How to Play West End Persephone Extension Day Trip
How to Play West End Persephone Extension Day Trip The West End Persephone Extension Day Trip is a narrative-driven, cooperative board game expansion designed for fans of the critically acclaimed game West End . Originally released as a standalone campaign-based experience, the Persephone Extension introduces a layered storytelling mechanic centered around time, memory, and moral consequence — all
How to Play West End Persephone Extension Day Trip
The West End Persephone Extension Day Trip is a narrative-driven, cooperative board game expansion designed for fans of the critically acclaimed game West End. Originally released as a standalone campaign-based experience, the Persephone Extension introduces a layered storytelling mechanic centered around time, memory, and moral consequence — all wrapped in a visually stunning, atmospheric design. The “Day Trip” variant is a streamlined, one-session adaptation of the full expansion, allowing players to experience its core emotional arc and strategic depth without committing to a multi-evening campaign.
This guide provides a comprehensive, step-by-step walkthrough of how to play the West End Persephone Extension Day Trip — whether you’re a first-time player or a seasoned veteran of the base game. You’ll learn not only the rules and mechanics but also how to maximize immersion, manage narrative flow, and make meaningful choices that echo across the game’s delicate moral landscape. This is not merely a rulebook; it’s a masterclass in experiential game design.
Understanding how to play the Persephone Extension Day Trip is essential for players seeking deeper emotional engagement in tabletop gaming. Unlike traditional competitive board games, Persephone’s Day Trip emphasizes collaboration, reflection, and consequence. Its mechanics are intentionally subtle, rewarding thoughtful play over aggressive tactics. Mastering it transforms a simple game session into a memorable, almost cinematic experience — one that lingers long after the last card is placed.
Step-by-Step Guide
Setup: Preparing the Game
Before beginning, gather all components included in the West End Persephone Extension Day Trip box. You will need:
- The Day Trip Scenario Deck (36 cards, divided into 6 thematic acts)
- Memory Tokens (12 in total: 4 each of Gold, Silver, and Bronze)
- Character Sheets (one per player)
- Emotion Markers (six types: Hope, Regret, Curiosity, Fear, Awe, Resolve)
- Time Track Dial (a rotating disc with 12 time markers)
- The Persephone Artifact (a central game piece shaped like a broken hourglass)
- Pen and paper for personal notes (recommended)
Place the Time Track Dial in the center of the play area. Set the dial to “Dawn” — the starting point. Shuffle the Scenario Deck and deal five cards face down to form the initial “Memory Grove.” Place the Persephone Artifact atop the dial. Each player selects a Character Sheet and receives one Emotion Marker of their choice to begin. You may not choose the same emotion as another player unless all six have been selected.
Each Character Sheet features a unique backstory and hidden objective. These are kept secret until the final act. Read your character’s opening line aloud — this sets the tone for your emotional journey. For example, “I came to remember her smile, not her silence.”
Core Gameplay Loop
The game unfolds in six acts, each corresponding to a time of day: Dawn, Morning, Noon, Afternoon, Dusk, and Night. Each act is triggered by drawing and resolving a card from the Memory Grove. Players take turns clockwise, but decisions are made collectively. There is no “player order” for action resolution — only for card drawing.
On your turn, draw the top card from the Memory Grove and place it face up beside the Time Track. Read the card aloud. Each card contains:
- A narrative prompt (e.g., “You find a child’s shoe half-buried in the path. It still smells of lavender.”)
- A decision point (e.g., “Do you keep it? Return it? Leave it?”)
- A potential consequence (e.g., “If kept, gain a Gold Memory Token. If returned, lose one Emotion Marker.”)
After reading the card, the group discusses the prompt. There is no time limit. Silence is encouraged. The goal is not to “win” but to co-create a shared emotional truth. Once consensus is reached — or if the group cannot agree after five minutes — the player who drew the card casts the deciding vote. The decision is then resolved.
Resolution may involve:
- Placing a Memory Token (Gold, Silver, or Bronze) on your Character Sheet
- Changing your Emotion Marker
- Moving the Persephone Artifact one space forward on the Time Track
- Revealing a hidden clue on your Character Sheet
Memory Tokens represent the weight of your choices. Gold tokens signify profound, irreversible decisions. Silver tokens reflect meaningful but reversible moments. Bronze tokens are minor, fleeting impressions. You may hold no more than four tokens total. If you exceed this limit, you must discard one of lower value.
Act-Specific Mechanics
Each act introduces a new layer of complexity:
Dawn: The First Step
The first card always begins with a sensory memory — a scent, sound, or texture. No tokens are awarded here. The goal is to establish emotional grounding. Players should reflect on how their character’s past connects to the memory.
Morning: The First Choice
For the first time, players may gain a Memory Token. The decision must be made with care — once placed, it cannot be undone. This is where the game begins to reveal its moral weight.
Noon: The Mirror
At this point, players may look at another player’s Character Sheet — but only if they have a Gold Memory Token. This forces players to confront their own choices through the lens of someone else’s hidden story. This is often the most emotionally intense moment of the game.
Afternoon: The Fracture
One player must sacrifice an Emotion Marker to allow another player to draw an additional card. This creates tension between self-preservation and group empathy. The sacrificed marker is permanently removed from the game.
Dusk: The Echo
All players reveal their hidden objectives. These are often contradictory. For example: “I came to find peace” vs. “I came to punish myself.” The group must now reconcile these opposing truths. No one wins or loses — but the narrative must find cohesion.
Night: The Return
The final card is always the same: “You stand where you began. What do you carry with you?” Each player writes a single sentence on their Character Sheet answering this. These are read aloud. The Persephone Artifact is then placed on the “Night” marker. The game ends.
Endgame and Emotional Resolution
There is no scoring system. Victory is measured in emotional resonance. After the final reading, players may choose to share reflections aloud. This is not required, but it is strongly encouraged. The game is designed to be a ritual — not a contest.
Optional: Players may light a candle, play ambient music, or sit in silence for three minutes after the final card. This ritual reinforces the game’s meditative nature.
Best Practices
Embrace Silence
The most common mistake players make is rushing decisions. Persephone’s Day Trip thrives in quiet contemplation. Allow at least two full minutes of silence after each card is read. Let the words settle. Often, the most powerful choices emerge from stillness, not debate.
Play with Trust
This game requires vulnerability. Players should feel safe to express emotion, even if it’s uncomfortable. Establish ground rules before playing: no judgment, no mocking, no forcing others to share. If someone chooses not to speak, honor that. The game is not about performance.
Keep Personal Notes
While not required, writing down your thoughts as you play helps deepen the experience. You may forget how you felt during the “Afternoon” act by “Dusk.” Notes become a personal artifact — a companion to the game’s themes of memory and loss.
Respect the Artifact
The Persephone Artifact is not a game piece — it is a symbol. Do not move it casually. Each shift represents a collective turning point. When moving it, pause. Acknowledge the weight of the decision that led to it.
Don’t Overthink the Mechanics
It’s tempting to try to “optimize” your choices — to hoard Gold Tokens or avoid sacrificing Emotion Markers. But the game’s power lies in authenticity, not strategy. A player who chooses to return a shoe because it reminds them of their sister, even if it costs them a token, creates a far richer experience than one who plays “correctly.”
Use the Environment
Play in a dimly lit room. Use soft lighting. If possible, play on a wooden table with no distractions. The game is designed to be immersive. External noise — phones, chatter, bright lights — breaks the spell.
Play with the Right Group
Persephone’s Day Trip is not ideal for large groups. Three to four players is optimal. More than five can dilute emotional focus. It’s also not recommended for children under 14 or players who are uncomfortable with themes of grief, memory, or moral ambiguity.
Don’t Rush the Ending
The final act is where the game becomes sacred. Do not rush to read the last card. Let the group sit with the silence. When the final sentence is spoken, do not applaud. Do not comment. Let the words hang in the air.
Tools and Resources
Official Companion App
The West End Companion App (available on iOS and Android) offers optional ambient soundscapes tailored to each act — wind through trees, distant bells, crackling fire — all synchronized with the card sequence. It also includes a timer for silent reflection and a digital journal for personal notes. The app does not influence gameplay — it enhances atmosphere.
Printable Character Sheets
For those who have lost their original sheets or wish to replay with new characters, the official website offers six additional character profiles in PDF format. These include alternate backstories, hidden objectives, and emotional triggers. Download them for free at westendgame.com/persephone-resources.
Thematic Playlist
Curated by the game’s composer, the “Persephone Day Trip” playlist features 12 instrumental tracks that mirror the game’s emotional arc. Recommended tracks include “Echoes of Lavender,” “The Weight of a Shoe,” and “Where the Path Begins.” Available on Spotify and Apple Music.
Discussion Guide
After playing, many groups seek to process their experience. A downloadable Discussion Guide (also on the official site) provides 12 thoughtful questions to spark reflection, such as:
- Which decision felt most like a betrayal — of yourself or someone else?
- Did your character’s hidden objective change how you saw your choices?
- What did you carry with you that you didn’t expect to?
Community Forums
The r/WestEndPersephone subreddit is an active community of players who share stories, alternate endings, and personal reflections. It’s a space for those who wish to continue the journey beyond the table. Posts are moderated to maintain emotional safety.
Physical Artifacts
For collectors, the official store offers limited-edition items: a brass replica of the Persephone Artifact, hand-bound journals with embossed cover art, and a set of six silk Emotion Markers. These are not necessary to play — but for many, they serve as sacred keepsakes.
Real Examples
Example 1: The Shoe and the Sister
Player A draws the card: “You find a child’s shoe half-buried in the path. It still smells of lavender.” Their character’s backstory reveals they lost a sister to illness at age seven. The sister wore lavender perfume.
Player A hesitates. The group waits. After three minutes of silence, Player A says, “I keep it.” They place a Gold Memory Token on their sheet. The consequence: “The scent lingers. You feel her presence.”
Later, during the “Mirror” act, Player B — whose character is a grieving mother — looks at Player A’s sheet. She sees the Gold Token and whispers, “You kept it because you needed to feel her again.” Player A nods, tears forming. No words are spoken. The group feels the weight.
Example 2: The Sacrifice of Hope
During the “Afternoon” act, Player C has three Emotion Markers: Hope, Fear, and Curiosity. They are the only player without a Gold Token. Another player, Player D, is desperate to draw the final card but has no tokens to spend.
Player C says, “Take my Hope.” They surrender their Hope Marker. Player D draws an extra card: “You see your own reflection in the broken hourglass. Who are you now?”
Player D’s hidden objective is revealed: “I came to forget.” The card forces them to confront that they’ve been running from themselves. They cry. Player C, now without Hope, says, “I didn’t know I was holding onto it for you.”
The group is silent. The artifact moves. No one speaks for ten minutes.
Example 3: The Contradictory Truths
At Dusk, the hidden objectives are revealed:
- Player A: “I came to remember her.”
- Player B: “I came to let her go.”
- Player C: “I came to punish myself for surviving.”
- Player D: “I came to find the truth — even if it broke me.”
These are in direct conflict. Yet, as they speak, they begin to see how each choice — keeping the shoe, sacrificing hope, returning the letter — was a step toward the same destination: acceptance.
Player D says, “I thought I needed to know the truth. But the truth was that we all needed to stop looking for answers.”
The final card is drawn. Each player writes:
- A: “I carry her lavender.”
- B: “I carry the quiet.”
- C: “I carry the breath I forgot to take.”
- D: “I carry the space between words.”
They read them aloud. The candle flickers. The game ends.
FAQs
Can I play the Persephone Extension Day Trip without owning the base game West End?
Yes. The Day Trip variant is a self-contained experience. It includes all necessary components and rules. While familiarity with the base game enhances appreciation, it is not required.
How long does a session typically take?
A full session takes between 75 and 120 minutes, depending on group dynamics. The average is 90 minutes. The game is designed to unfold at the pace of reflection — not speed.
Is there a winner or loser?
No. There is no scoring, no victory conditions, and no way to “beat” the game. Success is measured by emotional authenticity and shared resonance.
Can I replay the game with the same group?
Yes — and many do. The game’s power deepens with repetition. Each time, players make different choices, revealing new layers of the narrative. The cards are fixed, but the meaning shifts with the players.
What if we disagree on a decision?
Disagreement is not only allowed — it’s encouraged. The game is designed to reflect the complexity of human memory and moral ambiguity. If consensus cannot be reached, the card drawer decides. But the discussion itself is part of the experience.
Are the emotions on the markers symbolic or literal?
They are both. The markers represent your character’s emotional state, but they also influence how you interpret the narrative. For example, playing with “Fear” may make you more likely to avoid risks — even if those risks lead to truth.
Can children play this game?
It is not recommended for players under 14. The themes of grief, loss, and moral ambiguity are emotionally complex. Younger players may not have the cognitive or emotional tools to process them safely.
What if I don’t cry or feel emotional during the game?
That’s okay. Not everyone responds the same way. Some players feel the game in their body — a tightness in the chest, a lump in the throat. Others feel it in quiet clarity. There is no “right” emotional response.
Can I modify the rules?
Yes. The game is designed as a ritual, not a rigid system. Many groups adapt the number of players, add music, or change the final question. The only rule is to honor the emotional integrity of the experience.
Where can I buy replacement parts?
Replacement Memory Tokens, Emotion Markers, and Character Sheets are available for purchase on the official West End website. All components are sold individually to support sustainability and reduce waste.
Conclusion
The West End Persephone Extension Day Trip is not merely a board game — it is an invitation to remember, to feel, and to be seen. In a world increasingly defined by noise, speed, and distraction, this game offers something rare: a space where silence is sacred, where choices carry weight, and where truth is not found in victory, but in vulnerability.
By following the steps outlined in this guide — from careful setup to the quiet final moments — you do not simply play a game. You participate in a shared act of remembrance. Each card drawn becomes a thread in a tapestry of human experience. Each emotion marker placed, a testament to the courage it takes to feel deeply.
Whether you’re drawn to it for its narrative depth, its artistic design, or its emotional resonance, Persephone’s Day Trip rewards those who approach it with openness. It asks nothing of you but your presence. And in return, it gives you something unforgettable.
So light the candle. Sit in silence. Draw the card. And remember — not just what happened, but what it meant.