MCMURRAY GAMES
MARVIN'S
TRASH NIGHT
Marvin is a raccoon with a job to do. Carry what you can to the storm drain before the whole block is awake.
- Drag anywhere to move. A short drag creeps. A long drag runs, and the white rings show how far that noise carried.
- Stay out of the orange. Step into a cone and the light snaps on. Standing in it fills EXPOSURE at the top.
- Carry things to the drain at the top of the street. That is the whole job.
EVERYTHING ELSE
- Let go to stop dead. A still raccoon makes no sound at all.
- The dog sleeps until a sound ring touches it, then runs to where the noise was, not to Marvin.
- The neighbors hear you too. A filling ring around a porch means somebody inside is working out that you are there.
- The car comes down the street on a timer. Its headlights read you like a porch light, and standing in the road when it arrives ends the night.
- Every mistake wakes a porch for good, and a woken porch is brighter and reaches further than a motion light. Wake three and a door opens.
- There is no clock, but the block wakes on its own, so the dark only ever shrinks.
- Marvin learns from what he steals. Enough of one kind of junk and he works out a use for it.
- The stash carries over, even after a bad night.
The night ends when the last thing goes down the drain.
STASH TO SPEND0
WHAT MARVIN HAS WORKED OUT
DAWN
0
Carried to the drain0
Dropped running0
Porches left dark0
Left on the block0
Porch lights Marvin woke0
Marvin's longest run unseen0s
STASH TO SPEND0
WHAT MARVIN HAS WORKED OUT