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A printable 40-roll solo journaling game

The Keeper’s Log: A Solo Journaling Game Played With Two Dice

Roll two dice. Write half a page. Every fifth roll, seal a pocket.

You keep a lighthouse on a coast off the shipping lanes, and the supply boat has not come. Each turn, two ordinary dice tell you what the sea brought in and what the night took away.

  1. 1Roll two diceOne lighter, one darker
  2. 2Write half a pageAbout what the dice point to
  3. 3Seal a pocketEvery fifth roll

The Keeper’s Log22-page game book, the Keeper’s Card and printer-friendly copies

(1 customer review)
$9.97

One-time payment. Nothing renews.

Roll two dice you can tell apart. The sea brought something in, the night took something away, and you write half a page about both. Doubles shut the lists and move the story of the coast one step on. Forty rolls and eight sealed pockets.

Four print-ready PDFs: the 22-page illustrated book, the Keeper’s Card that becomes your contents page, and printer-friendly copies of each. Instant download.

Playtested to a finished journal before it went on sale, and every rule fits on page two. Artful Safari holds a 5-star rating from its buyers.

5-star Etsy seller·Stripe & PayPal

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5-star Etsy seller·Stripe & PayPal

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.

“I am loving the lighthouse keepers log so much!”

Kelli G. · verified buyer

★★★★★  Bought this? Leave a review

Money back until you download Two ordinary dice Any home printer

You keep the light. The supply boat has not come.

You keep a light on a coast that is off the shipping lanes. The supply boat was due on the first of the month and it has not come. The keeper before you left in a way nobody on shore will explain, and there is a light burning out on a bearing where the chart shows open water.

The premise of The Keeper's Log: you keep a light on a coast that is off the shipping lanes

How one turn works

The two dice: the lighter one is the sea, the darker one is the night, and doubles reads the light

1 · Roll the sea and the night

Two ordinary dice you can tell apart. The lighter one is the sea and the darker one is the night. You read what the sea brought in and what the night took away, and inside a watch you never read the same entry twice.

A real turn from The Keeper's Log: what the dice gave her and what she wrote

2 · Write your half page

Write about the two entries. Then make the one small thing the entry asks for: a tag, a ruled line, a bearing inked in the margin.

Eight watches of five rolls, and the eight sealed paper pockets you finish with

3 · Seal a pocket every fifth roll

Fold a pocket out of any paper in the house, slide that watch’s five pages into it, and write one line on the front: the thing you did not put in the log. You do not open it again.

The light: eleven entries read in order, the only list in The Keeper's Log that remembers

Doubles move the story on

Roll doubles and both lists shut. You read the next entry of the light instead, and the story of the coast moves one step further along.

The light is eleven entries read in order, and it is the only list in the book that remembers what came before. How far you get decides which of the four endings you read.

The forty rolls run as eight watches of five, and the end of a watch is where you stop. Leave it as long as you like and pick it up at the next watch. The pockets you sealed are already a finished object on the shelf.

What you download

22-page book

The premise, every rule on one page, eight watch pages holding 96 entries, the eleven entries of the light, three turns written out in full, and the four endings.

The Keeper’s Card

One printable sheet: tick the light, name each watch, note each pocket. It lives in the front of the journal and ends up being the contents page.

Printer-friendly copies

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

No papers, on purpose

Every make leads with something ordinary: a pocket folded from an envelope out of the recycling, a tag off the back of a bill, thread, a pencil.

Four print-ready PDFs · US Letter, prints on A4 · 300 DPI · print as often as you like for your own journaling. Please do not share or resell the files.

What buyers say

★★★★★

“I am loving the lighthouse keepers log so much! I’ve never been a writer, but this has given me so much joy and prompts to get creativity flowing. I’m just finishing the fourth watch and loving the story as it unfolds. I also took great joy in creating my journal pages and making 8 envelopes.”

Kelli G. · verified buyer · 1 October 2026

Before you buy

The practical answers

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

Yes. There are three rules and all of them are on page two. Three real turns are written out in full, so you can see how much is enough before you write your own.

What do I need to play?

Two ordinary six-sided dice out of any board game, one lighter and one darker so you can tell them apart. Add a journal and a pen. There are no cards in this one.

Do I have to play all forty rolls in a row?

No. There is no fixed length. You play at your own pace: a turn a day or a turn a week is up to you. The game runs in eight watches of five rolls. Stop at the end of any watch and pick it up later.

Is there any maths?

None. The dice choose which entry you read. Nothing is added up and nothing is scored.

Will it use up my supplies?

No. Nothing asks you to cut up or use up anything you own. The pockets are folded from paper you were going to recycle.

What do I receive, and how do I print it?

Four PDFs straight after payment: the 22-page book, the Keeper’s Card and a printer-friendly copy of each. Nothing is posted. Pages are US Letter and print on A4 at 100 per cent. For an A5 journal, print 2 pages per sheet.

What if it is not for me?

Email helene@artfulsafari.com before you download the files and you get your money back.

Everything in one download

The Keeper’s Log

Four PDFs, ready the moment you pay. You add two ordinary dice, a journal and a pen.

$9.97

One-time payment. Nothing renews.

Get the gameInstant download

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