The board
One shared board. Keep the whole page intact, including the PASS track along the bottom.
GAME DESIGN · ONGOING TABLETOP PILOT · P001.1
Make a paper copy of The First Passage. Gather 2–4 Voyagers and discover what happens when the gifts pass between real hands.
One game, two languages. Print on A4, portrait, at 100% / Actual Size. Both sets use the same 24 card codes.
A prototype for playtesting. Allow 45 minutes to play, plus printing and setup; the play time is still being tested.


You need an A4 printer, paper, scissors, a ruler, a pencil and 2–4 different pawns. Borrow pawns or small objects you already have. Opaque paper or plain backing helps keep face-down cards secret.
Print page 2 at 100% / Actual Size, with “Fit to page” switched off. A card should measure 44 × 78 mm. Check that everyone can read it before printing the rest. Print single-sided; this set has no card backs.
One shared board. Keep the whole page intact, including the PASS track along the bottom.
Cut along the guides: 4 Character cards and 8 Artifact cards. Keep the two groups separate.
Cut out 8 Encounter cards and 4 World cards. Keep these groups separate too.
24 Value tokens (8 Knowledge, 8 Trust, 8 Courage), 6 Passage markers and 4 standees. Preserve the Quick Rules. Cut out the separate paper feet, or use your own pawns.
You can play entirely offline. The printed QR contains the set’s identifier, not a web address. No account, wallet or scan is needed to play.
Use the printed cards and Quick Rules for the game. This guide helps you get started; write down anything the prototype leaves unclear.
Keep at most 2 of each Value and 2 Artifacts after PASS. Only required, printed PASS/CARRY deliveries advance the PASS track, once per delivery. Optional gifts and Harbor exchanges do not.
Mark an unvisited Beacon when a player ends there. Reveal the World on the first arrival at Harbor. If a card or timing is unclear, record your question and the temporary interpretation your group uses.
At Harbor, choose one action instead of DISCOVER: EXCHANGE with a willing player there; GIFT one Value or non-CARRY Artifact to someone there and gain 1 Trust; or RESTORE any 2 Values into 1 different Value.
Play one real session with 2–4 players. Set a 45-minute timer after setup and note whether Passage opens or you stop with an unfinished game. Both are useful results.
Use Player A–D in your notes. A board-only photo is optional. Leave faces, private contact details and account information out of the report.
Does passing a Beacon differ from stopping on it? Is a card referring to a Beacon or its surrounding zone? What does “different” mean when RESTORE spends two different Values? When does a PASS count: on sending or opening?
Cards such as Shared Compass, Unsent Message, Map of Beyond and Lighthouse Lens may raise questions about timing or consent. Record the exact situation and your group’s temporary choice; you do not have to resolve every design question in one session.
The playtest sheet is a separate, two-page A4 PDF in English. Print it or use its questions in your own notes.
Claiming and submitting use the community sign-in. A different reviewer checks the report before it is completed. Downloading the set does not mark a playtest as done.
You are playing the first passage. Together, we shape what comes next.
With XO GAME — The First Passage, you play a paper prototype of a larger adventure. You explore, meet others, make choices and collect Knowledge, Trust and Courage. Artifacts travel from player to player; World Conditions give each session direction.
The board connects four areas, each with its own character:
Our ambition is to grow this into a series of connected worlds, each with its own stories, encounters and dilemmas. One journey might involve connecting beacons, another passing something on or helping everyone arrive. The current World Conditions are the first building blocks for that variety.
We want to develop and test new adventures step by step, with familiar Voyagers and artifacts that gain meaning within the stories. Over time, we want to explore how physical objects and encounters beyond the board could become part of these journeys. It starts with a tabletop game you want to return to.
As a Keeper, you help shape that next step. Play the current prototype and share afterwards:
A question about a beacon or a card is already useful feedback. You help make the next version clearer and more enjoyable — and help us discover which adventures players want to experience next.
21XO · STANDALONE CREATIVE PLAYTEST · 0.1
Two players, 21 cards and four colors. Make a world poster, a story meme or a 21-second scene together. Take turns as Maker and Seeker and open the passage through your contributions.
This is a standalone playtest alongside The First Passage. It does not use the P001.1 board or cards. Estimated play time: 25–35 minutes, still to be tested with players.
Both sets: the same 21 card codes, four passage tokens and one campaign sheet. Print single-sided on A4 at 100% / Actual Size. Cards: 63 × 88 mm. Check the 50 mm line on page 1.
Freely printable and fully playable offline. Sparks track game progress, not money. Decide separately whether to publish your result. A possible collectible edition of at most 21 per design is a separate future plan.
