The quiet game

Close your eyes: We’re going back to childhood, before words, before the complexities of adult relationships. Back to pure feelings, meeting and clashing. By giving and receiving emotions we’ll learn to know each other, through fights and games and moments of solitude, up until we look into each other’s eyes and realise we’re all grown up. But, as always, there is a price to pay.

The quiet game is a completely silent scenario, in which every interaction between characters happens through movement and contact. A group of nameless, voiceless children go through daily lives made of ritualised games and gestures, in search of their lost identities. Through the lens of this unusual childhood, players will get the chance to directly confront their base emotions, to know themselves, to see themselves in each other’s eyes.

Author:Costanza Chelidonio, Matteo Davolio, Maria Guarneri, Simone Paci & Samuele Vitale
Roles:12 to 24. No gender suggestions.
Time:3 hours.

Characters are not predetermined. The game experience is focused and strongly connotated.

Leitmotiv:Childhood, emotion, colours, growth, loss.
Handouts:Return to childhood
Game phases
All the colours of emotion

The littlest village

The Village has always existed, and its pillars are the Three Laws. Space is scarce, so it must be shared. Unity is strength, so two must live as one. The Taboo is our shield, so it must be respected. They have never been challenged. Not until now.
Nothing lasts forever, not even the Three Laws, not even our Village. Now the Taboo lies broken, our harmony shattered, and all we can do is cling to the only thing that’s left in spite of everything: the bonds we share.

The littlest village puts space front and centre: the physical space of a town square and the intimate space of the villagers’ relationships. We will navigate a colourful tangle of threads, strung up for us to stretch and strain and sever.
As we alternate days of strife with nights of reflection, will our Village torn apart by Discord find its way to a new balance?

Author:Antonio Amato, Margherita Di Cicco, Chiara Locatelli, Lapo Luchini & Alessio Rossi.
Roles:12. No gender suggestions.
Time:3 hours.

The character sheets and community structure are predefined, but developed through open questions for players.

Leitmotiv:Community, social pressure, progress and tradition, relationships, space, threads.
Handouts:Couple sheets
Genesis of the Taboo
Village Annals

4 – 3

The city stops, gathered around the stadium. The derby splits it in two. In the locker room, eleven players prepare for so much more than just another game. On the other side of the wall, their long-time rivals. A ritual, a sacred space for the length of the match, only extinguished by the referee’s final blow on the whistle. And in between, some sublime moments and many ridiculous episodes. In a word, football.

4 – 3 is all about teamplay and the match is a ritual of gestures and movement. But the result is determined by what happens in the locker room. As the athletes prepare to face yet another epic challenge, their stories and decisions interweave like a web of passes. Will they miss or score a goal?

Author:Oscar Biffi & Alessandro Giovannucci
Roles:7 to 11. No gender suggestions.
Time:2 hours.

The outcomes of the match are multiple and hard to foresee. The characters are defined by a combination of cards.

Leitmotiv:Football, derby, rivalry, locker room, sublime and grotesque, epic of challenge, romanticised sports.
Pre-match warmup
Flow of the match
Commentator’s table

Pantheon Club

The world has changed. The Gods no longer live on Mount Olympus: They walk among us. Lost in the scent of nectar and ambrosia, they were blind to catastrophe. The sun has set forever. Zeus has banished Apollo from the most exclusive of clubs, the Pantheon. The God of the Sun was beautiful, powerful, successful. He was the best of them. What was so wrong about him? Who is going to be next?

Pantheon Club looks at peer pressure through the lens of myth. What drives someone to take an important part of their identity and drown it in silence? To never dare tell anyone else about it? Apollo’s fall from grace is a pretext for participants to put their own silences in play, safely hidden behind Godlike façades.

Author:Maria Guarneri, Lorenzo Mannella & Nicola Urbinati
Roles:5 to 10. No gender suggestions.
Time:2 hours.

Players’ personal input is crucial to the scenario. The game experience is thus focused and specific to the group.

Leitmotiv:Peer pressure, marginalisation, friendship, diversity, prejudice, silence
Handouts:Character sheet
Descent into the Underworld
Prophecy of Apollo and Judgement of Zeus

White noise

«This is Oscar. I’m sorry to disappoint the war that killed you guys, but I finally got out of the coma. Over.»
«Affirmative. A landmine took my hearing and bound me to this damn wheelchair. I’m not giving up, though. You deserve more than a war memorial. Respond, over.»
«Repeat. Not all at once. Don’t lose your nerve, soldiers. Don’t lose yourselves. One at a time. Over.»
«Roger. Your family, our friends, they’ll get to say goodbye. Your radio operator will take care of it. I was never discharged, you know. Over and out».

White noise features an asymmetric experience, with the Fallen on one side, their Relatives on the other, and the Veteran acting as interpreter. This absurd exchange of transmissions with the Beyond is made urgent by the need to leave war behind, to find the courage to start over or finally rest in peace. The only code to deal with the dead is made of memories, of the experiences that kept us close in life.

Author:Tito Baldi, Oscar Biffi, Costanza Chelidonio, Daniele Di Rubbo & Simone Paci
Roles:9. 5 male, 4 unspecified.
Time:4 hours.

The game experience is very different for the Fallen, their Relatives and the Veteran. Character relationships and memories are randomly assigned.

Leitmotiv:War, family, life beyond death, grief, memory, importance of names, séance.
Handouts:Character sheets
Phonetic alphabet
Wave cards
Relative Frequencies
Extended family
Fallen Frequencies

Time out

Dear future me. Why am I writing this? Because I’m curious, as all kids are. Am I still like that? Curious, I mean. Or, will you be like that? I mean you, in your present. Which… I guess is still me. You know what I mean. There are so many things I want to ask you, though I know one thing already: The gang will always be together.

Dear past me. Why am I writing this? As a kid you think adults have all the answers, as a teenager you think they don’t know a single thing. Maybe the truth lies somewhere in between. There are so many things I’d like you to know, though there’s one I’d rather you never learned: Nothing lasts forever.

In Time out, four players live as a gang of teenagers over four vignettes from their best summer ever, while the remaining four step into the shoes of that same group of friends in the crucial moments of their adult lives. The two players of every character meet between scenes, sharing wishes and memories, each time asking a single question: How much does the past influence the future… And vice versa?

Author:Michela Bernini, Oscar Biffi, Adriano Bompani,
Gigi D’Amore, Ale Romanzin & Nicola Urbinati
Roles:8. No gender suggestions.
Time:3 hours.

The game experience varies greatly from group to group. Each player must contribute creatively. Scenes begin with predetermined prompts.

Leitmotiv:Nostalgia, time, youth, friendship, wishes and memories.

The Offering

O Gods and Goddesses, if you know mercy then turn your gaze upon our suffering and show us the sin that sullies our hands. Protectors of our people, show us the offering that pleases you and let us renew our pact in blood. Our blood for the blood of our enemies, your peace for our victory in war. Show us the offering.

The Offering is brought before the gods in a time after Troy and before Rome, but far away from great cities and immortal heroes. A dark age, as murky as the events of the fateful midsummer’s night that brought ruin upon the people of the Long Hill. The seven characters sitting in the Circle will piece together those moments under the watchful eye of the gods, to divine their sacred will and offer them a rightful sacrifice.

Author:Daniele Di Rubbo, Lorenzo Mannella, Federico Misirocchi & Veronica Pellegrini 
Roles: 7. 1 female, 3 male, 3 unspecified.
Time:2 hours.

The fateful midsummer’s night is defined by some specific events. Players choose how to piece them together and determine their meaning.

Leitmotiv:Bronze age, human sacrifice, sacrality, bread, flour and blood.
Handouts:Rite of the Circle
Character sheets

Today, tomorrow, never

The horizontal line of the walls around us. A border.
The vertical line of the bars between us. A border.
The straight line of the back I don’t bend. A border.
The broken line of the gaze you move away. A border.
Borders to count, to cross, to escape. Today, tomorrow, never.

Today, tomorrow, never is a scenario consisting of phases and rituals, just like the prison life it seeks to recreate. Standing between the characters are more than obvious, physical barriers: these subtle, impalpable borders will prove no easier to cross. The only thing we have is plenty of time to try.

Author:Oscar Biffi & Maria Guarneri
Roles:3 to 6. No gender suggestions.
Time:2 hours.

The roles are defined by random card combinations. The scenario is made up of ritualised phases, but the outcome is always open.

Leitmotiv:Prison, punishment, guilt, passage of time, complicity, bonds, friendship, lust for freedom.
Handouts:Mugshot signs
Solitary confinement
Personal effects

The Duel

Your Excellency, upon our last meeting You offended me with neither cause nor right to act in such guise. For this must I conclude that Your Excellency despises me, and therefore wishes to cast me from the number of the living. I can and I shall satisfy Your wish. I hereby invite Your Excellency to join me and mine second in such a place wherein You would not be held guilty of offending the laws of the Serenissima by slaying me, and I would be granted the same grace should God assist me in killing You.

Before the guns go off, The Duel unfolds over ten steps. In between them are the crucial moments that brought the duelists, their seconds and the judge to this fateful encounter. The flashbacks play out in reverse, from the throwing of the gauntlet to the sincere friendship that once existed between the protagonists. This backstory is woven on the spur of the moment, without a script, like an old play from Commedia dell’Arte.

Author:Oscar Biffi
Roles: 5. No gender suggestions.
Time:2 hours.
Replayability: High.

The duel follows strict rules, but the matter of honour is invented by the players.

Leitmotiv:Honour, Ancien Regime, Republic of Venice, Commedia dell’Arte, meaning of nobility.

Fire and lead

Rome, 1973. La dolce vita gives way to years of lead as violent crime puts the Capital to fire and sword. In a police station, another round of the old dance begins: cigarette butts and a glaring lamp; fists on the table and a tied tongue. How many interrogations have the three perps suffered before? How many has the detective conducted? But this time, things are different. The stakes are much higher. And time is running out.

The story of Fire and lead unfolds over two separate rooms. In one, a barrage of fast-paced interrogations. In the other, what remains of a criminal gang, waiting to be questioned one-on-one by the detective. The two spaces are isolated, with no way to tell what’s being said on the other side of the wall. And in the background, the breaking news get more worrying by the minute. 

Author:Elio Amicarelli, Marco Andreetto, Margherita Di Cicco, Simone Micucci, Alessio Rossi & Lorenzo Trenti
Roles:4 male.
Time:2 hours.

Clues are predetermined and there is only one solution to the case, making the detective non-replayable, unlike other roles.

Leitmotiv:Years of Lead, Rome, interrogation, organised crime, political terrorism, violence, distrust, prisoner’s dilemma.
Robbery report
Memories and Gang’s notes
Incoming calls
Outgoing calls
Video track

Naked stone

The children of Man possess a dark wit indeed. Stone upon stone, we have seen them build a house in which to lose themselves. They call it Labyrinth. In its heart hides the promise of their ruin, the promise of our victory. Everything within the house is repeated countless times, but the three of us seem to exist only once. We hold the torch in the dark. The flame crackles and trembles.

In Naked stone, three players take on the role of Prodigies, at once more and less than Men. As they make their way through dark corridors without ever leaving a single room, they are called to strip themselves of what makes them who they are. Who among them will shine light on the heart of the Labyrinth?

Author:Chiara Locatelli, Oscar Biffi & Dario Praselij.
Roles:3. No gender suggestions.
Time:3 hours.

The Labyrinth offers different twists and turns; characters are composed of a random combination of elements. Gradual revelations are an integral part of the experience.

Leitmotiv:Labyrinths, change, fantasy, constriction, liberation, meaning of humanity.
Entrance and Corridor

Alzh & Imer

Light of my eyes, I wish you never looked at me like that again. Like I was an actor playing the same part over and over. I wish I could remember who you are and why I feel like I love you, but the truth is I’ve forgotten my own name.

My love, I wish you never looked at me like that again. Like you’ve never seen me before. I wish I could help you remember, and that’s what I do day after day, but I fear I’ll only want to remember you as you were once you’ve left me forever.

In Alzh & Imer, players portray an elderly couple struggling with a chronic, degenerative, invalidating disease. Alzheimer’s affects not only the patient, but their loved ones as well: The partner will take care of the diseased and engage in a daily battle against the disease, guilty of taking their beloved away.

Author:Antonio Amato.
Roles:2. No gender suggestions.
Time:2 hours.

There are no character sheets. Scenes are guided by a series of questions that can change from game to game. The game experience is focused and not at all light.

Leitmotiv:Alzheimer’s disease, illness, memory, lost stories, love.
Medicine package