Know'em Tradition / Ritual in Codai Sector | World Anvil
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Know'em

You wanna get to know a person? Got a long travel ahead of you? You and us both, thankfully some genius a few years back made a game of it. Know'em is that game, and while it's extremely simple (and, if most of us are honest, trivial and stupid), it can bring about a surprising amount of joy.   The game, typically played with Alcohol - but really, it doesn't matter so long as you're involved, has 2 components; a deck of cards (which need not be complete), and a regular six-sided dice. Some versions omit the dice, but it can be played either way. It's a very good way to get to know some strange information about a person, and is played on almost any ship with an ever-changing crew.

History

Nobody knows who really came up with the rules. Earth Archivists believe it is a bastardization of several "drinking games", mashed together with some get-to-know-you questions for surviving the long voyages that the void requires. The dice seems to be a later addition, and as such is easily removable. It was kept in circulation, even after The Scream, and became a useful little tool in early Barter after the universe has been split apart.

Execution

The rules are simple. A deck of cards is placed in the center of the table, and each player goes in turns drawing a card from wherever in the deck they want. The game does not require a full deck of cards, as it is a get-to-know-you style game; it will simply lower the overall number of options for certain outcomes.   Depending on which card is drawn, one of the following will happen:   2 - Brew; Take a shot, and share a story of a time you got wasted. If you don't drink, share a story from when you were growing up (Grew) 3 - Free; Tell a story about a run in with Law Enforcement, if you have one, and pick someone to drink. Alternatively, Tell a story of a time you felt truly alive. 4 - Score; Tell a story about a time you got a MAJOR payday. Alternate rules go for stories of sexual encounters. 5 - Dive; Take a deep drink, then tell people about a bad experience in your life. Among pilots, this rule is altered to talk about the best vehicle they've ever driven - Drive. For the more anxious, it is thrive - what is it that keeps you going. 6 - Kicks; Knock-back your drink, then tell a story about a time you got into a fight. The more rough groups of the galaxy call this Styx, which requires you to tell a story about a time you almost died. Lighter groups modify this rule to be Tricks, and will ask you to do a trick and tell a story relating to it. 7 - Heaven; Tell a story about your travels in Space. For newer travellers, this is Given; tell a story about a gift you recieved - good or bad. Heavier groups call this Weapon; Tell a story of the coolest weapon you've ever used. At the end, drink as many times as your lucky number. 8 - Date; Tell a story of a time you went on a romantic adventure. Some use Great; Tell the story you think is the best for this setting, while others use Ate; Tell a story of a great meal. 9 - Sign; Tell a story of outrageous luck, that might be considered a sign of divine intervention. Rougher groups use Mine; tell a story of a time you stole something of great value. 10 - When; Tell us what year of your life you would go back to and why. Drink for as many years back this is. Rougher groups use Men; How many people have you killed, personally? Drink for each. J - Pack; Talk about something you always bring with you, no matter where. Drink for each "unit" of weight. Rougher groups use Jack as Hijack; Tell a story of a time you stole a vehicle or other transport. Drink for each time you've stolen that kind of vehicle. Q - Keen; Talk about something you're excited for, and drink for how excited you are. Rougher groups use Seen; Talk about a time an operation went south. Drink for how "fucked" the situation ended up. K - Bling; Talk about the most expensive thing you've ever owned. Others use Ring; Tell us what sort of things you'd like in someone you'd marry, while others still use Fling; Tell a story of a time you had a one night stand. Drink for the value, the number of requirements, and for how crazy of a fling it was respectively. A - Ask for a story from anyone in play, about any topic. If they deliver, down your drink. The non-answer Penalty is doubled for this (roll twice).   If a player does not wish to answer, or cannot answer, they roll the Six-Sided dice and drink that many times.   Non-Drinkers are simply allowed to skip the question, though some groups will home-rule a penalty.

Components and tools

The only items needed for this game are a deck of any cards that can function as a Two-To-Ace Analogue and an optional dice. Alcohol is almost always included, but is not a requirement.

Participants

The game requires at least 2 players, but is at it's most fun with 4 or more.

Observance

This game is most often played on Space Ships, in Traveller's Bars, and around Space Ports.

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