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  • Montford Tales The Almanac of Sanguine Paths

The Almanac of Sanguine Paths

$24.99
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The Almanac of Sanguine Paths is a journaling game where your letters drive the action. Choose your genre, build your world, and discover the joys of corresponding as a werewolf via a secret society with unknown motives.

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The Almanac of Sanguine Paths is a journaling game where your letters drive the action. Choose your genre, build your world, and discover the joys of corresponding as a werewolf via a secret society with unknown motives. This game can be used alone or in conjunction with Dead Letter Society (Honorable Mention, 2023 Indie Groundbreaker Awards).

Be (more than) a monster

The Almanac of Sanguine Paths is a guide delivered to werewolves by an unknown benefactor, containing methods of exchanging information between its holders.

Your Almanac may be an old book filled with information about the phase of the moon and the tides, a newsletter that keeps escaping your junk mail filter, or an indie gaming zine thrust into your hands one day. No matter its format, the origin of this benign text is unknown to you for now. Once in your hands, however, you begin to notice oddities: Pages glisten in moonlight; a sound mimics your favourite bird call; pictures move when you're not looking. You can’t discard the Almanac for long; it always comes back to you.

You are sure there's more to uncover—either about the book or the person(s) who sent it to you—but you'll need help. The first hidden message you discover tells you how to contact other werewolves with an Almanac: securely, secretly, and—if you choose—anonymously. Together, you can find out what it means to walk the Sanguine Paths.

Features

  • A werewolf journaling game that adapts to your preferred play style and genre.
  • A letter writing game without the waiting. You've always something to do.
  • Tarot-driven and intention-based journaling. Decide what you'd like to do, then draw and answer a journaling prompt to develop the idea. 
  • Immersive world and character building.
  • Game variants for both solo and two-player games.
  • Six pre-built worlds: Modern Day, Rome: Republic to Empire, The Tea Time Detective Club, Gothic, Lovecraftian London, and The Generation Ships.
    • Twelve pre-built characters (two per pre-built world).
    • Twelve  ‘letters of introduction’ to inspire your games, one per pre-built character.
  • 200+ (A5) pages, illustrated throughout with wolf- and tarot-inspired handmade artwork, with thorough examples of each section of the game.

You will need

  • 1-2 players
  • Safety tools of your choice
  • A place to write your letters and journal
  • A tarot deck or a method of generating random numbers.