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A solo journaling game for keeping a commonplace book

The Commonplace Hours: A Solo Journaling Game for Keeping a Commonplace Book

People say things all day. Almost all of it is gone by the weekend.

1 deck of cards · 13 hunting grounds · 11 Hours · 23 printable pages

$9.97

Instant digital download

Somebody says the best line you will hear this month while you are both looking for the car keys, and by Friday it is gone. A commonplace book is where those lines go instead. You catch one, turn a card off an ordinary deck, and the card tells you how it goes on the page and where to hunt for the next one.

Four print-ready PDFs: the 20-page illustrated book, three printable sheets (the reference card, the index and the Hours record), and printer-friendly copies of both. Instant download.

Played to a finished index before it went on sale, and there is a diagram on page two you can play from tonight. Artful Safari holds a 5-star rating from its buyers.

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Money back until you downloadHave a proper look at what you have bought. If it is not what you hoped, email me before you download the files and I will refund you.
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You catch a line somebody said and turn one card off an ordinary deck. The suit decides how the line goes on the page, the rank decides where the next one comes from, and one word in the margin files it.

No dice. A pen, a deck, and a notebook you already own.

A solo journaling game for keeping a commonplace book, drawn in one style so every page of it sits together.

Catch a line. Turn a card. Write it down.

The Commonplace Hours is a solo journaling game played with a notebook you already own and one ordinary deck of cards. You write down lines other people said. The card you turn decides how the line goes on the page and where the next one comes from.

The premise of The Commonplace Hours: the good lines people say all day, written down instead of forgotten

A commonplace book is four hundred years old. It holds what struck you, in the words the other person used, rather than what happened to you. Milton kept one. So did Darwin. This game hands you the practice and the machinery on the same night you buy it.

How one entry works

One entry of The Commonplace Hours from start to finish, in four steps

1 · Catch a line

Something somebody said, something on a sign, a sentence off a page. You copy it by hand exactly as it came, and you write down who said it.

The four suits, and what each one tells you to do with the line you caught

2 · Turn one card

The suit says what to do with the line: copy it plain, hold it back for the end of the book, answer it in your own words, or join it to an entry you already kept.

One word in the margin: the head, and the index at the back that collects pages under it

3 · Write one word in the margin

That word is the head, and it says what the line is about to you. It goes in the index at the back. When a head comes round a second time you write the new page number beside the old one, and the two entries now sit under the same word.

What players and buyers say

Real customer words, with the product they refer to named plainly.

★★★★★

“Really liking this game. Very creative.”

Jennifer · on Folklore Forest, another Artful Safari game

★★★★★

“A great trigger for a fun new interactive art journal.”

Sharon · on Folklore Forest, another Artful Safari game

★★★★★

“Love the designs and quality!”

Ashlee · on another kit in the Artful Safari shop

Thirteen places to find the next line

The rank of the card you turned sends you somewhere for the next one. Something overheard. Words put up for strangers to read. A line you think is wrong. The youngest person you spoke to this week.

They work as journaling prompts if that is what you want from the book. The difference from a prompt book is that they send you out to find a line somebody really said instead of asking you to invent one, so the page fills with other people rather than with you.

All thirteen are free and none of them needs you to go anywhere special.
An entry costs a pen.

Every seventh entry is an Hour

There are eleven Hours and they run in order. An Hour never asks for a new line. It sends you back through the ones you already kept.

Find the entry you have repeated out loud to somebody. Copy one line onto something that leaves the house. Read the whole book through as though a stranger kept it. By the eleventh Hour you copy the index onto the first page, and that list of about twelve words in your own handwriting is the finished object.

Nothing is due on a date. An entry happens when you catch a line, so there is no streak to break. Stop in March and the lines you kept are still a finished thing.

A page out of the book

A real worked entry from The Commonplace Hours, set as it appears in print

Three entries are written out in full so you can see how much is enough before you write your own: the line, who said it, what the card asked for, and the head in the margin.

Every line quoted in the book is a real line a real person said or wrote. None of it was invented to fill a page.

What you download

Everything included: a 20 page illustrated book, three printable sheets, and printer friendly copies

20-page book

The premise, both tables, the eleven Hours, the closing, three worked entries, and a diagram on page two you can play from tonight without reading the rest.

Three printable sheets

The reference card, the index, and the Hours record with its tally. All three are kept and written on. None of them is used up, so you never run out of anything.

Printer-friendly copies

Both files again with the page wash taken out, so your printer is not spending its ink on decoration.

No papers, on purpose

This is the game on its own. You play it with a pen, a deck of cards and a notebook that is already in the house.

Four print-ready PDFs · US Letter, A4 compatible · 300 DPI · about 21 MB · print as often as you like for your own journaling

What it looks like

Dark academia, and not by accident: night skies, moths, a lantern, and a moon that turns through the eleven Hours. It is a bookish thing you leave open on the table rather than shut in a drawer, and the ones you can see are the ones you keep up.

Nothing is scored. There is no board, no app and no other player, and you are never asked to make anything up or to be anybody.

Nothing in it uses anything up

Every line is copied out by hand and the card goes back in the deck. No instruction asks you to cut up a book, tear out a page or glue down something you own. The three printable sheets are written on and kept, and you can print them again whenever you want.

John Locke published the indexing method in 1706, and it is why a book kept this way can show you something you did not already know: the heads collect entries you wrote far apart, and you read them together.

Will this work for me?

I have never played a tabletop or journaling game. Can I do this?

Yes. There is a diagram on page two you can play from tonight, and three real entries are written out in full so you can see how much is enough.

Do I need dice or anything special?

No. One ordinary deck of playing cards and a notebook you already own.

How long does an entry take?

There is no fixed length. You play at your own pace: a turn a day or a turn a week is up to you. An Hour sends you back through the lines you already kept, and there are only eleven of them across the whole book.

Is this the same as a book of journal prompts?

No. A prompt asks you to invent something. This sends you to find a line somebody really said, and then tells you what to do with it and where to file it.

What if I stop for a while?

Nothing is due. An entry happens when you catch a line, never on a date.

Do I have to be a writer?

No. You are copying other people’s words down.

Is this a physical product?

No. It is an instant digital download. Nothing will be posted.

How do I print it if my journal is A5?

Everything is US Letter portrait and prints on A4 without trouble. Print at 100 per cent rather than “fit to page”, and for A5 use 2 pages per sheet in your printer dialog rather than folding a sheet in half. A folded portrait sheet gives you a landscape half and it prints sideways.

What you receive

Four high-resolution PDFs, delivered as an instant digital download the moment you pay. The game is for personal and small-business use; please do not share, redistribute or resell the files themselves.

Before you buy

I have never played a solo journaling game. Can I do this?

Yes. The rules are short, and the book walks you through your first turn one step at a time before it asks you to do anything.

Do I need other players?

No. It is played alone, in your own journal. Nobody reads it unless you show them.

Do I have to be able to draw?

No. Where the book asks for a drawing, the instruction is to do it badly and label it anyway.

Can I play it in a journal I already have?

Yes. That is how it is built. Every entry goes into your own journal, and nothing in it asks you to cut up or use up something you own.

Do I need to print it?

The book you can read on a screen. The component sheets are meant to be printed and cut. Every page is US Letter, so it comes off a home printer on a standard sheet and prints on A4 without trouble, and an ink-saver copy of each file comes in the download.

What size are the pages?

US Letter, 8.5 x 11 inches, throughout. The book, the component sheets and the papers in the bundle editions are all the same size, so anything you print comes off a standard sheet with nothing cropped.

Is it a PDF?

Yes. Everything in the download is a print-ready PDF at US Letter size and 300 DPI. There is no software to install and nothing to unzip. The link is on the order confirmation and in your account.