WARMARK
A downloadable game
The scar is the memory and the memory is the mechanic.
Session five. You find the captain again.
You've been here before. Three times. Maybe four. You pull out his card and you read it and something stops you.
[DOWNED BY: ROOK]. You did that in session two. He crawled back into the dark and came back harder.
[FEARS FIRE]. You did that too. You remember the mill. He hasn't gone near a torch since.
[OBSESSION: ROOK]. That one you didn't mean to do. That one happened because you kept coming back, and something in him twisted toward you, and now he can't be pointed at anything else.
You look at this card and it's a portrait. Not one a writer made. Not one a GM invented in the moment. One you built, fight by fight, without trying to. The system just kept score.
That's Warmark.
Every enemy captain is a card. Every card is a set of if-thens ,[FEARS FIRE] means something specific fires when fire enters the scene. [OBSESSION: ROOK] means something specific happens every time he sees you. The tags aren't flavor. They're behavior. They're memory that bites back.
You fight. The fight writes tags. The tags change the next fight. You come back and the card shows you exactly what changed and exactly why.
Most games tell you the enemy got stronger. Warmark shows you the enemy got specific.
Between sessions the hierarchy runs it's schemes without you for emergent storytelling.
The warchief has a goal on a clock. It advances whether you're ready or not. The captains attempt things, report up, shift allegiances, prepare. You answer one question about a captain who has nothing to do with you right now . What are they doing, make it small, make it specific and that answer is what you walk into next session with.
You didn't write that. You caused it. There's a difference and you'll feel it.
You'll find allies too. A town elder with patrol routes. An elf with a path the enemy doesn't know. A lich with a name he won't say yet.
Every one of them has a want and a fear and something they know that you need. You give them something real, they give you something real, and it costs both of you something downstream. The intel matters. The complication matters. The relationship builds or it doesn't and the card remembers either way.
By session five you won't be managing a system. You'll be in a war with people. Specific people. People whose cards you know the way you know an old scar.
No other solo game does that.
WHAT'S IN THE BOX
- Full solo rules, no GM required
- Captain card system: type, style, tags, history
- The Hierarchy Pulse: the faction runs between sessions without you
- Warchief Strategic Layer: goals, response tracks, fracture clocks, civil war
- World Social system: allies with wants, fears, and intel that matters
- Module Mode: run any published adventure through Warmark's engine
- Print-and-play cards and reference sheets
IT WORKS WITH YOUR MODULES
Red Hand of Doom. Curse of Strahd. Tomb of Annihilation. Whatever's on your shelf.
Module Mode maps any published adventure onto Warmark's engine in one session of setup. The module gives you the names and the fiction. Warmark gives them memory for emergent storytelling.
Woundmark Games — woundmark.itch.io
Hunt the hierarchy. The hierarchy hunts back.
| Published | 1 day ago |
| Status | Released |
| Category | Physical game |
| Rating | Rated 5.0 out of 5 stars (2 total ratings) |
| Author | WoundMark |
| Tags | emergent-storytelling, Solo RPG, Tabletop role-playing game |
| Content | No generative AI was used |

Leave a comment
Log in with itch.io to leave a comment.