Build Your Legacy with LIFE SENTENCE™

Brought to you by Metro Calls Gaming.

Every player enters LIFE SENTENCE as a distinct character in Victorian society - a merchant, a politician, a socialite, or perhaps someone of more questionable repute. Your goal is singular: build the strongest Legacy across your lifetime and bloodline. Over the course of twenty in-game years, you will make choices that shape your wealth, your relationships, your power, and your reputation. When the final year closes, your Life Score determines whose name history remembers.

Your final Life Score is calculated across four pillars. No single path guarantees victory - a player with less money can still win through Relations, Influence, and Standing. This is the great equalizer of Victorian society: a bankrupt noble may still command more respect than a newly rich industrialist. The game rewards strategic balance and long-term thinking over short-term accumulation.

💰 Wealth

Your Coin, assets, and financial power. The foundation of commercial influence in an age of empire and industry.

🤝 Relations

Your family, allies, friendships, and social bonds. In the 1800s, who you knew was often more valuable than what you owned.

⚖️ Influence

Your political, commercial, and social power. The ability to shape outcomes beyond your own household.

🏛️ Standing

Your reputation, honor, and social position. The intangible currency of Victorian respectability.

What Each Player Receives

Before the first year begins, each player must be properly equipped for the journey ahead. In keeping with the physical, tactile spirit of the 1800s, LIFE SENTENCE is designed to be played with real components - human statues, coin, ledgers, and cards - all of which contribute to the immersive experience of living another life in another century.

Each player chooses a Character Card and takes the matching human statue - a physical representation of their presence in the game world. The human statue is used throughout play: it moves along the Life Path board, and in certain circumstances may be placed inside the Prison. The Life Ledger is your most important personal tool - it records every significant event, every consequence, and every stat change across your character's twenty-year arc. Treat it with the care a Victorian gentleman would afford his personal accounts.

Founding Player Perks:

If you are one of the first 150 backers to make a pledge will have their names or company names and intro as part of a founding team that will be added to our founding booklet which will be part of our LIFE SENTENCE™ production! So contact us with instructions of 200 words or less.

Setting Up the Game

Proper setup is essential to the LIFE SENTENCE experience. The game is designed to feel like a physical ritual - the placement of each component mirrors the structure of Victorian society itself, with the Main Board representing the shared world, the Bank representing shared resources, and the Prison representing the ever-present consequences of poor choices. Take your time during setup; it is part of the ceremony.

01

Place the Main Board

02

Prepare the Decks

03

Distribute Player Materials


04

Determine First Player


The Timer and Buzzer should be placed where all players can reach them - they are central to the tension and drama of every decision. In the 1800s, time was a commodity as precious as coin, and LIFE SENTENCE honors that reality by imposing real time pressure on every major choice.

The Buzzer, The Timer & The Dice

⏱️ The Buzzer & Timer

When the buzzer sounds, the active player's decision time is over. If no choice has been made, the Default Consequence written on the card applies immediately - no appeals, no extensions. Time waits for no Victorian gentleman. Different event types carry different time limits, reflecting their urgency and complexity:

  • Normal Life Event - 60 seconds
  • High-Stakes Event - 30 seconds
  • Moral Trial - 45 seconds
  • Council Vote - 30 seconds
  • Final Judgment - 90 seconds

🎲 The Dice

Use a standard six-sided die (d6) unless a card specifies otherwise. The dice introduce the uncertainty of fate.

A card's special instructions always take priority over the general dice rule.

Player Interaction, Council Votes & Special Mechanics

LIFE SENTENCE is not played in isolation. Victorian society was a web of alliances, betrayals, and public judgments - and your game should reflect that. Depending on the card in play, players may form alliances, betray allies, trade Coin or favors, vote, judge, or intervene in each other's affairs. These interactions are not optional flavor; they are central mechanics that can dramatically alter the course of a game.

Council Votes

Some events require public judgment. Eligible players secretly choose their votes and reveal them simultaneously. Discussion is allowed only during the stated time window. When the buzzer sounds, votes are locked. The active player may or may not be eligible to vote, depending on the card. Resolve the result exactly as written. If the vote is tied, the player with the highest Influence breaks the tie - unless the card states otherwise.

Permanent Consequences

Some choices permanently affect your character. When instructed, place a Permanent Consequence marker on your Ledger or Character Card. It remains for the rest of the game unless a rule specifically removes it. These markers are a physical reminder that some decisions cannot be undone -much like in real life.

Opportunity Cards

Opportunities can change your path through investments, positions, commercial ventures, introductions, property, Influence, or other advantages. Each Opportunity Card is resolved exactly as written. They represent the sudden openings that Victorian life occasionally presented - a business venture, a political appointment, a advantageous marriage, or a colonial investment.

Moral Trials

Moral Trials create difficult choices and social conflict. Players may vote, judge, or intervene when permitted, but the active player makes the final choice required by the card. These are among the most memorable moments in any game - forcing players to weigh personal gain against social consequence, and loyalty against self-interest.

Hidden Traits

Each player has concealed motives represented by their three Hidden Trait Cards. Traits may reward different styles of play - loyalty, betrayal, ambition, or restraint. Keep them secret unless a rule says they are revealed. They are revealed at the end of the game if instructed, often adding a dramatic final twist to a player's story.

The Bank, The Prison & The Investigation Module

🏦 The Bank

The Bank holds the shared Coin supply. Take Coin from it only when authorized by a card or rule. Return Coin to it when paying fines or debts. If the Bank runs out of Coin, record the amount owed in your Ledger as debt was a very real part of Victorian life, and the game reflects this. The Bank is a shared resource, and its management is part of the game's economic simulation.

⛓️ The Prison

Certain Life Events, Moral Trials, Council decisions, and Investigation outcomes can send a player to Prison. Place the human statue inside the Prison structure. The player continues participating in the game unless a rule specifically removes a right. Release occurs through the stated method : bail, a vote, or another permitted mechanism. Prison is not the end of your story; it is merely an unfortunate chapter.

🔍 Optional Investigation / Secret Role Module

This optional mystery module adds a fictional hidden role to the game. One player may secretly receive the designated Secret Role Card at the start of play. Investigation cards, suspicious behavior, failed tests, witness clues, or Life Events may generate clues throughout the game. Discuss suspicions only during designated Investigation windows - this is not a free-for-all interrogation.

A formal accusation can only be made when an Investigation action allows it. Resolve accusations using the game's Investigation rules. A correct accusation receives the Major Reward specified by the rules or card. An incorrect accusation receives the stated penalty. The recommended Major Reward is £30,000 + 3 Influence + 3 Standing, though this may be adjusted during playtesting. Also remember that also Euro's did not exist in the 1800's £30,000 in the 1800's is equivalent to about 4 Million now.

Legacy, The Next Generation & End of Life

The standard game ends when Year 20 is completed, though a Major Fate Card may end the era earlier if it explicitly states so. Before final scoring, each player enters the Legacy Phase - creating a Next Generation Heir who will carry forward the consequences of their character's life. This is one of the most narratively rich moments in the game, as players reflect on the life they have built and consider what they will leave behind.

Wealth Inheritance

Wealth can provide an inheritance advantage to your Heir. The Coin and assets you accumulated over twenty years translate directly into a head start for the next generation.

Standing & Reputation

Standing can create social trust - or social disgrace. Your character's reputation follows their bloodline, for better or worse, into the next generation.

Unique Heir Traits

Specific choices made during the game can unlock unique Heir Traits, giving your Next Generation character special advantages or narrative hooks that reflect your life's story.

After the final Year, resolve all outstanding effects, complete the Heir/Legacy phase, then calculate each player's Life Score. Add all applicable Legacy and Heir bonuses, permanent achievements, and stat modifiers as instructed by the relevant cards and rules. The player with the highest Life Score wins and secures the strongest Legacy. In the event of a tie, the tiebreaker order is: Standing first → Influence second → Wealth third. If still tied, tied players roll the d6 and the highest roll wins.

Quick Reference, Optional Finale & First Playtest

📋 Every Turn - Quick Reference

  1. Advance the Year
  1. Draw a Life Event
  1. Read it aloud
  1. Start timer if required
  1. Choose before the buzzer
  1. Roll if instructed
  1. Apply consequences
  1. Resolve Moral Trial if triggered
  1. Allow permitted interaction
  1. Update Ledger
  1. Pass clockwise

🎭 Optional Life Secret Finale

Before play, all players must agree that only harmless, voluntary secrets may be shared during this optional finale. No medical or health information, crimes, identifying information, family-safety information, or another person's private information may be requested. A player may use a harmless pre-prepared secret. No one may pressure, shame, or interrogate another player. If a player declines, use the game's stated alternative penalty. This module is entirely optional and should enhance fun - never discomfort.

🎯 First Playtest Guidelines

When running your first playtest of LIFE SENTENCE, follow these recommendations to get the most useful feedback:

  • Use 4 players if possible for a balanced first session
  • Play the full 20-Year game to experience the complete arc
  • Use the Timer and Buzzer from the very beginning
  • Use the Bank, Prison, human statues, and dice physically
  • Record total play time for future reference
  • Note which cards create the most laughter, arguments, suspense, and strategic choices
  • Record any rule players have to ask about more than once
  • After the game, rebalance mechanics that repeatedly cause confusion

Contact Us

145 1/2 Church Street Unit 5 Toronto Ontario M5B 1Y4 Canada

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