

> Resume
After calling any tool for use, once things are resolved, just say
“resume,” tap the card, or use a symbol.

|| Pause
You may also call for a pause. Pauses are used when things are
too intense, but you still want to continue playing the scene.
With a pause, discussing the content isn’t required, but can be
useful. After a pause, you can choose to rewind or fast forward,
or you can use it as a break in the action before play resumes
with no changes or omissions. Pause can also be used to call for
bio breaks—restroom, hydration, and so on—or to discuss a topic
and try to address any related needs.

>> Fast Forward


You can ask the current actor to either rewind or fastforward. If
you just want to skip over unpleasant content maybe you want
the sex scene to fade to black, want to skip the gory details, or
even just want to skip to the next point in the story to keep
pacing interesting—you ask for a fast-forward.

<< Rewind
If something has already been said or done that you take issue
with, ask to rewind to a specific point, and play can start again.
Try to be clear what content is the issue and be willing to work
together to see where the story should go from there. Generally,
this should be used for smaller adjustments, addressing specific
issues that can be fixed through brief discussion and making
different decisions in a scene.

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!!< Instant Replays
With an instant replay, right after a scene happens, you can call a
pause just to go over what happened out of character. It is a
metagaming tool, but can be useful to make sure everyone is on
the same page. This is particularly great when you’re doing
intense social scenes or complicated action, or if you have a
longer scene that might leave people lost.

|> Frame by Frame


Frame-by-frame lets players express that they want to take it
slow moving through the next scene. When a player calls a
“frame-by-frame,” they are indicating that the upcoming scene
may be new, sensitive, or even just a topic they’re unsure about,
and they want to let the group know that they want to move
carefully through the scene. The player who originated it should
say “play” when they want to indicate that regular play can
resume. This can be used when players are purposefully
encountering content that they’re sensitive about, or when they
experience new topics or content in-game. The group should be
considerate of the player’s needs. Continue introducing the
topics or content originally planned, but pause occasionally to
check in with the player who called the frame-by-frame to
ensure they’re still okay. This allows the opportunity for that
player to feel safe using other Script Change tools without
feeling like they’re interrupting the game. Frame-by-frame may
also be announced at the start of a game or session so that when
these subjects are encountered, the group can take it slow.
Consider making notes of these topics on index cards for the
Director.

Rose, Thorn, and Bud


This is a decompression technique. I highly recommend you to
include a moment at the end of the game to talk about your
feelings. Do not use this tool for feedback.
After you finish a session, story arc, or campaign, sit everyone
down. Starting with a random person, answer the following
questions: - What in the session excited, surprised, or impressed
you? - What in the session confused, disheartened, or frustrated
you? - What are you excited to see the next time you play?
When one of your friends is talking, don’t interrupt with side
conversations or comments. Give what they say the full breadth
of your attention.

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How to Play
Characters
Characters in SoLAR are created using three archetypes chosen
by the player or drawn from a deck of predefined archetypes.
Each archetype is assigned a specific number of points.
The archetypes serve as a foundation for character creation and
provide a framework for defining the character's abilities,
strengths, and weaknesses.

1. Archetype Selection:
● Players can either choose three archetypes for their
character or draw them randomly from a deck of
predefined archetypes.
● Archetypes should be diverse and distinct, representing
various roles or personalities within the game world.

2. Point Assignment:
● A total of 7 points are allocated among the three
archetypes, ensuring that each archetype receives a
minimum value of 1 point and a maximum value of 5
points.
● The specific point values for each archetype should be
carefully balanced to ensure fair gameplay and avoid
overpowered characters.

3. Archetype Influence:
● The chosen archetypes significantly impact the
character's traits, skills, and attributes.
● Abilities, strengths, weaknesses, and special features of
the character are derived from the selected archetypes.
● Archetypes can influence various aspects such as combat
proficiency, magical aptitude, intelligence, charisma,
agility, etc.

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4. Customization:
● Players have the freedom to customize their character
within the boundaries of the chosen archetypes.
● Within each archetype, players can make choices to
further differentiate their character, such as selecting
specific skills, talents, or personal characteristics.

5. Archetype Combinations:
● The combination of three archetypes chosen for a
character creates a unique blend of traits, providing a
wide range of character possibilities.
● Players can explore various combinations to create
characters with different playstyles, strengths, and
weaknesses.

6. Archetype Diversity:
● The deck of predefined archetypes includes a diverse
range of options, representing various roles,
backgrounds, and personalities.
● This allows players to create characters that align with
their desired playstyle or storytelling preferences.

7. Narrative Integration:
● The chosen archetypes should be seamlessly integrated
into the game's narrative and lore, providing a cohesive
and immersive experience.
● The character's backstory, motivations, and interactions
with the game world can be influenced by their
archetypes, adding depth and richness to the storytelling.

Days, Periods, Seasons


At the beginning of the game decide how many days you want
to play. A set of days (one or more, ideally no more than seven) is
a period. A session need not coincide with a single day, and a
sequence can unravel over an entire period. The session ends
when the Resolution of the story that began with the Opening
Scene takes place.
A campaign in SoLAR consists of several periods, which go to
form a season. It is during the course of a season that the daily
events facing the characters will define their growth.
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Sequence of Play
In SoLAR, each period is divided into a predetermined number of
fixed scenes that serve specific narrative purposes. These scenes
are as follows:
1. Opening Scene: The opening scene sets the stage for the
day or period, introducing the characters, their current
situation, and any relevant background information. It
hooks the players and establishes the initial tone and
direction of the story.
2. Enticing Incident: The enticing incident is a pivotal
moment that captures the characters' attention and
draws them further into the narrative. It could be an
unexpected event, a mysterious encounter, or an enticing
opportunity that presents itself, compelling the
characters to engage and explore.
3. Complication and/or Crisis: In this scene, the plot
thickens as complications or crises arise, challenging the
characters and pushing them out of their comfort zones.
It could involve conflicts, obstacles, or unexpected turns
of events that raise the stakes and create tension, driving
the story forward.
4. Climax: The climax is the peak of dramatic intensity
within the day or period. It is the culmination of the
narrative's conflicts and challenges, where the characters
face their most significant obstacles or make crucial
decisions. The climax often determines the outcome of
the story or leads to a major turning point.
5. Resolution: The resolution scene provides closure and
wraps up the events of the day or period. It allows the
characters to reflect on their experiences, resolve any
remaining conflicts, and make decisions that shape their
future actions. It sets the stage for the next day or period,
creating continuity and progression in the overall
narrative.
By dividing each day or period into these fixed scenes, SoLAR
provides a structured framework for storytelling, ensuring a
coherent and engaging narrative experience for the players.

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Main Resolution
During each scene, the outcome of a particular event or
challenge is determined. The following steps are involved in this
process:
1. Drawing a Theme Card: At the beginning of each scene,
a theme card is drawn to set the tone and context for the
upcoming challenge. The theme card provides a narrative
prompt that influences the events and atmosphere of the
scene.
2. Drawing Action Cards: After the theme is established,
players draw a maximum of 5 action cards into their hand.
These action cards represent various abilities, skills, or
resources that can be used to influence the outcome of
events.
3. Drawing an Event Card: To initiate the main resolution,
an event card is drawn. The content of the event card
outlines the specific situation or task that the characters
must confront. It may present obstacles, opportunities, or
conflicts that require a resolution.
4. Player Action Cards: Players have the opportunity to
respond to the event card by playing action cards from
their hand. The number of action cards each player can
use is determined by the game rules or specific
circumstances. These action cards may provide additional
abilities, bonuses, or strategies to aid the characters in
overcoming the challenge.
5. Rolling the Dice Pool: After playing their action cards,
the players then proceed to roll a dice pool. The number
of dice in the pool is determined by the relevant
archetype involved in the challenge.
6. Determining the Outcome: The highest die rolled in the
dice pool is considered for determining the outcome. The
results are interpreted as follows:
a. If the highest die result is 1 or 2, it is a failure.
The characters were unable to overcome the
challenge or achieve their desired outcome.
b. If the highest die result is 3 or 4, it is a success
with a cost. The characters managed to
overcome the challenge but faced some negative
consequences or sacrifices in the process.
c. If the highest die result is 5 or 6, it is a success.
The characters successfully overcome the
challenge without any significant drawbacks.
d. Any dice that result in an additional 6 is a
critical success. This signifies an exceptional and
advantageous outcome for the characters.
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The Decks
Themes
A scene resolution system using a deck of standard cards with
jokers can be a fun and dynamic way to add an element of
chance to your RPG. Each suit in the deck can represent a
different theme, and the jokers can be used as wild cards to add
an element of unpredictability. Here are the themes that the
different suits represent:
● Spades: Action - representing physical challenges and
tasks that require strength, agility, and endurance.
● Hearts: Emotion - representing social interactions,
relationships, and tasks that require charm, charisma, and
emotional intelligence.
● Diamonds: Wealth - representing financial tasks, trade,
and negotiation.
● Clubs: Knowledge - representing intellectual challenges,
research, and tasks that require intelligence, logic, and
critical thinking.
● Jokers: Wild Card - representing unexpected events,
twists, and turns in the story.

Face Cards (Archetypes)


Here is a description of archetypes that could represent each
face card, based on the themes of the suits discussed above:

Spades
● Ace of Spades: The Warrior - represents physical
strength, courage, and determination. This archetype
excels in physical challenges and is not afraid of - taking
risks.
● King of Spades: The Athlete - represents physical
prowess and leadership. This archetype excels in sports
and other physical activities and is a natural - leader.
● Queen of Spades: The Adventurer - represents physical
endurance and a sense of adventure. This archetype is
always looking for new challenges and - experiences.
● Jack of Spades: The Enforcer - represents physical power
and authority. This archetype is a force to be reckoned
with and is not afraid to use their - strength to get what
they want.

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Hearts
● Ace of Hearts: The Lover - represents emotional
intelligence, empathy, and a strong sense of connection
with others. This archetype excels in social - interactions
and relationships.
● King of Hearts: The Charmer - represents charisma,
charm, and social skills. This archetype is able to easily
win others over and is a natural leader in - social
situations.
● Queen of Hearts: The Caregiver - represents kindness,
compassion, and a strong sense of responsibility for
others. This archetype is always looking for ways to help
and support others.
● Jack of Hearts: The Jester - represents a strong sense of
humor, playfulness, and a carefree attitude. This
archetype is always looking for fun and laughter.
Diamonds
● Ace of Diamonds: The Entrepreneur - represents financial
savvy, business acumen, and the ability to spot
opportunities.
● King of Diamonds: The Tycoon - represents wealth,
power, and prestige. This archetype is a shrewd
businessman and a master of negotiation.
● Queen of Diamonds: The Socialite - represents style,
elegance, and a love for luxury. This archetype is always
looking for the best things in life and is well-connected in
high society.
● Jack of Diamonds: The Gambler - represents risk-taking,
cunning, and a love of the thrill of the game. This
archetype is always looking for the next big - score and
isn’t afraid of losing it all.
Clubs
● Ace of Clubs: The Genius - represents intelligence,
creativity, and a thirst for knowledge. This archetype
excels in intellectual challenges and new ideas.
● King of Clubs: The Professor - represents wisdom,
understanding, and a love of teaching. This archetype is a
font of knowledge and is always happy to share - it with
others.
● Queen of Clubs: The Detective - represents logic,
reasoning, and a knack for solving puzzles. This archetype
is always looking for answers and is not afraid - to dig
deep to find them.
● Jack of Clubs: The Hacker - represents technical skills,
resourcefulness, and a love of technology. This archetype
excels in working with computers and science.

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Action Cards
Spades
● 2 of Spades: Climb - allowing the player to attempt to
climb a wall, a tree or any other structure.
● 3 of Spades: Lift - allowing the player to attempt to lift a
heavy object or to perform a heavy task.
● 4 of Spades: Jump - allowing the player to attempt to
jump over an obstacle or to jump to a high place.
● 5 of Spades: Run - allowing the player to attempt to run
faster or to run for a longer time.
● 6 of Spades: Fight - allowing the player to attempt to
fight or to defend themselves.
● 7 of Spades: Chase - allowing the player to attempt to
chase someone or something.
● 8 of Spades: Swim - allowing the player to attempt to
swim in a body of water.
● 9 of Spades: Dance - allowing the player to attempt to
dance or to perform any physical activity that requires
rhythm and coordination.
● 10 of Spades: Survive - allowing the player to attempt to
survive in a wilderness or in a dangerous environment.
Hearts
● 2 of Hearts: Flirt - allowing the player to attempt to flirt
or to seduce someone.
● 3 of Hearts: Persuade - allowing the player to attempt to
persuade or to convince someone.
● 4 of Hearts: Apologize - allowing the player to attempt
to apologize or to mend a broken relationship.
● 5 of Hearts: Comfort - allowing the player to attempt to
comfort or to support someone who is upset.
● 6 of Hearts: Negotiate - allowing the player to attempt
to negotiate or to find a compromise in a conflict.
● 7 of Hearts: Listen - allowing the player to attempt to
listen or to understand someone’s point of view.
● 8 of Hearts: Support - allowing the player to attempt to
support or to help someone.
● 9 of Hearts: Forgive - allowing the player to attempt to
forgive or to let go of resentment.
● 10 of Hearts: Love - allowing the player to attempt to
express or to show love or affection to someone.
Diamonds
● 2 of Diamonds: Invest - allowing the player to attempt
to invest or to put money into a business or a scheme.
● 3 of Diamonds: Trade - allowing the player to attempt to
trade or to exchange goods or services.

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● 4 of Diamonds: Haggle - allowing the player to attempt
to haggle or to negotiate the price of something.
● 5 of Diamonds: Bribe - allowing the player to attempt to
bribe or to pay someone to do something.
● 6 of Diamonds: Gamble - allowing the player to attempt
to gamble or to take a risk with money.
● 7 of Diamonds: Lend - allowing the player to attempt to
lend or to give money to someone with the expectation
of repayment.
● 8 of Diamonds: Inherit - allowing the player to attempt
to inherit or to receive money or property from someone
who has died.
● 9 of Diamonds: Tax - allowing the player to attempt to
tax or to demand money from someone.
● 10 of Diamonds: Rob - allowing the player to attempt to
rob or to steal money or valuables from someone.
Clubs
● 2 of Clubs: Research - allowing the player to attempt to
research or to find information about a topic.
● 3 of Clubs: Study - allowing the player to attempt to
study or to learn something.
● 4 of Clubs: Analyze - allowing the player to attempt to
analyze or to examine something in detail.
● 5 of Clubs: Invent - allowing the player to attempt to
invent or to create something new.
● 6 of Clubs: Debate - allowing the player to attempt to
debate or to argue a point.
● 7 of Clubs: Teach - allowing the player to attempt to
teach or to instruct someone.
● 8 of Clubs: Hack - allowing the player to attempt to hack
or to gain unauthorized access to a computer or a system.
● 9 of Clubs: Code - allowing the player to attempt to
code or to write a computer program.
● 10 of Clubs: Solve - allowing the player to attempt to
solve or to figure out a problem or a puzzle.

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Event Cards
Spades
● 2 of Spades: Natural Disaster - representing an event
such as a hurricane, an earthquake, or a flood.
● 3 of Spades: Sports Event - representing an event such
as a game, a match, or a tournament.
● 4 of Spades: Race - representing an event such as a
marathon, a cycling race or a car race.
● 5 of Spades: Physical Challenge - representing an event
such as a competition, a fitness test, or a survival
challenge.
● 6 of Spades: Fight - representing an event such as a
brawl, a duel, or a battle.
● 7 of Spades: Escape - representing an event such as an
escape from prison, a chase or an escape from danger.
● 8 of Spades: Exploration - representing an event such as
a journey, an adventure, or an exploration of a new place.
● 9 of Spades: Performance - representing an event such
as a concert, a play, or a dance performance.
● 10 of Spades: Survival - representing an event such as a
survival test, a survival game or a survival competition.
Hearts
● 2 of Hearts: Romantic Encounter - representing an
event such as a date, a kiss, or a proposal.
● 3 of Hearts: Social Gathering - representing an event
such as a party, a gathering, or a social event.
● 4 of Hearts: Conflict Resolution - representing an event
such as a negotiation, a mediation, or a peace treaty.
● 5 of Hearts: Emotional Moment - representing an event
such as a breakthrough, a confession, or a catharsis.
● 6 of Hearts: Wedding - representing an event such as a
marriage ceremony, a wedding party, or a wedding
anniversary.
● 7 of Hearts: Funeral - representing an event such as a
funeral, a wake, or a memorial service.
● 8 of Hearts: Reunion - representing an event such as a
reunion, a family gathering, or a meeting of old friends.
● 9 of Hearts: Breakup - representing an event such as a
separation, a divorce, or a breakup.
● 10 of Hearts: Love Declaration - representing an event
such as a love confession, a love letter, or a love song.

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Diamonds
● 2 of Diamonds: Business Deal - representing an event
such as a business transaction, a merger, or a partnership.
● 3 of Diamonds: Stock Market - representing an event
such as a stock market crash, a bull run or a bubble.
● 4 of Diamonds: Auction - representing an event such as
an auction, a bidding war, or a sale.
● 5 of Diamonds: Bank Robbery - representing an event
such as a bank robbery, a heist, or a theft.
● 6 of Diamonds: Lottery - representing an event such as a
lottery, a raffle, or a sweepstakes.
● 7 of Diamonds: Inheritance - representing an event such
as a will, a testament, or a legacy.
● 8 of Diamonds: Scandal - representing an event such as
a scandal, a corruption, or a secret.
● 9 of Diamonds: Bankruptcy - representing an event such
as a bankruptcy, a default, or a financial crisis.
● 10 of Diamonds: Fraud - representing an event such as a
scam, a swindle, or a deception.
Clubs
● 2 of Clubs: Scientific Discovery - representing an event
such as a scientific breakthrough, a new invention, or a
discovery.
● 3 of Clubs: Lecture - representing an event such as a
lecture, a seminar, or a class.
● 4 of Clubs: Debate - representing an event such as a
debate, a discussion, or a symposium.
● 5 of Clubs: Exhibition - representing an event such as a
museum exhibit, an art show, or a fair.
● 6 of Clubs: Hack - representing an event such as a cyber
attack, a data breach, or a hacking attempt.
● 7 of Clubs: Book Release - representing an event such as
a book launch, a book reading, or a book signing.
● 8 of Clubs: Lecture - representing an event such as a
lecture, a seminar, or a class.
● 9 of Clubs: Invention - representing an event such as a
new invention, a patent, or a prototype.
● 10 of Clubs: Mystery - representing an event such as a
mystery, a puzzle, or a riddle.

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Credits
No fascist rule by Olivia Hill is released under Creative Commons
Attribution-Share Alike 3.0 (Unported) license.
CATS by Patrick O’Leary is released under Creative Commons
Attribution 4.0 license.
Script Change by by Beau Jágr Sheldon is released under Creative
Commons Attribution 4.0 license.

License
(CC) 2023 Roberto Bisceglie
This work is licensed under the Creative Commons Attribution-
ShareAlike 4.0 International License. To view a copy of this
license, visit http://creativecommons.org/licenses/by-sa/4.0/ or
send a letter to Creative Commons, PO Box 1866, Mountain View,
CA 94042, USA.

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Appendix: Reference Media
Below is an extensive list of popular slice of life anime and
manga titles that can serve as a reference for inspiration and
understanding the genre:

Anime: Manga:
● Clannad ● Yotsuba&!
● K-On! ● Barakamon
● Aria the Animation ● A Silent Voice
● Barakamon ● Bunny Drop
● Usagi Drop (Bunny ● Sweetness and
Drop) Lightning
● Natsume's Book of ● My Youth Romantic
Friends Comedy Is Wrong, As I
● Non Non Biyori Expected
● Lucky Star ● Flying Witch
● Azumanga Daioh ● Genshiken
● Nichijou (My Ordinary ● Love, Chunibyo &
Life) Other Delusions
● Hyouka ● Horimiya
● Kimi to Boku (You and ● Nodame Cantabile
Me) ● Kimi ni Todoke
● Honey and Clover ● Honey and Clover
● Silver Spoon ● Silver Spoon
● March Comes in Like a ● Natsume's Book of
Lion Friends
● Nana ● The Quintessential
● Toradora! Quintuplets
● Hanasaku Iroha ● Daily Lives of High
● Anohana: The Flower School Boys
We Saw That Day ● A Bride's Story
● Shirobako ● Blue Spring Ride
● Nichijou
Please note that this is not an exhaustive list, and there are many
more slice of life anime and manga titles available. This
compilation provides a starting point for exploring the genre and
gathering ideas for creating a slice of life experience in SoLAR.

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