Dungeon Daycare

Playtest kit — write cards, try them on the table, print them, cut them up, find out if it works.

You and a couple of other daycare workers share one classroom and a deck of monster children. Every kid you set down shoves the others around the room, and at the bell whoever's on top of a square graduates. Everyone buried underneath comes home with you. Forever. Even Bitey.

Early playtest prototype, not meant to be shared or played outside of feedback.

You are daycare workers sharing one classroom. Every kid you place shoves the other kids around. At the end of the day, the kid on top of a square had a good day and graduates. Everyone underneath comes home with you.

Setting up

A day

Morning

Everyone draws 5 cards from their own deck, shuffling their discard when they run out. If you still can't make 5, top up from the communal deck.

The day itself

Starting with the first player and going clockwise, take turns. On your turn, either:

The day ends when everyone passes in a row, or when every hand is empty.

The bell

Resolve each square that has cards on it. The top card belongs to whoever placed it last — that player controls the square.

Clear the classroom and take your markers back.

Enrolment

Reveal player count + 2 kids from the communal deck. Starting with the new first player, each player takes exactly one into their discard. Whatever's left is removed from the game. Pass first player clockwise.

Why the game is tense

Almost all of the pressure comes out of the bell rule and nothing else. If it isn't landing at the table, look here first.

Ending

The game ends after the day in which the communal deck runs out. Most graduated kids wins.

Writing the kids

The point of the abilities is that your cards have opinions. A kid isn't a tool you aim — it's a monster child you're responsible for, and sometimes it goes off in your face. Aim for interesting, not balanced.

On the table

The Table tab plays the rules above with these rulings, wherever the text left a gap. Change your mind and the engine changes with you; they are all one line each.

Dials

What the first session is for

Test 1 — one day, no decks. Two or three players, 3 × 3, a dozen kids, three or four strongly different types. Play a single day. No graduation, no enrolment, no second round. You're only asking whether the board did something you didn't expect, and whether you had a hard choice on half your turns. Rewrite abilities mid-session — that's the point.

Test 2 — add the stack economy. Same room, now with graduation and buried kids going to your deck, over three or four days. Now you're asking whether decks bloat faster than graduation clears them.

Still open