TEXT: You live in a world not unlike our own. When you were young, your 
  parents gave you a strange gift: they gave you a special, one-of-a-kind 
  invisible friend.  Only you could see it. You knew people that also had 
  invisible friends, but they weren’t like yours. Sometimes, you’d argue 
  about your friends, because you knew yours was diﬀ erent, but grownups 
  kept telling you that yours was just like everyone else’s. When you told 
  people about its fearsome teeth, they patted you on the head and 
  laughed. When you told them what it eats, they rolled their eyes and said 
  it’s completely impossible, and to do your homework. 
  Your invisible friend, the Chronovore, eats time. 
  The thing about friendships is, they often go awry, even though you 
  have to see the person every day. Nothing ruins a friendship faster than 
  no time apart. Because of the nature of your gift, your Chronovore 
  couldn’t get away, it couldn’t spend time apart. Your friendship went 
  south right around the time the Chronovore discovered that you have 
  responsibilities that it wasn’t involved in. 
  Now, the Chronovore feels lonely. It feels betrayed. Your parents might 
  not have known at the time, but Chronovores are just like puppies; they 
  start oﬀ  small, but eventually they get big, and they need space and 
  food. Once they get big enough, nobody else wants to deal with them, 
  so they’re your burden to bear. 
  The Chronovore is a game for one player, and any number of spectators. 
  One to four of these spectators must take an active role in the game.
   To start, each spectator must write an action on an index card. Choose 
  one of the following actions below. As well, they must roll a six-sided die, 
  and record the resulting number on the card. Spectators can write the 
  same actions; they do not have to tell each other what they wrote. 
  If there are fewer than four spectators, there must be four index cards 
  with four actions, and four numbers. Divide the four amongst the 
  spectators however they’d like. At least one of the actions must be sleep.
  Actions: 
  • 
  Describe how you’ve let someone down. 
  • 
  Do nothing at all. 
  • 
  Describe how someone couldn’t understand you. 
  • 
  Sleep.
  Put the index cards upside-down. 
  These actions represent ways you can feed your time to the Chronovore. 
  The Chronovore needs food; these are its meals. 
  Each action represents a six hour block of your day. 
  Day One
  To start play, the player puts their hand on one of the card backs. The 
  spectator pulls the card away, and looks at it. The spectator tells the 
  player a responsibility they have that day. It can be anything the player 
  can accomplish in six hours; this might be part of a larger responsibility. 
  The player rolls a die. Then, the player tells the spectator if they think 
  the die is higher than or lower than the number on the action card. If 
  the player is correct, they get to describe how they accomplish the 
  responsibility successfully. If they are incorrect (ties are always incorrect), 
  then they have to guess and describe one of the four actions. If they 
  correctly guess, they’re ﬁ ne, but they must describe how their action 
  betrays the responsibility. If they guess incorrectly, the spectator must 
  describe how they attempt to commit the action, but it fails to feed the 
  Chronovore, and it impedes on the player’s life. 
  Once the Chronovore has been fed once, it doesn’t need to be fed again.
  
  On any successful actions, draw a happy face or other positive imagery 
  on the back of the card. The player gets to keep that card. If the player 
  failed to guess the die, and failed to guess the action, draw a frowning 
  face or other negative image, and put it in the middle of the table. If they 
  failed guessing the die, but guessed the action, put a slash across the 
  card to represent successfully wasted time. 
  At any time, the player can expend a negative card to shift the die they 
  rolled by one in either direction. 
  At the end of Day One, we should have a picture of the player’s day. 
  Day Two
  Repeat the process for Day Two. The spectators come up with four 
  actions, they don’t have to be the same as Day One. They come up with 
  four responsibilities, and the player plays through them the same as 
  Day One. However, if the player is successful at guessing the die, the 
  spectators must expend one of the slash cards and call on one of the 
  player’s lapsed responsibilities, and how it comes back to haunt them 
  and impede on their current tasks. They must reroll the die, and guess 
  again. 
  If the player guesses the action incorrectly, all their actions must be 
  declared as either sleep or do nothing, unless they spend a smile card to 
  overcome this limitation. 
  Continue marking action cards, and putting them out on the table. 
  Day Three
  The same as Day Two. 
  Day Four
  The same as Day Three. 
  Conclusion
  At the end of Day Four, look to the number of smile cards. If the player 
  has four or more left, they’ve successfully managed to balance life with 
  the needs of their Chronovore. Otherwise, collectively describe what 
  happens.
  
SOURCE: textdata/thevault/Collections/Duet/RPGS/Indie & Odd Themes/The_Chronovore_A_Game_About_Mental_Illness.pdf