Order the chapters of Half-Life the way you play through Black Mesa, from the tram ride in to the final confrontation. You place all 18 cards in the right order, one at a time. You start with three lives, and ten right in a row wins a lost one back.
These cards are the chapters of the original Half-Life, and you order them the way you play through Black Mesa. Each card shows only the chapter's name. One chapter starts on the line with its position in view. Each new draw asks you to choose a gap. Right means its place in the order is revealed; wrong means it moves to its true position and you lose one of three lives.
Gordon Freeman's day goes from an ordinary arrival to disaster, a desperate fight with the military and finally a trip to another world. Many chapter names are lines of dialogue or dry lab jargon, which makes them hard to tell apart. The long middle stretch, where you're crawling through the facility, is where the order gets muddy. Think about when the soldiers show up and what you were fighting before them.
This deck has been played 10 times. An average run places 8.7 cards, and 78% of all placements land in the right spot. 20% of runs place every card.
The cards players get wrong most often:
Here are 18 of the 18 cards you might be dealt. Their values stay hidden until you place them.







