Games / Kuwentista
Kuwentista
Secretly sell story ideas to stuck writers. Keep track of who got what, before your web of secrets catches up with you.
Suspicion0/10
Peace of mind7/10
Reputation0/10
The Ledger
How to play
- Kuwentista ("storyteller") follows Emil Sandoval from a Manila boarding house in 1986 to a secret story clinic above a hardware store in Binondo, where he sells plots to writers who are stuck. It takes about 20 to 30 minutes.
- Each client brings a request with must-haves, like funny, set in the province or a big twist. Pick one Character, one Place and one Secret or twist card. Each card has tags; the more must-haves your plot covers, the more you're paid and the better your reputation.
- Your hand also shows old ideas: cards you've already sold, stamped with who bought them. They're always there and often fit better. But when two works by different clients share an idea and both come out, people notice. That raises Suspicion, more so if the clients are rivals or one paid for exclusivity. The Ledger keeps track of who got what, and which works are tangled together.
- Secrets cost Peace of mind, and so do some choices. Quiet nights help. If suspicion reaches 10 you're exposed; if peace hits 0, the web collapses.
- Between days, short scenes ask you to choose. Choices matter. There are six endings, and every run deals different clients and cards.
- The game saves itself in your own browser only. For teens and up. Everyone and everything in it is made up.