Desperation Horror;Survival;Rules Lite;Historical;Narrative-Driven;GM-less / Cooperative;Quick-Play

At-a-glance: Survival Horror • Card-driven • 1-5 players • Zero prep • Rules-lite • 1-2h sessions

Theme and Setting

Desperation contains two distinct survival horror experiences grounded in real 1888 history. Dead House traps players in Neola, Kansas during the Great Blizzard of 1888—a tiny prairie town where supplies and sanity dwindle as the snow piles higher. The Isabel casts players as passengers and crew aboard a three-masted cod schooner fishing the Gulf of Alaska, sailing into a storm the ship cannot weather. Both settings emphasize claustrophobia, dwindling resources, and communities pushed past their breaking points. The gothic atmosphere draws from actual historical accounts, creating narratives that feel tragically inevitable rather than arbitrarily cruel.

Core Mechanics and Rules

The Desperation Engine uses a standard deck of playing cards to drive narrative horror. Unlike traditional RPGs where players decide what happens, here they decide who says it—choosing which character narrates each card's prompt. This creates a web of relationships that the game systematically applies pressure to and, in most cases, destroys. Each game includes character cards forming a claustrophobic community, location cards that function as characters themselves, and prompt cards that follow inexorable time passage. Some prompts drench the experience in color; others drench it in blood. Kings represent the approaching doom. The system requires no GM, no preparation, and no dice—just the cards and a willingness to embrace tragedy.

What Makes It Unique

Desperation's central innovation is shifting narrative authority from event description to character voice. When someone must say "I burned a house down with the family trapped inside", the horror emerges from who speaks those words and their relationships to other survivors. The two included games share subtle connections but stand alone, with high replayability coming from different decisions rather than random generation. The historical grounding—Morningstar researched actual blizzard accounts and maritime disasters—lends authenticity that amplifies the dread. The boxed set includes everything needed: two complete card decks, rules, and historical notes.

Target Audience and Player Experience

Desperation suits players who enjoy For the Queen or The Quiet Year but prefer darker, more merciless narratives. The 1-2 hour playtime makes it ideal for convention games, one-shots, or nights when preparation time is scarce. Groups comfortable with collaborative storytelling and tragic outcomes will find the experience deeply rewarding; those seeking heroic victories or tactical combat should look elsewhere. The zero-prep design and card-based mechanics make it accessible to newcomers while offering experienced players a novel narrative structure. Fans of gothic horror, historical fiction, and doomed atmosphere will find Desperation uniquely compelling.

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What do players think?

Desperation receives acclaim for its innovative 'who says it' mechanic that shifts focus from what happens to which character narrates the horror. Reviewers praise the two included games—Dead House and The Isabel—for their historically-grounded gothic atmosphere and high replayability. The card-driven system creates intense, immersive experiences in just 1-2 hours, though some note the bleak tone requires players comfortable with tragic outcomes.

Related TTRPG Games

Compare Desperation with other great ttrpg games.

The Wretched logo

The Wretched

The Wretched shares Desperation's focus on inevitable doom and survival horror, but approaches it through solo journaling rather than group collaboration. Where Desperation uses cards to build a community then destroy it, The Wretched uses a Jenga tower and voice recordings to chronicle one survivor's final days aboard a doomed spaceship. Both games subvert traditional RPG victory conditions—players know their characters will die, making the journey itself the point.

Ten Candles logo

Ten Candles

Ten Candles and Desperation both embrace tragic survival horror where characters face certain death. While Desperation uses cards to determine who narrates the unfolding dread, Ten Candles uses extinguishing candles as both timer and dwindling hope mechanic. Both are GM-less, zero-prep games playable in 1-2 hours that prioritize atmospheric storytelling over tactical survival. Ten Candles' real-time candle mechanic creates similar inevitability to Desperation's card-driven doom.

A Quiet Year logo

A Quiet Year

A Quiet Year shares Desperation's card-driven, GM-less approach to community storytelling, though with radically different tone. Where Desperation focuses on horror and collapse, A Quiet Year explores post-apocalyptic rebuilding through a year of relative peace before the Frost Shepherds arrive. Both games use playing cards to drive narrative, limit player communication during decisions, and create emergent stories through structured prompts. Fans of Desperation's mechanical elegance will find similar innovation here, with more hopeful—if still bittersweet—themes.

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