Set up a game
uses the kids on the Cards tab, expanded by their copy countsStandard table: you and two learned bots at half skill, nine seats, one deck with five kids face up in the lobby, hands of three picked from the lobby each morning, three holders each, a kid shoved out the door is stolen by whoever shoved it, a day ends when everyone passes or hands are empty, the game ends when the lobby cannot be refilled.
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Kids with rules text but no structured effect pause the table and ask you to resolve them with the hand tools. Edits on the Cards tab apply to the next game, not the one in progress.
Lobby
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Actual size
2.5 × 3.5 in. Prints nine to a letter page.
Set your printer to 100% scale, not “fit to page,” or the cards come out the wrong size. Cardstock around 200–250 gsm cuts cleanly and shuffles without curling.
Dungeon Daycare
You and a couple of other daycare workers share one classroom with nine seats and a deck of monster children. Every kid you sit down sends the others scrambling, and at the bell whoever is still in a seat graduates. Shove a kid out the door and it is yours now. Even Bitey.
How to play
You are all assistants at one daycare, fighting over who gets credit for watching the kids. Most graduated kids wins. A kid graduates by still being in a seat when the bell rings. A kid shoved out the door is stolen by whoever shoved it: its parents stop trusting the assistant who lost it.
The room
- Nine seats in a 3 × 3. Off any edge of the room is the door.
- Every kid has an arrow. That is the way it runs when something scares it, and the way it gets shoved when another kid runs into its seat.
- A kid with no arrow can be scared but never shoved. A line of shoves stops dead at it.
Setting up
- Shuffle every kid into one deck, the roster, and turn 5 face up beside it: the lobby. The cards belong to nobody. The deck has two or three of most kids, so yesterday's graduate may have a twin in the lobby today. Whenever a kid leaves the lobby, turn up a new one.
- Each player takes 3 card holders in their colour. A kid on the board sits in one of your holders; that is how everyone knows whose it is.
A day
- Morning. Starting with the first player and going round, take one kid from the lobby and turn up a new one from the roster, until every hand has 3. Kids stolen yesterday are still in your hand and count.
- Turns, clockwise from the first player. On your turn, one of:
- Seat a kid on an empty seat, in one of your free holders, and do what the card says. No free holder, no kid. A kid does what its card says once, when it is seated, to friend and rival alike. "Next to" means sharing an edge, never a corner.
- Ambush, if the kid has the trait: seat it on top of a kid already sitting. That kid is thrown out the door, every kid next to the seat runs against its arrow, then the ambusher does what its card says. An ambusher may also sit on an empty seat like any kid.
- Set a trap, if the card is one: face down on an empty seat. It springs on the first kid to land there, seated or shoved, then goes to the bottom of the roster. A trap is not a kid: it needs no holder.
- Pass. Nothing you can play? You pass. Passing does not end your day: if anyone else plays on, your turn comes round again. If everyone passes in a row, the bell rings.
- The bell rings when everyone passes in a row, or every hand is empty. Every kid still in a seat graduates for whoever seated it: one point, out of the game. Unsprung traps go to the bottom of the roster, and every holder comes back. First player passes clockwise.
Running
- A scared kid runs one seat. Which way is on the card that scared it: usually its own arrow, sometimes toward or away from the scarer.
- If that seat is taken, the kid sitting there is shoved one seat the way its own arrow points, and so on down the line. The whole line moves or none of it does.
- A kid that runs or is shoved off the edge goes out the door and is stolen: straight into the hand of the player whose play shoved it, theirs to seat again. The holder it was sitting in is out until the bell, whoever did the shoving.
- Two kids facing each other swap seats when one of them is scared. A kid that runs or is shoved into an eater is eaten: out the door, stolen by whoever sent it there.
The end
The game ends after the day on which the lobby can no longer be refilled from the roster. Most graduated kids wins. Anything that leaves the board unclaimed, a discarded card, a spent trap, a kid nobody got credit for, goes to the bottom of the roster. Everything else a kid does is printed on the kid, and every keyword it uses is explained on its card.
Why the game is tense
Nine seats, nine holders at three players. Every kid shoved out the door is a seat that stays empty, a point that never happens, and a kid in a rival's hand.
- A kid's arrow is its weakness. On the edge facing the door, it is one scare from being someone else's. Facing the middle it is safe, and whoever is in front of it isn't.
- Every kid shoved off the board is stolen, and the holder it sat in is out for the day. Three holders is three kids a day, so shoving one off is not making room for the next: it is denying a point. Scare early while you still have holders; wall up late when you don't.
- The lobby is public. Everyone sees the Incident waiting to be picked, and everyone sees who took Junior. Taking a kid so a rival can't is a play that needs no card.
- A full room is a locked room. Only ambushers can play into it, so the last seats are claimed by whoever has one in hand, and everyone else is holding cards for tomorrow.
- So you can defend a seat by what you put next to it. Kids with no arrow are walls, until a trap sticks them facing somewhere. Kids facing each other are a shove waiting to happen.
Designer's notes: writing kids, rulings, dials, what to test
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.
- Scares — send kids running. Where they go is printed on the running kid, not chosen by whoever scared them. That's what keeps the board readable.
- Ambush — a seat for a seat, plus a commotion. This is the premium trait. It is the only way into a full room.
- Wild arrows — the kid rolls a d4 for its direction every time it runs or is shoved. Great next to your own kids, terrible next to the door, and you don't get to pick which.
- Lockdown — adjacent seats can't be taken, or this kid can't be moved.
- Hand interference — force a discard, skip a turn, change turn order.
- Card draw — a pick from the lobby, for you or for everyone. It is a choice and it is public, and every pick eats the roster, so more draws is a shorter game.
- Backfires — effects that hurt whoever played the card. These give the game its character. Don't make them all downside; make them situationally terrible.
- Destruction (rare) — a face-down event. Whoever lands there, and everyone next to them, is out of the game. Nobody scores them and every holder involved is out for the day. The table saw the card go down; the tension is in who steps on it.
- Shy — runs whenever a kid is seated next to it, before that kid's ability. Board control that the other players trigger for you, or against you.
- Bolting — runs on every seating anywhere. Pure chaos; give it a wild arrow and it is a spoiler for a hand with nothing good in it.
- Eating — whatever is shoved into this kid goes out the door, and it never moves. A wall with teeth.
- Spoiling — if this kid is made to leave early, nobody graduates today. A hostage: whoever seats it dares everyone else to bump it.
- Play another card — the turn does not pass. Four names for one mechanic (the shy bugs) gives the deck board control without four copies of a card.
- Homesick — graduates only if made to leave early; at the bell it goes back on the roster. A kid you want thrown out.
- Traps — face down on an empty seat, sprung by whoever lands there, seated or shoved. Any effect works on a trap, aimed at the kid that sprang it and its owner: stuck facing one way, held fast, discard a card. Good, bad or neutral is your call.
On the table
Edge cases only. What a card does is on the card; these are the places where two cards meet, or where the table has to pick an order. Change your mind and the engine changes with you; they are all one line each.
- A kid belongs to whoever seated it, wherever it ends up.
- Order when a kid is seated: a trap under it springs first, then the ambush commotion, then shy and bolting kids run in reading order, then the newcomer's own ability. A shy kid flinches at a seating, not at a kid shoved next to it.
- A scare hits each target once, in reading order (A1 to C3), from wherever that kid is by then.
- "Toward" and "away" on a diagonal move along the longer axis; on a tie, vertically.
- A line that loops all the way back to the first seat rotates every kid in it one seat. A line that folds back on itself partway (two kids shoving each other's way) jams, and nobody moves.
- A kid that has been stuck facing one way has an arrow for as long as it stays, even if it printed none. A line that runs into an eater feeds it the first kid and the rest of the line still moves.
- A homesick kid made to leave early graduates on the way out; at the bell it goes back on the roster. A spoiler that leaves the board early means nobody graduates that day: at the bell every kid goes back on the roster, nobody's.
- A holder is out until the bell whatever route its kid took off the board: stolen, eaten, destroyed, or a homesick kid graduating early. Your own kid shoved off by your own play comes back to your hand and still costs the holder. Traps do not sit in holders.
- The ambush commotion only happens when a kid was actually thrown out. An ambusher on an empty seat is just a kid.
- An ambush throws the kid out through the door, whatever the door dial says. Destruction is out of the game whatever the door says, and deletes even a homesick kid. A spoiler spoils the day by any exit, destruction included.
- Inside a trap's effects, "this kid" is the kid that landed and the player it hits is that kid's owner. A trapped seat is still an empty seat for kids and for shove lines.
- "Play another card" with nothing left in hand just passes the turn. Under an actions cap the action is refunded.
- Wild arrows roll on the table's seeded dice and the roll is logged, so a game with the same seed replays the same.
- A skipped turn is not a pass. A player with nothing playable passes automatically, and that counts toward the bell. A pass does not end your day: if anyone else plays on, your turn comes round again; if everyone passes in a row, the bell rings.
- A kid's lock (Gate Troll's two blocked seats, Clingy Slime's hold) belongs to the kid, not the seat: it lasts while the kid sits there and lifts the moment it leaves, by any route.
- The day on which the lobby cannot be refilled to five is the last day; whatever is still in the lobby gets played out. With the sweep, if sweeping empties the roster, tomorrow is the last day.
- The morning draft skips anyone whose hand is already full, stolen kids included, and ends early if the lobby empties.
Dials
- Seats — 3 × 3 is nine seats for fifteen kids at three players. Sixteen seats is a much gentler room.
- Hand size, currently 3, matching the holder count.
- Holders per player, currently 3, so three players exactly fill the room if nobody is shoved. 0 turns them off, and then the only cap on seating is the room.
- Lobby size, currently 5. The sweep at the bell: off by default; on, unclaimed kids leave the game and the game is shorter.
- The door: stolen (standard), back on the roster, out of the game, or wall.
- Actions per day (0 is no limit). With a cap every seating is heavier, but scares have fewer targets; measured in HANDOFF.
- How many ambushers and how many draws are in the pool.
What the first session is for
Test 1 — one day. Two or three players, nine seats, a dozen kids dealt straight into hands, three or four strongly different types. Play a single day. No morning, 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 lobby and the days. Same room, now with the morning draft, stealing and holders, over three or four days. Now you're asking whether the morning drags, whether the lobby goes stale, and whether stealing feels like daycare or like theft.
Still open
- Do the scares make interesting boards, or just noise? Everything else is downstream of this.
- Is ambush too good? It is a guaranteed seat swing plus a commotion. Watch how many are in the pool.
- Do traps ever spring? With nine seats and six kids, a trapped seat may just be a seat nobody uses. Watch whether shove lines find them.
- Does denial turn into kingmaking? Destruction gains the user nothing, so the target is the leader and the winner is whoever's second. Fine at three players. Watch it at five.
- Is stealing too strong? The victim loses the card for good and a seat for the day; the thief gains a card. It holds only while scares stay printed on kids and go where arrows point.
- Does the morning drag? Up to nine picks at three players before anyone plays. If so, the hand goes to two, not the lobby.
- Does the lobby go stale? Five kids nobody wants is a jammed game. The sweep is the fix if it happens; don't turn it on before it does.
- What happened to the two-sided cards? Either the idea comes back with a job, or it's gone. Don't leave it half-in.
- Variable classrooms are a later problem. Get the plain grid stable first.