SHADOWWORKS rents Room 2F above a dead Mercer Street pawnshop. One window, boarded. One chair, one bulb, one projector with no film — we cut our own cels from black card and brass pins. Five operatives work the reel desk; the rest are silhouettes we haven't identified yet. We don't greenlight. We expose.
A title starts as a dossier. We read the cold case, mark the tells, and cut the suspect profiles from cardstock. The "engine" is a shutter and a bulb — open it a finger's width and the shadow tells you what the file couldn't. A game is finished when the lamp flickers on the final cut and the room holds its breath. If the bulb blows mid-reel, the case is closed unsolved. That's allowed.
The bureau keeps one rule from the 1947 charter: *the figure holding the scissors is never shown*. The player reads the shadow or they read nothing. The lamp decides the tell. The cigarette decides the pause.
05Operatives
07Reels Cut
1947Charter