Diceless
All conflicts in Shadows & Shapes are resolved with playing cards. The combat mechanics are based around a trick-taking card game, so if you've ever played Bridge, Hearts, or Oh Hell, you'll have no trouble picking up Shadows & Shapes.
The combat system has an unusual feel, since the players' decisions are highly constrained. Although strategy is important, there is often a single optimum strategy. Collaboration is at the heart of Shadows & Shapes. If you set a foot wrong, it might be somebody else who pays the price.
Two Sets of Rules
The Basic rules feature just four Classes, two spells, no peoples-based abilities, and no movement rules. Combat moves are restricted to the acronym SHAPE:
- Specialist Move (Attack, Protect, or Enchant, depending on Class)
- Hold
- Attack
- Protect
- Enchant
The Vale
The overall tone here is of an old school dungeoncrawl, with a few fresh touches. Shadows & Shapes includes ideas for a setting, 'The Vale.' If you like those ideas, you might want to check out Dungeons & Drapers or Skycrawl.
After Alpha
Shadows & Shapes is a fully playable late Alpha game. Any further development would depend on interest. So if you're intrigued, or you enjoy playing it, or have suggestions, drop me a line!
Hacks
If you are so done with dungeons, the rules shouldn't be hard to adapt to different genres, settings, and stories.
Elsewhere
The Google Drive of Holding folder contains a letter size version, an A4 size version, plus a letter size character sheet. If you have nice things to say, you could say them at DriveThru RPG or itch.io.