Spires for Crooked Moon
I of XII

Pamplemoose Games for Avantris Entertainment

Crooked Moon: SpiresA folk card game for the Crooked Moon Tarot

Win tricks, build towers out of what you take, tear down everyone else's, and claim the Major Arcana for yourself.

Four players. One tarot deck. Working title.

The idea

Crooked Moon already has its tarot deck. Spires gives people a game to play with it.

Tarot sits at the center of Crooked Moon: fortune-telling, omens, rituals whispered over worn cards. Spires treats that deck as something the people of that world would pass the evening with. A tavern game with ominous stakes.

It starts from Buildings, a set-building card game played in prisons, and runs it through the full 78-card tarot, Major Arcana and all.

Not all games are meant to be won.

How a round plays

Familiar on the surface. Strange underneath.

The trick-taking should feel like something your grandmother taught you. What you do with the tricks you win is where the game shows its teeth.

  1. 1

    Win tricks

    Follow suit, trump beats all, highest card wins, and the winner leads. Every trick you take is building material.

  2. 2

    Build Spires

    Lay down three or four cards of the same rank, from your hand, your won tricks, or both.

  3. 3

    Topple rivals

    Spend cards from your hand to bring down someone else's Spire.

  4. 4

    Claim the Arcana

    When the round ends, the largest Spire still standing takes every Major Arcana in play.

Setup

The Yard

Deal six cards to each player. The rest of the deck becomes the Yard: face down, and never fully revealed. Nobody knows which Spires can't be built this round, or which Arcana were buried before the first trick.

Finding trump. Flip cards off the Yard one at a time. The first Minor Arcana card sets trump for the round. Any Major Arcana flipped on the way are laid out face up as prize cards, so a long flip raises the stakes before anyone plays a card.

The heart of the game

Spires

A Spire is three or four cards of the same rank. Once it's down it's locked: you can't add to it or take it apart, and it stays exposed to every rival until the round ends. Build as many as you can hold onto.

Spire · 1 pointSolid enough to score, easy enough to knock down.
Tall Spire · 2 pointsHarder to destroy, and everyone at the table wants to.

Card mockups are placeholder type only. Final art would come from the Crooked Moon Tarot. AI never touches the game design.

The signature move

The Topple

Instead of building, you can topple an opponent's Spire. It costs you, because destroying something always does.

A Spire

Discard one card of its rank, or one trump.

A Tall Spire

Discard two trumps.

The Spire and the cards that toppled it are gone for good. The builder scores nothing. The toppler gets a better position and, probably, a grudge.

Every trump in your hand is a choice: guard your own tricks, or bring down the tallest tower on the table.

Powers of fate

The Major Arcana

The 22 Major Arcana are never played to tricks. They're one-use powers, earned by dominating a round and played later from your hand or trick pile to bend the next one. A sample:

The Fool

Discard a card and draw a new one.

The Magician

Build Spires from pairs instead of sets.

The Emperor

Build a wild Spire that can't be toppled.

Death

Every Spire on the table falls.

Temperance

No Spire can be toppled this round.

Judgment

Change trump.

The World

Every player gains a point.

And fifteen more

Every Arcana has its own drafted effect.

Winning

The tallest Spire claims fate's favor

At the end of each round, the single largest Spire still standing takes every prize card on the table. A Tall Spire beats a standard one. If the biggest Spires tie, whoever has more Spires takes the Arcana. Still tied, the Arcana are discarded and nobody gets them.

1

for each Spire that survives the round

2

for each Tall Spire that survives

+1

for the player with the most Spires

10

points wins the game, usually in four to six rounds

Only survivors score, so a toppled Spire is worth nothing. If two players pass 10 together, the tie goes to most points over 10, then most Arcana collected, then most Tall Spires built.

Why it fits Avantris

Built on a deck you already make

The first version of Spires needs no new art and no new components. It's a set of rules for the Crooked Moon Tarot. From there it can go as far as you want to take it.

You own Crooked Moon. We design the game.

In the box

A rules insert packed with the tarot deck.

On its own

A small-box standalone edition with its own packaging.

In the world

A free in-world PDF that gives fans a reason to buy the deck.

On screen

A game your cast plays at the table in actual-play content.

The honest part

The concept is done. The balance isn't, yet.

The core rules, the Topple, scoring, and effects for all 22 Arcana are drafted. What Spires needs next is playtesting with people who know Crooked Moon, and your read on whether it fits the tone of the world. We'd like to tune it with you.

Who we are

Pamplemoose Games

A two-designer studio that builds card games inside other people's worlds.

Zack Howe

Designed HAVOC: Gen Zero as cofounder of Nyx Studios. It funded on Kickstarter in under thirty minutes.

Cole Beardsley

Co-designer on every Pamplemoose game, and a longtime Crooked Moon fan. The last campaign he wrote was heavily inspired by Carnivale Lecroux.

Let's deal a hand.

We'd love to get on a call, talk through the concept, and hear whether it fits where you're taking Crooked Moon.

Zack Howe & Cole Beardsley, Pamplemoose Games
zack@pamplemoosegames.com