
Operation: Vancouver Package: A Solo Spy Adventure
On Quisicosas since 13 December 2025
Featured in the newsletter of
13 December 2025 (on Substack)
What it is about
Every Creative Concept solo adventure is different, with its own unique card meanings and events, making a "core" book unnecessary.
Search for the Lost Temple of Moro’Kana
The rope bridge swung violently beneath your boots as you and the party sprinted across, the gorge roaring far below. At the same time, Kaipo Tainui shouted warnings in his island’s dialect, and Captain Thornwell fired a single desperate shot into the tree line behind you. Marjorie Vanholt clung to the fraying ropes with one hand and her satchel with the other, screaming as spears and arrows sliced through the mist, thudding into planks that shattered underfoot. The bridge lurched, one of its support ropes snapping with a gunshot crack, tilting the world sideways, but your grip tightened around Magnus Nygaard’s map as you forced yourself forward. The far platform loomed ahead out of the jungle mists, your only chance of survival, just as your unseen pursuers rushed onto the bridge behind you, shaking it as you lose your footing and reach desperately for the nearest support line.
It's 1938, and Nazi Germany has just annexed Austria. They are rising in power, and their secret societies are gathering mythological artifacts. You’ve been keeping out of the way of any conflicts and are traveling around the South Pacific. You get a telegram from your old friend, Magnus Nygaard, whom you haven’t heard from in three months; his disappearance is the reason you’ve traveled to the South Seas. He’s been searching for the lost Temple of Moro’Kana, a fabled city rumored to be the remains of the Atlantean civilization from their time of world maritime travel. You locate Captain Elias Thornwell, the weathered captain of the ship that took Magnus to the island of Tanawaru. You were able to convince Magnus’ employer, Marjorie Vanholt, to pay all costs and hire locals and several treasure-hunters you know to accompany you to search for him. The out-of-her-depth financier insists on coming along on the trip, so now you have to protect her, too.
There will be dangers, friendly and hostile natives, and strange trails to navigate on the island. Keep your firearms clean, your feet dry, and your eyes open. Only you can tell the outside world what happens on the island of Tanawaru in the search for the Temple of Moro’Kana.
Materials you will need.
You will need some simple items as follows:
• A Standard Deck of Playing Cards (with Jokers): I own several decks with different face card themes. You can use a standard deck or a unique one to play solo games with themes. Every card will have a different meaning as you draw one. They produce the adventures to start you on your way, a side quest, a discovery, how your character may feel, or people or creatures you will meet along the way.
• Paper and pencil, or a writing program: I prefer a writing program or a spreadsheet to log, in order, your ideas as you travel the world.
Now, before you begin, you have to decide who you are:
1. Are you a seasoned soldier, an intrepid archaeologist, a big game hunter, or a treasure-hunter? How old are you? What’s your gender? How long have you known your missing friend, Magnus Nygaard, and how did you meet?
2. Choose Your Personality: Are you a straight shooter or street savvy? Any bad habits? A risk taker or risk avoider? Is it loyalty to your friend that compels you to find him, or what he’s trying to find? Do you plan, or are you more spontaneous? Are you brave, realistic, or afraid of many things?
3. Prepare your Deck: Shuffle your deck of playing cards and place the stack face down.
With your character’s nature made, your role in the story selected, and your cards ready, it’s time to start your journey.
Gameplay:
Try not to read all the descriptions on your first game play so that you can be surprised as you draw. Each card creates a new event or discovery for your character; make sure to chronicle them in order. A series of turns of fate may reflect on the card you have, two cards later.
1. Draw a single card at a time from the deck. Begin by drawing a card, specifically a Club suit, and it starts you on the adventure. Reshuffle the deck with the cards drawn before drawing the first Club, and continue.
2. The prompts below will tell you the card’s meaning by number and suit. Try to imagine the scene with all five senses.
3. Write your entry describing the moment using your senses. Imagine it’s a scene in a movie, comic, or novel, and play with it. Use that imagination!
4. After writing down your scene, draw the next card to continue your adventure. When you reach the end of the deck, you can either imagine going back to where you started or use it as a cliffhanger for your next story after you shuffle the deck. You just completed “Book One” of your adventure.
5. Even though this is a solo adventure, you can bring your friends along and have them as part of your group, and all of you write your part in the adventure separately. Careful, their character may not be trusted! Watch your back.





