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Saturday, 6 January 2024

Solitaire: CHVLR

The war is unending, against an enemy that threatens us all and seemingly cannot be stopped. The only things which can stand up to them are the colossal bipedal robots known the CHVLR—or ‘Chevalier’ units. Developed as part of experimental military programme, it was discovered that the pilots were the young pilots, the adolescents who could combine their brains with their reflexes. Now you have been selected as the newest recruit. You may have been a willing candidate and volunteered for the programme or you may have been drafted unwillingly even though your test scores proved you were capable. Your surgery is complete and you have been fitted with the SCS—or ‘Seiygo Control System’—implant which will keep you connected to your CHVLR and you are ready for basic training. Yet there will be no time for your training, basic or otherwise. You are needed on the battlefield and your only training will be real battles that you learn from or die. Perhaps you will. Perhaps you will survive to become the veteran of many fights. Perhaps you will die, your life cut short. What you have to rely on is hope. Is it powerful enough that you will survive or is its absence so powerful that you fear failure, let alone death?

In CHVLR you are that young pilot, cast onto that battlefield years too early, augmented and unready—perhaps unwilling, but without another choice. CHVLR is a solo journalling game published Black Cats Gaming, best known for The Spy Game: A Roleplaying Game of Action & Espionage. As its set-up suggests, it is inspired by mecha anima such as Neon Genesis Envangelion, Mobile Suit Gundam, and Robotech. For its mechanics it uses the rules and format of The Wretched, the Science Fiction journalling game published by Loot the Room. Thus, the game requires an ordinary deck of playing cards without the Jokers, a six-sided die, a Jenga or similar tower block game, and a set of tokens. In addition, the player will require a means of recording the results of the game. It is suggested that audio or video longs work best, but a traditional journal will also work too. In terms of background, CHVLR offers very little—and intentionally so. Beyond the fact that the pilot of the CHVLR is young and inexperienced, and that there is desperate war being fought, nothing else is known and everything else is up to the player to define as he records his experiences and responses in his journal. Where the battle is fought? Up to the player to decide. Who is the enemy? Up to the player to decide. How will the pilot and his CHVLR react to the stresses of war? Up to the player to decide. What will the pilot and his CHVLR encounter? Up to the game to decide.

Play proceeds from one mission to the next. Each mission the player will draw a random number of cards and then turn them over one by one, following the instructions of each and recording the outcome before moving on to the next. The four suites correspond to different aspects of the mission. Hearts represent the pilot’s ‘Personal Files’, his physical health and mental state of mind; Clubs are his ‘CHVLR’ and the bond he has with it; Diamonds represent the ‘Battlefield’, the ruins of cities ravaged by war and beyond; and Spades are ‘The Enemy’, each a direct interaction with them or the aftermath of their actions. The cards correspond to particular prompts in CHVLR and it is these that the player is responding to and recording the consequences and thoughts of his character. As play progresses, there will be prompts too to draw from the tumbling tower. Sometimes, the pulled brick is actually removed from the game, sometimes the player is instructed to track tokens which if they run out will indicate that this is his pilot’s last mission. If at any time, the tower collapses, the game is over as the CHVLR is too damaged to continue operating and the catastrophic failure results in the player’s death. At this point, the player reflects upon his pilot’s career and record, and considers who might be receiving it.

Like all of journalling games based on The Wretched, the subject matters of CHVLR are dark and distressing. Here those subject matters are child soldiers, physical injury and psychological stress, and more. The game advises that the player stop playing should he have issues with the prompts that game gives him.

Physically, CHVLR is cleanly and tidily presented. There is no art bar that on the front and back cover.

CHVLR is a bleak and foreboding journalling game. This is in fact the bleakest and darkest of The Wretched clones given the subject matter and it is almost a relief that the play should no last no longer than a session (or two at most).

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