James H. Summers - Psychological Horror Fiction Writer
BRTCG

BRTCG

A Survival Horror Card Game

BRTCG

Bereft Reality – The Card Game is a survival horror card experience from the mind of James H. Summers, playing heavily upon the novel Bereft Reality and its yet-to-be-named sequel. It begins with cards. It may end with accusations, panic, broken alliances, and the realization that someone at the table was never playing the same game you were.

Imagine a game night that starts innocently enough: a deck between friends, a little banter, a few quick explanations, a feeling that tonight might be fun. Then the cards begin to move. Information starts changing hands. A person across the table becomes harder to read. Someone smiles at exactly the wrong moment. Someone else realizes far too late that what looked like safety was only delay.

BRTCG is designed to feel social at first and personal soon after. It is a game of survival, pressure, fragile alliances, dangerous timing, and the slow dread that comes from knowing a single card can reshape the balance of the room. The more players lean in, the more unstable the night can become.

This is not a game built around comfort. It is built around tension. Around instinct. Around what people choose to protect when they think the deck is turning against them. In some rounds you may pick or reveal a building, a business, a room, a hallway, or a place no player wanted the deck to notice. Meet a friend. Lose a partner. Or discover that the person beside you has been waiting all evening for the exact right card to appear.

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Play the Room. Survive the Deck.

Built for up to six players, BRTCG is meant for parties, late-night gatherings, and the kind of somewhat-friendly evening where three couples sit down together expecting strategy and leave wondering which private grudge, quiet suspicion, or accidental betrayal changed the whole atmosphere halfway through. The table is the stage, but the players become part of the mechanism.

Cards are collected, traded, withheld, protected, and sometimes weaponized. A round may begin with simple choices and end in consequences that linger long after the game itself is over. There are moments of control, moments of panic, and moments where what matters most is not what you hold in your hand, but what everyone else thinks you hold.

The rules are meant to invite people in; the experience is meant to keep them uneasy. BRTCG should feel playable, memorable, theatrical, and just unstable enough that no one at the table can ever fully relax once the deck begins to reveal what it wants — especially when a player is forced to choose a room, expose a storefront, mark a building, or turn an ordinary location into the center of the whole round.

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Collecting is part of the hook. BRTCG is imagined not as a single static deck, but as a growing system of possibilities: cards that deepen the lore, cards that alter play, cards that return in whispers, cards players hope to find, and cards they quietly fear seeing again. The deck is part game system, part artifact, part escalating invitation.

Over time, that could mean special variants, alternate survival events, limited card types, rare inserts, character-driven expansions, and mechanics that do more than change a turn — they change the tone of the whole evening. A single addition to the deck could transform a casual session into a tense, story-heavy standoff where nobody wants to show weakness first.

The goal is not merely to own cards. The goal is to gather pieces of a larger, darker design and place them in the hands of players willing to see what happens when the game stops pretending to be harmless — and when one revealed business, one selected room, or one chosen building becomes the place the deck refuses to leave alone.

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The Deck Remembers More Than It Should

Because BRTCG grows out of the world of Bereft Reality, the experience is not meant to feel generic. It should feel rooted in a place where perception shifts, certainty decays, and people do not always remain what they first appeared to be. Some cards may preserve. Some may expose. Some may tempt. Some may ask the table to choose a victim, a sacrifice, an ally, a lie — or a location no one wanted to search too closely.

And that is where the real horror begins: not in a jump scare, but in the realization that the deck seems to understand social pressure better than the players do. It finds the fault lines. It rewards observation. It punishes arrogance. It invites risk. It turns trust into a resource, then makes everyone wonder whether they spent too much of it too early.

The best sessions should feel like a story nobody at the table expected to tell. The worst sessions may feel even better.

Some Cards Want To Be Drawn.
Click to expand. Click again to collapse. All reveal text opens in deep crimson.

A Favor Is Offered
Open and close this warning as needed.
Reveal
The card helps, but not cleanly. Anyone accepting generosity in BRTCG should first ask why it was offered.

A favor in this game is rarely free. Someone will remember who took it, who watched it happen, and who benefited most.

What looks like kindness may actually be placement. Some players give help only to decide later what it was worth.

The offered advantage may keep you alive one round longer — exactly long enough for someone else to need you weakened, grateful, or indebted.

A Rule Bends
Open and close this shift in the game.
Reveal
What felt stable seconds ago now depends on interpretation, and interpretation is never neutral when survival is involved.

The rule does not break loudly. It bends just enough to let the boldest player pretend the shift favors them.

Whenever structure changes mid-game, the people most comfortable with uncertainty tend to smile first.

A bent rule often reveals who was relying too heavily on the old one. Panic follows very quickly after that.

Someone Is Watching
Open and close this suspicion.
Reveal
The most dangerous player may not be the loudest, strongest, or even the one currently winning. Sometimes danger looks patient.

The quiet one at the table may not be passive at all. They may simply be collecting better information than everyone else.

Observation is its own kind of appetite. Some players wait because waiting makes the room show them everything.

By the time you notice who has been watching, they may already know what your next decision will be.

A Card Turns Warm
Open and close the deck’s attention.
Reveal
The card feels warmer than it should. Either your hand is shaking, or the deck has begun answering more personally.

Some cards seem to choose their moment. When one turns warm, players often discover they were never as in control as they believed.

A warm card is not always dangerous. Sometimes it is worse — sometimes it is interested.

If the deck starts to feel alive, the safest assumption is that it has already been paying attention.

An Alliance Cracks
Open and close the fracture.
Reveal
Alliances do not usually explode. They fray, pull, tighten, and finally give way when one player calculates survival differently than the other.

A broken alliance reveals more than a betrayal ever could. It tells the whole table who was truly using whom.

Partnership is easiest before the pressure starts. Once the stakes sharpen, even loyalty begins to sound negotiable.

Some cracks begin with a look, some with a hesitation, some with a card that only one person can keep.

The Table Goes Quiet
Open and close the silence.
Reveal
When the table goes quiet, it is often because everyone understands the meaning of a draw before anyone wants to say it aloud.

Silence is not safety. In BRTCG, silence usually means the room is measuring consequences faster than language can keep up.

No one speaks because speech would make the moment real. Until then, everyone can pretend there is still time.

The quietest seconds in the game may be the ones players remember most clearly later.

Both draw areas now expand and collapse on click. A chosen room, building, or business may become the center of the whole draw.

Soft Draw

Once a hover effect, now a quieter click. The deck answers, but not with urgency. It offers a suggestion, a hint, a warning disguised as an invitation. Sometimes the draw feels less like a card and more like being asked to quietly choose a room, point toward a building, or reveal the wrong business at the wrong time.

Draw Softly
A card brushes your fingertips and seems almost relieved to be chosen. That is probably not a good sign.

Something in the card’s design suggests it has appeared before — perhaps not in this game, but in one that ended badly.

The deck offers a small advantage, which in BRTCG usually means a larger cost is already on its way.

A whisper of safety. A promise of leverage. The uneasy feeling that both may be lies.

You sense that another player would have benefited more from this draw, which means they may now be watching you.

A quieter card, perhaps — but quiet things in this world are rarely harmless.

What you drew does not feel urgent, which may only mean its consequences take longer to bloom.

The card says less than it knows. That may be why it survived long enough to reach you.

Hard Draw

This one does not wait politely. Some cards require intent. Some demand that you act. Click once to open the harsher possibilities — the kind that may force a player to reveal a building, choose a back room, expose a storefront, or make one location suddenly matter more than anyone wanted.

Draw Hard
You pulled a card that changes the emotional temperature of the room before anyone even reads it.

The draw feels powerful, but power in BRTCG has a habit of attracting attention and resentment in equal measure.

A useful card, if you know how to lie with confidence while holding it.

The deck gives you exactly what you needed, which is suspicious enough to make you wonder what it expects in return.

For one sharp moment, the game tilts in your favor. Everyone else can feel it too.

This card should not have surfaced this early. Someone at the table now has a reason to fear you.

The answer came fast. Too fast. Either the deck approves of your choice, or it has been waiting for you specifically.

You did not simply draw a card. You declared something, and now the room has to decide how to respond.

Card Design Contest / Crowd Support / Future Expansion

BRTCG is not being imagined as a quiet side project. It is being imagined as something with reach — something collectible, discussable, expandable, and potentially community-shaped. That opens the door to a future card design contest where artists, horror fans, and collaborators can help introduce new ideas, new imagery, and new threats into the deck itself.

It also hints at possible crowd support, early-backer interest, special runs, collector material, and a bigger push into making the game feel like an event rather than a novelty. This is the kind of concept that should travel. It should unsettle people at parties. It should start conversations. It should look good in a collector box and even better spread across a table where nobody is certain who is about to turn on whom.

Potential rewards and incentives may include:

  • Autographed pages from the original Bereft Reality manuscript — in the author’s horrible handwriting.
  • Signed copies of Bereft Reality.
  • Signed cards by the author and artist.
  • Prototype or collector cards tied to early development.
  • Special contributor recognition for selected designs.
  • Additional dark little extras that fit the world and its appetite.

Go big. We are not staying home with this one.

Placeholder Characters

Marrow Vance
Eliza Thorne
Dorian Pike
Naomi Vale
Carter Wren
Silas Keene

Placeholder Businesses

Black Hollow Transit
Mercy Pike Clinic
Widow Glass Storage
Stillwater Burial Group

Somewhere between a party game, a survival mechanic, a social pressure test, and a horror artifact, BRTCG intends to become the kind of experience people remember in pieces: the card someone should never have drawn, the laugh that died too quickly, the moment one friend sided with another, the round where a couple stopped trusting each other, the whisper that this was only the beginning.

More cards. More tension. More revelation. More to come.

From the mind of James H. Summers.
Bereft Reality – The Card Game is waiting for the right table.