Koriko: A Magical Year, by Jack Harrison at Mousehole Press, is the one most people are pointed at first. You play a teenage witch spending a year away from home in a city you invent as you go, openly modelled on Kiki's Delivery Service. The story runs in six volumes of an hour or two each, and when a moment turns risky you add a die to a growing stack — which resets once it reaches twenty-one, assuming it survives that long. It wants a tarot deck, a pile of dice and a journal; the designer confirms a regular deck covers most prompts, but the characters you meet are named after the major arcana.
Last Tea Shop, by Spring Villager, is the cheapest way to find out whether this hobby is for you, because the classic edition is free. You run a tea stall on the border between the living and the dead, serving the recently deceased one last hot drink and recording what they tell you. It asks for an hour or so of quiet, pen and paper, one or two six-sided dice, and tea — listed on the page as optional but recommended. Play ends when the Veiled One arrives.
Apothecaria, by Anna Blackwell, is the long-haul option. You are the village witch of High Rannoc, brewing potions for villagers and monsters who turn up with complaints like Fairy Fever and Yeti Chest, while working out what happened to the witch who vanished before you. It needs a deck of cards with the jokers left in, a journal and a pen, and no dice at all. The designer calls it a long-term game, and one player reports filling five 80-page notebooks and still going.
Fox Curio's Floating Bookshop, by lostwaysclub, is the densest of these. You run a bookshop on a barge, paddling between ten riverside towns through five seasons of holidays and animalfolk regulars, with a fishing minigame on the side. It is 226 pages, illustrated by Linnea Sterte, and played with a deck of cards, a twenty-sided die and a six-sided die.
Alone Among the Stars, by Takuma Okada, is the ancestor most of the others quote. You land on a planet, draw cards, and describe what you find. It is pay-what-you-want, uses a 52-card deck and a single d6, and the designer says he generally plays for no more than fifteen to thirty minutes at a time — which makes it the one to reach for on a weeknight when a full evening is not available.
The Librarian's Apprentice, by Almost Bedtime Theater, gives you the tightest structure of the six: retrieve six documents from an infinite, shifting library before the day is out. You build the library as a map of playing cards on the table, so it needs a flat surface along with a deck, two six-sided dice, a token and something to write in. The page states 60 to 90 minutes, and the character sheet is a bookmark.
Resist buying all six. These games reward being finished rather than sampled, and the sensible pattern is to play one book until it is done or nearly done before adding another. If you want the full gear list rather than the game list, the solo journaling RPG starter kit covers what to have on the table.