Some would be friendly, some would be aloof, some would be strict, others would be curt, some would be humans, others could be androids. In your travels, you will travel to different cities, and meet several people. If you don’t do well, then you and your town run the risk of getting dropped from the caravan, which not only means bad luck for your store but also for other merchants in town. You do have the support of your childhood friend, but even he is doubtful whether you are ready to take on the new role. And you immediately feel the burden of stepping into your mother’s shoes and the responsibility of doing well. Your mom has just kicked the bucket, and it has come down to you to take her place in the caravan.
You start the game as a kid of a Sojourner, a wayfarer, a traveler, who goes from town to town as part of a caravan collecting odds and ends so she can sell them in her own store back home. To see a game, that focused on the art of talking people is not only novel, it’s also very opportune in today’s world, where some struggle to connect to others, while others focus way more on the syntax than context. I am a bibliophile, and language has always intrigued me. What interested me about Signs Of Sojourner was its focus on language and speech. But does taking the competition out of card games work? Let’s find out. It’s still a card game, but this time you are working in concert with the NPC, trying to compliment his cards so that you can finish a conversation, and get the result you want. Signs Of The Sojourner switches that formula around. You play against an opponent, trying to counter his deck, and by beating him improve your own. Most card games (read all) are about a duel.