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A hooded dealer with a skull for a face sits across a card table by candlelight, red tentacles spreading up the wall behind his seat.

The Hollow Table

You wake at a table in a house in the woods. Across it sits a dealer with a skull for a face, and he wants you to play.

Coming soon to Windows, macOS and Meta Quest

It is raining. You do not remember your name. The candles are lit, the cards are dealt, and the thing across the table is smiling with a face that has no skin.

The Hollow Table is a first-person horror card game in two halves that feed each other: a game of tarot creatures played against him at his table, and a house to walk by candlelight between hands.

Trailer

1 minute 51 seconds, with sound.

At the table

Your row is four spaces; his lies across from it. Lay creatures, feed them with blood and bone, and ring the bell. A creature strikes the space straight ahead, and if that space is empty the blow goes to the board.

Build your deck spread by spread down a road of duels, charms and choices, to the Arcana at the end of each one. Every Arcana plays by rules of its own.

The card table from the player's seat: cards laid in lanes on a dark cloth, the dealer's bone hands at its far edge, a brass bell and candles beside it.
A duel under the Tower

The bell

When you have played what you want, ring the bell. Your creatures strike, leftmost space first. His waiting creatures step forward into any empty space, and then his strike.

The Straw Poppet, a card showing a straw doll stuck with pins.

Blood and bones

Most creatures cost blood: offer your own creatures on the table, and each counts as one. Every creature of yours that dies leaves you a bone, and bones pay for other things. The Straw Poppet is fodder: free, no attack, one health.

The spirit board: a strip of dark wood marked YES at his end and GOOD BYE at yours, with five marks each way.

The planchette

Each point of damage that reaches the board slides the planchette one mark: your blows toward YES, at his end; his toward GOOD BYE, at yours. There is one planchette, so his blows undo yours. Five marks toward YES wins the duel. Five toward GOOD BYE loses it, and a candle goes out.

Omens

An omen is a card of the Major Arcana that he stands on the easel beside the cloth. It changes the rules of the coming bell only, and you see it before you play. For a few bones you may turn it upside down. Reversed, it turns against him.

The Arcana

A night at his table goes down through six spreads, and at the end of every spread waits an Arcana, one of his faces. Each has more than one face, and a trick that falls every few bells. Drive the planchette to YES and a face breaks: obols spill, his side of the cloth is swept bare, and the next face begins.

XVI, The Tower: one of the dealer’s faces, drawn as a tarot card.
The Burning Orchard
XX, Judgement: one of the dealer’s faces, drawn as a tarot card.
The Drowned Chapel
X, The Wheel of Fortune: one of the dealer’s faces, drawn as a tarot card.
The Gallows Sky
XII, The Hanged Man: one of the dealer’s faces, drawn as a tarot card.
The Hanging Wood
XIII, Death: one of the dealer’s faces, drawn as a tarot card.
The Pale Procession
XVIII, The Moon: one of the dealer’s faces, drawn as a tarot card.
The Ossuary Vault
A card lying face down: its back shows an eye in a star between two crescent moons.

And the last face he keeps for himself

Every road crosses rows of readings, and each must be won. A hexed reading is harder and pays a rarer creature. Between them wait new creatures, the Scrimshaw Slab, the Cauldron, the Ferryman who sells charms for obols, satchels, games, and things in the dark.

You begin with two candles. Each duel you lose snuffs one, and beating an Arcana lights one again. When the last goes out and the night ends, you leave one creature behind as an Echo, which may join a later night with one more attack.

A hundred creatures, every one a tarot card

Most are numbered and court cards of wands, cups, swords and pentacles. The rarest carry the Major Arcana: the Winter Phoenix is the World, the Hollow King the Hierophant. There are over a hundred to find, and what a creature does is written on it in sigils, up to three to a card.

Candle Lark, the Three of Swords: a common creature that soars over whatever stands in its way.
Candle Lark
Wick Wolf, the Seven of Wands: a common creature that strikes hard, draws blood and dies as it strikes.
Wick Wolf
Lantern Snake, the Four of Cups: an uncommon creature whose bite poisons.
Lantern Snake
Moth Oracle, the Page of Swords: a rare creature that weakens whatever faces it.
Moth Oracle
Winter Phoenix, the XXI, The World: a legendary creature that returns to your hand when it dies.
Winter Phoenix
Hollow King, the V, The Hierophant: a legendary creature paid for in bones.
Hollow King

Eight of nearly thirty sigils

  • Soaring Flies over blockers and strikes the board directly, unless a Watcher stands opposite.
  • Venom Creatures it wounds are poisoned: 1 damage at the end of each round, for 3 rounds.
  • Shell The first hit it takes is completely absorbed.
  • Thorns Any creature that strikes it takes 1 damage back.
  • Twin Strike Attacks twice each round.
  • Unending When it dies, it returns to your hand.
  • Bellwether The creatures either side of it follow its bell: +1 attack.
  • Looking-Glass It strikes as hard as whatever faces it.

Add charms that work once, cursed cards, and a Lunar Altar to mend them.

In the house

Stand up from the table, take a candle, and walk the house. Every room hides something: riddles in clockwork and paint and bells, papers in drawers, memories that come back in pieces. Three little sisters want to play their games with you, and they do not like to lose.

And the house goes deeper than a house should: a drowned crypt, a bell tower whose church is gone, a field of corn where not all of them stay on their crosses. Some nights the moon is full, and there is a way out into the woods, and something out there that runs.

What you find in the house comes back to the table with you: some of its secrets light more candles, and Moon Pieces mend cards that have been cursed.

A candle held in the foreground lights a timber hall where the dealer sits at a long table under an iron chandelier.
The table, from across the room
A brick vault flooded with dark water, lit by one candle.
The drowned crypt
Skulls set in stone niches on both sides of a narrow vault, by candlelight.
The ossuary
Bell ropes with striped grips hang in a stone chamber beside a lantern and painted boards.
The ringing chamber of the bell tower
A path between tall rows of corn at night.
The corn
A hooded figure stands on a moonlit path between pines.
The woods, and what runs in them
A long timber house in a clearing in daylight, its windows lit.
The house, in a dream

After the end

The dire omens

Once the night has ended, he offers to deal the table darker. There are ten dire omens, taken as many at a time as you dare, and each one more is opened by a night won under the last.

  1. IThe Long Night The omens on the easel come from the crueller deck of the spread below.
  2. IIThin Coin Every duel won pays an obol less, and the Ferryman asks an obol more.
  3. IIIThe Hungry Dark His creatures on the road come with one more health.
  4. IVThe Short Straw Only half the Straw Poppets to draw on, every duel.
  5. VThe Thin Field One creature fewer laid out to choose from, wherever you choose.
  6. VIThe Cold Wick Beating an Arcana does not light a candle again.
  7. VIIThe Crueller Faces The Arcana’s own creatures come with one more health.
  8. VIIIThe Second Wave Now and then a second creature comes with one of his.
  9. IXThe Deeper Reading Every duel on the road is dealt harder, as if the night had come round once more.
  10. XHe Is Waiting Against the Arcana, the planchette begins a mark his way.

The day’s dealing

Once you have sat one night at his table, a card lies face down beside the decks: the same night for everyone who sits down that day. The same deck, the same road, the same cards offered, and nothing the house has given you. One a day, scored as it ends, and on Steam each day’s scores go to that day’s board.

And

  • Story, Normal and Demonic difficulty, changed whenever you like: play for the house and what happened in it, or for the cruellest table there is
  • A whole story told in riddles, papers and memories, with several ways it can end
  • Optional hints for the riddles, given slowly and only if you ask for them
  • Text size, sound captions, reduced flashing, colour-blind marks and full controller support
  • Achievements on Steam, and a board of scores for each day’s dealing
  • Eleven languages: English, Simplified Chinese, Traditional Chinese, Japanese, Korean, Russian, Spanish, Brazilian Portuguese, German, French and Turkish

Where to play

Windows and macOS

On Steam, coming soon

Play with a mouse and keyboard, or with a controller.

Meta Quest

On the Meta Horizon Store, coming soon

Walk the house with a candle in your hand, sit down at his table and take each card from the cloth yourself. Turn in steps or smoothly, with a comfort vignette or without, and play seated or standing.

Before you play

The Hollow Table is a horror game. It has frightening imagery and sudden frights, with skulls, bones and blood as part of the card game, and it speaks of death, grief and the deaths of children. A “Reduce flashing” setting is there if you need it.

It has no sexual content, no gambling for real money and nothing to buy inside the game.