What it is
The Quiet Year is a collaborative map game about a community trying to survive one fragile year. Play focuses on what the community needs, what it builds, what it misunderstands, and what the map slowly reveals.
Table reference
A living reference for how we are playing The Quiet Ones. Where it comes from, and how it differs from its inspiration.
Public scope
Overview
The Quiet Year is a collaborative map game about a community trying to survive one fragile year. Play focuses on what the community needs, what it builds, what it misunderstands, and what the map slowly reveals.
The Quiet Ones uses The Quiet Year ruleset with minor tweaks for our table. The map, failures, names, ruins, fears, and unanswered questions from this game can become history for whatever comes after.
Opening reading
A feeling rung out across the world.
It came quietly at first, in dreams and in pauses between conversations, in hushes after arguments. People from different roads, different homes, different griefs, and different lives began to feel the same impossible pull. Not toward safety nor glory. Toward a singular place.
Some arrived with carts, bringing their whole library or collections. Others arrived with nothing. Some came alone. Some came with the last people they love. None of them could explain why they had come, not fully. But when they stood together at last, beneath the same wide sky, they found that each of them knew the same name.
The Quiet Ones.
Something is coming, or maybe has come. Perhaps the world already knows it and is pretending not to. There is unrest beyond this place: governments trembling, old loyalties breaking, rumors moving faster than truth. But here, for reasons no one understands, there is one year.
One quiet year.
A year to build. To remember. To argue. To plant. To mourn. To make something worth saving, even if salvation is not promised.
No one knows what The Quiet Ones are. No one knows what will happen when they arrive.
But all of you came here.
And now the map is empty.
Setup
The game is built around a year of fifty-two weeks. Each card represents one week and is drawn by the active player on their turn. The prompt is read aloud and resolved before the community takes its weekly action.
There are four seasonal decks. Winter contains the possibility of a sudden ending: The Quiet Ones card. When it appears, the game ends.
Roles
We care about the community from above rather than embodying specific characters. When we speak, we may be representing one person, a faction, a habit, a fear, or the mood of many people at once.
We also bring pressure to the table. Cards, discoveries, and projects give us chances to introduce problems, opportunities, and moral questions, then return to caring about how the community survives them.
Terrain
Resources
Expectations
Players speak for the community and its tensions, not only for one personal character.
The map is a shared record. If something matters, draw it, mark it, name it, or leave a visible absence.
The goal is not to solve everything. Some details should survive as mysteries for later stories.
When the table disagrees, make the disagreement visible in the fiction. The map can hold contradictions, contested names, and disputed borders.
Changes
Basic unit
The active player draws from the current season, reads the prompt aloud, chooses how to resolve it, and follows any special instructions.
Project dice count down by one. If a project reaches zero, it is completed and the map is updated to show the result.
The active player takes one weekly action: discover something new, hold a discussion, or start a project. The detailed action reference lives on the Turns page.
Resources can change whenever the fiction demands it. A completed project or card prompt might remove a scarcity, create a new one, or establish an abundance.
Handoff
Keep locations with strong emotional weight, odd geometry, repeated symbols, or practical use for future expeditions.
Carry forward family names, vanished workers, local saints, informal titles, and people blamed for things they did not fully control.
Failed projects are excellent ruins. Preserve what was attempted, who opposed it, and what was left unfinished.
Unanswered questions should remain useful later. That means you are creating a world with memory, not a puzzle with one answer.