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Koriko: A Magical Year hero art
Jack Harrison / Mousehole Press

Koriko: A Magical Year

"You are a young witch. An unfamiliar city. A year that will change you forever."

DiceТаро + d6 (башня)
Players1
Prep~15 min
Foundry VTT
Complexity
What is this system

Koriko is a solo journaling game about coming of age through magic and solitude. Inspired by Kiki's Delivery Service — both Miyazaki's film and Eiko Kadono's novel — it asks you to spend a whole year alongside your witch: seven volumes, each one or two hours, each a new chapter of her life in the city of Koriko. A tarot deck shapes her encounters and crises. A tower of 21 d6 dice decides what happens when she dares to take a risk. And through it all, you keep a journal — alive, personal, and entirely your own.

Setting

Koriko is a city that hums and buzzes and doesn't care that you just arrived. Your witch came alone — no mentor, no map, no plan. There are bakeries haunted by friendly ghosts, markets selling love potions next to olive oil, rooftops with sea views, parties you've been invited to and parties that terrify you. By the end of the year, what will still be standing?

What it looks like at the table
Volume Two. You draw a card — Five of Cups. Prompt: 'You have lost something that mattered. What was it?' The risky option lets you write something harder and add a die to the tower. You add it. The tower wobbles — six dice tall now. You write: the broom snapped, and a quiet-handed stranger fixed it. He becomes a confidante. His name is Tom. The tower holds.
Playstyle
Narrative Mystery Social Urban Fantasy
Key mechanics

Tarot as oracle

The deck is split into suits (prompts) and Major Arcana (confidantes — significant NPCs). Each volume begins by building a fresh 'Volume Deck'. Cards steer the story without dictating it; the writing is always yours.

Dice tower

When your witch takes a risk, you physically add a d6 to a stacking tower. The higher it climbs, the more precarious it becomes. When it collapses, you count the faces of the fallen dice — they determine one of six Consequences. Tactile, unpredictable, and genuinely thrilling.

Confidantes

22 unique characters, each drawn from the Major Arcana. They return, develop, and sometimes vanish. Their fates interweave with your witch's story across all seven volumes, making each playthrough feel like a real novel.

Twists and lessons

Risky prompts unlock Twists — narrative curveballs that reshape the story. Successful dice-stacking earns Lessons: spendable bonuses your witch can call on in a difficult moment, a tangible record of how much she has grown.

What people say
I was playing. Not merely responding to prompts... Playing. Like, a game. With choice and strategy. That was the moment Koriko clicked for me.— Cannibal Halfling Gaming, Solitaire Storytelling series
This singlehandedly got me into solo TTRPGs, and it remains one of my favorites of all time. Writing letters home from your witch just breaks you open in the best way.— itch.io commenter on Koriko
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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