A downloadable game

Buy Now$10.00 USD or more
every additional $5 over purchase price adds three community copies to the pool

a go fish-powered cyberpunk-flavoured game of blade-wielding bounty hunters, originally developed for the fishblade 2023 game jam

you may wonder what "go fish-powered" means

you play this game by playing go fish

a zero prep, GMless, pick-up-&-play one shot of dastardly neon-tinged montages, leaning on mechanics you've known like your entire life & a vast array of generative tables to slide you effortlessly into playing out the chaotic professional lives of shadowrunners, bounty hunters, or some other type of high tech dystopic gig economy adjacent freelance criminals for hire.

stats & resources

gm: no. prep: no. fish: go.

what you need to play

  • a few hours (around three)
  • 2-6 players (though i learned in the process of making this game that some people claim go fish works for up to 12 people, so, i dunno, give it a try)
  • or just you-- there's a section on solo variants
  • a deck of cards (or digital analogue (that you can play go fish with))
  • a light handful of d6s (or an e-handful of cyber-d6s)
  • the provided play assets (or another way to take both private & public notes)

what you get

  • the 34 page rulebook .pdf
    • in singles
      • with a full-colour cover
      • & a more home-printer-friendly toned-down version
    • & spreads
  • play assets
    • printable for physical play
      • public record markers to organise your intel
      • a full page character sheet with quick reference rules
      • a pamphlet with all of the generator tables
    • digital
      • a google sheets document that can automatically apply your rolls to tables
        • in separated form, where each player has their own private spreadsheet, & the group also has a public record document
        • & in combined form, where everyone is working in one document

how it works

you PLAY this GAME by PLAYING go FISH

each suit of cards represents one of the four pillars of intel you need to pull off a job: the client, the objective, the opportunity, & your "in". the intel gets privately generated by each player (with the help of an extensive series of tables to roll on) when they "fish" from the deck, so by the time you've assembled all four cards of a value to complete a book, they've picked up a wild spread of facts that you get to weave into one single successful mission. if you complete a book by taking those cards from another player's hand, the two of you work together to build the narrative of how you stole that job out from under them.

the tables

this game requires zero prep. in service of that, it's full of generative tables for every instance of information you might need to build a scenario. this is a GMless game in part because the cards & tables can help GM for you. let the dice set your characters up so you can focus your creative energy on how they pull off the impossible. the nature of randomness means you'll be confronting situations zanier than any non-table entity would generally find reasonable to throw at you, leaving you with even more room for coming up with inventive & cinematic solutions.

on tables & providing structure for preplessness

to be perfectly candid, part of my design philosophy for this game stems from the fact that i'm very very tired most of the time & often feel that the narrative games i love don't provide me enough structure to work with to get play started. i wanted to make a system that doesn't require me to be having one of my best days to be able to get something creative & fun out of it. in addition, it can be difficult to get busy & sleepy adults together for a game, so i wanted to make something you can pick up & play almost immediately.

google sheets playdocs (file > make a copy > edit freely!)

private notes & intel generator - public record
combined version

physical play assets

at the bottom of the page, under "download demo",  you'll find

a full page character sheet that folds up into a nametag, with quick reference rules
& a generator pamphlet with all of the tables you'll need during play

a sheet of public record markers to keep your intel organised as it changes hands

printing a copy & want to go a little further with it? the pages were designed to fit on half of a standard sheet of printer paper. if you turn one of the singles .pdfs into a booklet, print it double-sided, fold it in the middle, then staple or stitch it, you've got a little book <3

Purchase

Buy Now$10.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $10 USD. You will get access to the following files:

hook line and cyb3r v2 - book - singles with full colour cover.pdf 13 MB
hook line and cyb3r v2 - book - spreads.pdf 4 MB
hook line and cyb3r v2 - book - singles with simple cover.pdf 11 MB

community copies

Support this game at or above a special price point to receive something exclusive.

add three communities copies

purchase the game @ fifteen dollars instead of ten & add three community copies to the pool (+ every five dollars above that adds another three!)

community copies

h4ck th3 w0rld/pl4y th1s g4m3

(thanks for your interest! i hope you have fun! leave a review if you feel like it!)

Download demo

Download
hook line and cyb3r - print - character sheet.pdf 64 kB
Download
hook line and cyb3r - print - generator pamphlet.pdf 118 kB
Download
hook line and cyb3r - print - public record.pdf 34 kB

Development log

Comments

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Hook Line & Cyb3r is a go-fish powered cyberpunk heist ttrpg that's about things going wrong, alliances fracturing, and other messy drama in a chrome-and-synth future.

It's narrative-first and maybe also play-to-lose, but it plays extremely smoothly and is easy to teach, and should be an absolute hit with groups that already play games like Fiasco.

Hook Line's PDF is 20 pages, with a freeware-user-guide aesthetic that fits the source material. The contents are well organized and easy to read, the TOC is hyperlinked, and there's even some photobashed art that blends in perfectly.

The setting is simply the genre, for the most part. You could use the specific terminology of the Sprawl trilogy, or Shadowrun, or Cyberpunk 2077 without massively changing things.

The mechanics, however, are the meat of this engine. You play by playing Go Fish, but each card is an essential component of a cyberpunk heist. Different suits are different kinds of components, and every book (four of a kind) that you make will have one of each suit, so you'll always have one of each component in your heist.

Poaching cards from other players' hands adds complications to jobs, and it can also mean stealing the whole job from them if you use their card to finish your book. 

Character creation is done by drawing cards and comparing them against a few simple tables. Likewise, each card has tables to compare it against, and every cell of every table is good, flavorful, broad, and in-genre.

Overall, this is probably one of my favorite oneshot systems, and definitely one of my favorite oneshot storygames. If you like cyberpunk, messy characters, friendly pvp, and card-based storytelling, you need to give this a try.


Minor Issues And Suggestions:

-I think it might be worthwhile to try having That One Job take place in the future, i.e. your game is working towards it, and it's the last job your characters go on before the game ends.

this game is an absolute blast. it's full of wacky, genre-savvy cyberpunk, and uses tables in ways i've never imagined. most games give you a few bricks and rules for which you can combine—this one gives you a whole lego set and instructions, and asks you to make-believe what it all means. it's so easy to pick up and play, check it out!!