Okay, here's what I've come up with so far:
Game for Never Playeds+Chains+Bonds+No Numbers+My Own Stupid Suggestion
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Escape from Little Space
a Rutter
You and the other players have become trapped in Little Space, an imaginary continuum that's not quite as big as a time warp but further across than the dreamtime. It has more planetoids than planets and more artistry than physics.
It also has you, for now.
But you have this Rutter, a magical guide written by someone else who once escaped Little Space and sent back to help you and the other players out.
By reading the right entries in this rutter and following the instructions, you can pretend your way out of this diminutive universe and back to your homes. You'll have to trade off the important job of judge every turn with one another, but you'll also have lots of chances to become the heroes and leaders and legends of this fake reality.
And, in the end, the act of escaping from Little Space is the very act that creates it.
OBJECT
The point of this game comes in three parts.
Pretend to be various people trapped in a tiny universe called "Little Space"
Use a little imagination and the instructions in this book to both create the world of Little Space and escape.
Trade off the duty of judge every turn so that no person has to bear the duty two turns in a row.
SET UP
Make sure you have plenty of room to play. This game can be played out of doors or inside, but make sure you have permission to play in the space you use.
The play area should be suited to a comfortable level of activity for all players. If you've got a lot of rambunctious youngsters, make sure there isn't a lot of stuff to trip over or break. If you've got older, more sedentary people, make sure you've got lots of places to sit quietly. Also, try to make the bathroom a "time out" spot or out of bounds (only not TOO out of bounds, if you don't want big trouble.)
You may want to gather some crafty objects, like paper towel and toilet paper rolls, pencils and paper, markers, glue, scissors and anything else you might use for a quick craft or folk art project into a shoebox or other container.
THE JUDGE
Every turn, someone new has to become the judge. The judge doesn't get to participate in that turn, but does get to influence it in other ways.
There are five things you must do when you become a judge.
1. Parse This Turn's Entry
Read the numbered entry you were told to read this turn to yourself. (The judge from last turn will tell you which entry to read on every turn but the first turn.)
You decide how much of that entry you want to tell the other players. You can keep it all to yourself, make up something new, only use part of it or proclaim it as the solemn word of the law. (The entries usually just have made up facts about Little Space to add some flavor.)
2. Instruct the Other Players
Read the instructions beneath the entry aloud to the other players. Read all the instructions and try to get the other players to follow them.
You can interpret these instructions any way you want, but please read them as closely as followed to the way they were written. Feel free to add details from the entry you just read in order to make the instructions clear (or make up new details if you want to put a different spin on it.)
3. Act as Authority
You must settle all disputes that may arise during the turn. You get to say what happens when the other players can't agree on it. You decide when other players are following the instructions correctly and when they aren't.
You can't stop anyone from playing the way they want to, however, and you can't kick anyone out of the game (all the other players would have to vote on that.)
4. Steer the Story
There are three choices listed after each set of instructions. Chose the choice which MOST CLOSELY matches what you want to see happen next. (Each choice will usually offer you some small reward or benefit on the next turn, since you will become the last judge on that turn.)
None of the choices will probably match exactly what you want, but pick the one which comes closest. Make note of the entry number beside that choice.
5. Nominate the Next Judge
Using whatever criteria you want, pick another player to become the judge for the next turn. You can make your decision based on whoever hasn't had a chance to judge very much yet, or whoever played the best this turn or whoever amused you the most or for any other reason you like.
When you've made your decision, tell that other player which entry number you've chosen. Inform him or her that he or she must read that entry and become the new judge.
Your turn is over, but you may want to help keep the other players occupied during the transition by making suggestions, asking them why the acted certain ways on the turn and making up explanations as to where you've "been" while judging the turn.
THOUGHTS
Sooo.... basically this is a really big game of pass the stick. Any other thoughts, fellow designers?
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