JinVi Joy

Changing Fates™

Different journeys, with shared moments.

Changing Fates™

Modular journeys. Emergent plots. Heroes who grow through adversity.

Changing Fates lets each player experience a Hero’s journey as it unfolds. You guide a main character through challenge, growth, and recovery, building a personal legend alongside others at the table.

Ages 14+ Scales and expands up to 2 players per cultural pack Turn-based Modular tiles & card-driven story Recoverable setbacks Low interpersonal conflict

Built to scale: parallel play and shared spaces keep larger groups engaged without long downtime. Combine cultural packs to support 8 players and beyond without adding rules complexity.

Looking for story play that keeps your people engaged and brings them back?

Changing Fates is designed for groups, not just players.
It supports tables of friends, families, and communities by keeping everyone involved, making outcomes easy to understand, and ensuring setbacks don’t turn personal. Each player pursues a meaningful Hero journey, but the game structure keeps attention shared, tension readable, and progress earned through choices rather than interference. Sessions move toward clear resolution, so groups finish together, talk about what happened, and feel good about coming back to the table again.

What makes Changing Fates stand out

  • Personal stories in shared play
    Each player builds a distinct Hero arc while remaining connected to others through shared spaces, moments, and outcomes.
  • Competition without interpersonal harm
    Progress is earned through your own decisions and development, not by undoing or targeting other players.
  • Setbacks that shape the journey
    Challenges matter. Failure changes what comes next, opening new paths instead of stopping play.
  • Story that emerges and resolves
    Sessions develop into a coherent narrative arc with a visible ending, so stories feel complete rather than cut short.
  • Replay through structure
    Cultural sets combine modular tiles, cards, standees, and story elements to create meaningful variety. Optional alternative play modes extend the experience, offering different ways to engage with the same core system.

What groups experience during a session

  • Short turns: move, reveal or draw, play, then resolve a challenge if you entered an obstacle.
  • Visible tension: adversity is expected, readable, and framed as the world pushing back.
  • Earned recovery: when you fail, you gain a clear recovery path and return stronger.
  • Shared awareness: players stay oriented to a common “now” so conversation and connection remain easy.
  • End-state closure: the match ends with a clear trigger and a wrap-up that supports quick retelling.

Works well for

  • Families and friend groups who want everyone engaged from start to finish
  • Players who want story without heavy scripting or long-term commitment
  • Groups that value fairness, clarity, and recoverable setbacks
  • Learning or community groups seeking calm, explainable play

Cultural packs

Changing Fates incorporates 16 distinct cultures. Each cultural pack includes two of these cultures. A cultural pack is a modular expansion that adds variety and flavor across game components while using the same core rules. The cultures are inspired by broad historical and mythic themes, but do not seek to represent actual peoples, nations, historic cultures, or living cultures.

All cultural packs follow the same core rules. Play with one pack, or combine multiple packs to expand variety and support more players. Tables scale naturally as the group grows.

What this game is

  • A turn-based story strategy game where each player guides a main-character Hero through a changing world.
  • A modular board experience built from tiles, with cards driving obstacles, allies, complications, and recovery.
  • A game about decisions under pressure: commit, adapt, recover, and build a memorable arc.
  • A low-friction system designed to produce shared moments without “you ruined me” dynamics.

What this game is not

  • No direct targeting, bullying, singling-out, or blame assignment mechanics.
  • No speed calling, timers, or reaction races.
  • No player elimination.
  • No “gotcha” surprise penalties that override planning or make outcomes feel arbitrary.
  • No heavy cognitive tracking of many counters or statuses at once.

FAQs

Will this cause conflicts, frustration, or chaos?

The design intent is “emotionally safe by default.” There is no direct targeting, no public failure spotlighting, and no mechanics that escalate conflict. Tension comes from obstacles and pressure, then resolves into relief and progress.

Does the game use take-that mechanics?

No. Changing Fates is built to avoid “you harmed me” moments. Players compete through self-development and earned milestones rather than negating another player’s progress.

Are outcomes clear and easy to explain?

Design intent prioritizes visible cause-and-effect. Players should be able to say what triggered a result, why it happened, and what the recovery path is.

Will I be stuck doing lots of rules arbitration?

The goal is a stable, repeatable loop with minimal edge cases. If a rule would create ambiguity or blame, it is treated as a design defect to remove.

Is it cooperative or competitive?

Both. Players score individually, but the table tone is cooperative-leaning. Help is intended to be optional and constructive, not mandatory or socially enforced.

Can one player “run” the table?

The intent is to reduce quarterbacking risk by keeping decisions bounded and personal, while maintaining shared visibility of what matters right now.

Why Ages 14+?

The target experience includes meaningful setbacks, delayed payoff, and choices that trade certainty for long-term advantage. That tends to work best for players with stronger planning and emotional regulation under loss.

Does the game include sexualization or violence?

The current content boundary constraints exclude sexualization and avoid violence as a central framing. Adversity is presented as obstacles, pressure, and narrative complication.