You come to on a sandy beach. The sun is burning your back, the sea salt makes your skin itchy, your tongue barely moves in your mouth… You remember a huge wave washing you overboard, and you quickly lost sight of the ship. You are lucky to stay alive. But where are you? Is this place inhabited and do ships sail here? Will you ever return to your homeland? And will you be able to even survive?
Washed Ashore is a story-based solo adventure in which the player takes the role of the game's main character who is shipwrecked and stranded on a deserted island. The player reads parts of the story on cards and makes decisions related to them, the consequences of which are revealed to the player immediately or after some time.
As the player progresses through the game and follows the story map by map, they find/create resources that they can further use to achieve the goals of the game.
The game consists of several parts/chapters, during which the main character tries to get off the island, finds and lives in a tribe of natives and tries to sail to their homeland on a ship that sailed to the islands.
—description from the publisher
- Anticipated title, solo-friendly and cooperative leanings mentioned
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- ginormous Gen Con haul
- I am so so blessed and thankful for what I do for a living
- we are so close to hitting 30,000 Garden members
- Phil Walker Harding ... thank you so much
References (from this video)
- immersive narrative experience
- compact and solo-friendly
- flexible solo play despite 'one-plus' labeling
- narrative path can feel open-ended without a strong adversarial push
- survival and narrative discovery
- abandoned island where you tell a story through a card-driven choose-your-own-adventure
- narrative, choose-your-path style with cards in hand
- Palm Island
Mechanics (from transcript analysis)
- Narrative Choice — chapters unfold as you make choices, affecting future draws and options
- one-deck storytelling — a single deck drives the narrative decisions and outcomes
- Resource Management — gaining/ spending resources to continue the story and survival tasks
- resource/decision management — gaining/ spending resources to continue the story and survival tasks
- story progression — chapters unfold as you make choices, affecting future draws and options
- Storytelling — a single deck drives the narrative decisions and outcomes
Video topics + discussion points
Quotes (from this video)
- the coolest game ever
- one deck Legacy game
- puzzle game you can play solo
- it's relaxing and tranquil
- production is incredible