a role-playing card game · how to play i n order to play this starter set of cartomancy, each...
TRANSCRIPT
-
a Role-playing Card Game
by Vincent van der Zwaagwww.vincentgames.com
S t a r t e r S e t
-
Index of the RulebookINTRODUCTIONS
Using This BookHow To PlaySuits of CardsAdventuring
CHAPTER 1: Rules of the Game
DECK OF CARDSJokers
PLAYING THE CARDSDifficultyTesting SuitsPlaying CardsDetermine the OutcomePlayer Versus PlayerCard Abilities
ENHANCING THE CARDSAdding a Third SuitAdding an EdgeWorking Together
DIFFERENT CARD PILESEmpty DeckExhaustion & RestingWounds & Healing
COMBATTaking a TurnAttackingRange and Duration
CHAPTER 2: Custom Characters
CREATING A CHARACTERChoose a ClassChoose a CultureDescribe the CharacterCreate the Deck
CHARACTER ADVANCEMENTFilling In a FieldUnlocking New CardsAwarding Experience
CULTURESImperial HumansWildling HumansMountain DwarvesTunnel DwarvesHigh ElvesWood ElvesHalflingsHalf-orcs
CLASSESDruidMageMonkPriestRangerRogueWarlockWarrior
EQUIPMENTGoldAttireShieldsWeaponsToolsPotions
CHAPTER 3: Aroundthe World
THE WORLDSThe AbyssThe Ethereal DreamThe Kingdom
ADVERSARIESAnimalsConstructsDemonsDragonlingsPeopleSpiritsCustom Creatures
Appendix
11224
6778899
1010
10111112
13141415
15161718
2020212525
26262628
282930313234353637
404046495458636771
76767678787980
82828383
8586878891949899
-
How to Play
In order to play this STARTER SET of CARTOMANCY, each player must have his or her own deck of cards, except for the Game Master (GM).
Playing the game is much like communal storytelling, and it follows a certain structure. Firstly, the GM describes the environment the player-characters find themselves in. Secondly, the players describe how their characters react to their surroundings, and call out if they perform any specific actions. Sometimes, these actions will lead to a test, in which case the GM will ask a player to play cards in order to determine the outcome of his character’s actions. Thirdly, the GM describes the results of the players’ actions. You’ll notice that the third step is already the first step in another cycle, and thus the game unfolds.
Suits of Cards
Each player will have a unique deck of cards. In this customized deck, different cards will allow the player to perform different actions. Therefore, the cards in a player’s deck very much
describe what type of character he is playing. The four card suits each describe a specific attribute of the character.
♠ FORCE cards describe the character’s strong physical actions as well as its constitution and endurance. For example, lifting a heavy stone, jumping a great distance, resisting poisons, or swimming for a long duration.
♥ SPIRIT cards describe the charisma and influence of the character. For example, making a performance, inspiring others, testing bravery or willpower, or handling an animal.
♣AGILITY cards describe precise or fast movements as well as the character’s reflexes and balance. For example, trying to sneak by, shooting an arrow, disarming a trap, or rolling out of danger.
♦WISDOM cards describe the acquisition of precise knowledge and using the character’s senses. For example, recalling old memories, staying aware of the surroundings, investigating an area, or interpreting clues.
-
Actions
Each deck of cards consists of number cards and face cards (Jack, Queen, and King). Each card has its own value, depending on the number, and face cards also have a special ability linked to them.
Cards are drawn into the players hand and played out onto the table whenever an action is performed. This only happens when the GM deems that the action undertaken by the player has a chance of failure. When this happens, follow these steps:
� The GM set a DIFFICULTY of 1-6 (higher is harder, lower is easier), and adds the result of a single die roll to form the total difficulty. This value is kept hidden from the players.
� The GM chooses ONE SUIT that is required for the test.
� The player may choose ANOTHER SUIT, but the GM must agree that adding the 2nd suit makes sense.
� The player performs the action by playing cards from his hand.
Playing Cards
The player may play any number of cards from his hand, one-by-one. These cards may only belong to the 2 suits that have been called for.
Each card has its own value, and when the player is done playing cards, the total value of all cards is counted. The GM compares this value to the difficulty he set. If the player’s value is highest, the action succeeded!
Regardless of the outcome, the player always discards the cards he used, and draws cards from his deck, back up to his DRAW-LIMIT. The draw-limit determines the minimum amount of cards the player has in his hand.
Card Abilities
Face cards each have a unique ability. When used, the effect instantly takes place. If the player is instructed to ‘discard’ a card, that card is placed on the discard pile. If the player must ‘exhaust’ a card, the card is placed face-down on the exhausted pile. Lastly, if the player has to ‘wound’ a card, the card is placed face-down on the wounded pile.
-
Jokers
Each player’s deck also holds 2 Jokers. These cards have a value of 0. When used in an action, or otherwise leaving the player’s hand, the Joker is given to the GM.
The GM may play the Joker to trigger a hindrance or obstacle that interrupts the players. When played, the GM describes the sudden twist of fate that brings forth the situation that will hinder the players. Afterwards, the card is given back to the player to whom it belonged, and placed in his discard pile.
Different Card Piles
Each player’s character sheet has space for four different piles of cards. Which, together with the player’s hands, makes for five different locations the player’s cards can be in. Each has its own meaning and effects.
Cards in the player’s hand describe his character’s current state.
The deck of cards indicates the character’s energy. When
empty, the player shuffles his discard pile to form a new deck. After doing so, the top 3 cards are taken and added to the exhausted pile (without looking).
The discard pile is where all used-up energy goes. The discard pile is the only stack of cards that remains face-up, and the player is always allowed to look at the cards in his discard pile and change their order. If both the deck and discard pile are empty, the player falls UNCONSCIOUS.
The exhausted pile indicates the level of tiredness the character feels. To shuffle this pile back into the deck, the player must take 8 hours of REST.
The wounded pile shows the level of injuries the character has suffered. To shuffle this pile back into the deck, the player must take 8 hours to HEAL. For each point of damage taken, the player must place 1 card here from any other pile or his hand.
-
Adversaries
The listed adversary types can be easily altered to fit any type of creature the GM wants to introduce into the adventure. The full game holds over 23 archetypes.
Each adversary has a Physical and Mental rating which is used by the GM to determine the difficulty of combat actions (both offensive and defensive).
� gnome: There are races in the world that are small like a dwarf or halfling, yet not nearly as strong. They are frail and weak and tend to stick together and attack in groups - if they attack at all. Examples include a fishman, gnoll, goblin, or kobold.
siZe TinysPeeD SlowPHYsicaL 2mentaL 1HeaLtH 4actions � Melee Weapon: A melee attack
that deals 2 damage.
� Ranged Weapon: A long ranged attack that deals 1 damage.
� BanDit: A humanoid trained in the art of combat can be a soldier, guard, briggant, or perform some other role that requires them to fight. Examples include an assassin, gladiator, guardsman, knight, lizardman, marauder, merfolk, monk, orc, outlaw, spy, thief, thug, or tribal warrior.
siZe MediumsPeeD NormalPHYsicaL 4mentaL 3HeaLtH 14actions � Melee Weapon: A melee attack
that deals 5 damage.
� Ranged Weapon: A long ranged attack that deals 3 damage.
� Shield: This creature can carry a shield, giving it +4 physical when defending.
-
� WiZaRD: People who learn magic can use their sorcery to cast spells at their foes and aid their allies. Their spellcasting can come from inherit magical abilities, through magical objects, or through dedicated training. Example include a cultist, druid, mage, priest, or warlock.
siZe MediumsPeeD NormalPHYsicaL 2mentaL 4HeaLtH 10actions � Melee Weapon: A melee attack
that deals 2 damage.
� Arcane Blast: A long ranged attack spell that deals 4 damage.
� Stun: The creature magically tries to mentally overwhelm a target within long range. If the target fails the test, it becomes stunned, gaining -6 to all actions it performs until the end of its next turn.
� Bind: A long ranged attack spell that deals 1 damage and prevents the target from moving. The target must use an action to remove the effect.
� Heal: A target within short range magically regains health equal to the roll of 1 die.
� tRoLL: Generally, an increase in size indicates an increase in strength, but also a decrease in intelligence. Monstrous humanoids often hide in dark places, away from society, waiting for unsuspecting prey to wander near. Examples include a cave troll, hobgoblin, ogre, river troll, stone troll, or werewolf.
siZe LargesPeeD NormalPHYsicaL 5mentaL 2HeaLtH 20actions � Bash: A melee attack that deals 7
damage.
� Seize: A melee attack that deals 2 damage and prevents the target from moving. The target must use an action to remove the effect.
� Shield: This creature can carry a shield, giving it +6 physical when defending.
-
Dec
k
Exh
aust
ed
Dis
card
Wou
nded
Dec
k
Form
a de
ck o
f the
follo
wing
card
s:
2 Jo
kers
♠
A, 2
, 3, 4
, J, Q
♥
A, 2
, 3, 4
, 5, Q
, K
♣A
, 2, 3
, 4, 5
, 6, J
♦
A, 2
, 3, 4
, Q
Equ
ipm
ent
Wea
pon:
Clu
b (m
elee w
eapo
n th
at d
eals
3 da
mag
e).
Att
ire:
Lig
ht ar
mou
r (+3
to av
oid
bein
g hi
t).T
ools
: Rop
e, to
rch,
her
balis
m k
it, m
usica
l ins
trum
ent.
Abi
liti
esD
ruid
craf
t: Y
ou ca
n m
ake s
mall
plan
ts gr
ow an
d de
cay
at w
ill.
Shap
echa
nge:
Exh
aust
a ca
rd to
cha
nge
into
an
anim
al de
pend
ing
on th
e su
it of
th
e car
d. Y
ou ca
nnot
use
equi
pmen
t, ca
st sp
ell, o
r spe
ak. W
hen
atta
ckin
g, yo
u de
al 2
mele
e dam
age.
♠
Larg
e bea
sts d
eal +
2 da
mag
e.
♥Sm
all b
easts
cann
ot at
tack
.
♣Fa
st be
asts
mov
e twi
ce as
fast.
♦
Flyi
ng be
asts
can
fly.
Dra
w-l
imit
: You
r dra
w-lim
it is
4 ca
rds.
♠Fo
rce
J♠St
onec
raft
: Disc
ard
to a
lter
stone
for
10
min
utes
, or
exha
ust
to i
nsta
ntly
cr
eate
a sto
ne w
all. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 5
.
Q♠
Bark
skin
: D
iscar
d be
fore
mak
ing
a m
elee
atta
ck t
o de
al do
uble
dam
age.
Whe
n us
ed in
an ac
tion,
this
card
’s va
lue i
s 6.
♥Sp
irit
Q♥
Fam
ilia
r: D
iscar
d to
com
mun
icate
a si
mpl
e id
ea to
a g
roup
of s
mall
ani
mals
. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 6
.
K♥
Sum
mon
Wea
ther
: Exh
aust
to c
reat
e a
weat
her e
ffect
in a
larg
e ar
ea a
roun
d yo
u. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 7
.
♣A
gili
tyJ♣
Live
ly: T
his
card
is w
orth
3. W
hen
used
in a
mov
emen
t ac
tion
this
card
is
worth
6.
♦W
isdo
mQ♦
Vin
es: D
iscar
d to
hav
e a vi
ne w
ithin
long
rang
e gra
sp a
near
by ta
rget
and
pull
it clo
se. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 6
.Wyn
t E
verg
lade
- W
ood
Elf D
ruid
© b
y V
ince
nt v
an d
er Z
waa
gG
et th
e ful
l gam
e on
vin
ce
nt
ga
me
s.co
m
-
Dec
k
Exh
aust
ed
Dis
card
Wou
nded
Dec
k
Form
a de
ck o
f the
follo
wing
card
s:
2 Jo
kers
♠
A, 2
, 3, 4
, 5, J
, K
♥A
, 2, 3
, 4, Q
♣
A, 2
, 3, 4
, K
♦A
, 2, 3
, 4, 5
, 6, J
, Q
Equ
ipm
ent
Wea
pon:
Dag
ger (
mele
e wea
pon
that
dea
ls 2
dam
age)
.A
ttir
e: C
loak
Too
ls: H
ourg
lass,
oil,
teles
cope
, lan
tern
.
Abi
liti
esSo
rcer
y: D
iscar
d a c
ard
to ca
st a s
pell.
♠
Arca
ne bo
lt at
tack
s for
2 d
amag
e at s
hort
rang
e.
♥Li
ght c
reat
es a
float
ing
torc
h.
♣Sp
ectra
l han
d las
ts fo
r 5 m
inut
es an
d is
unde
r you
r con
trol.
♦Ill
usion
is au
dibl
e and
visu
al wi
thin
shor
t ran
ge fo
r 10
min
utes
.
Dra
w-l
imit
: You
r dra
w-lim
it is
4 ca
rds.
♠Fo
rce
J♠E
mpo
wer
: Whe
n di
scar
ded
for
Sorc
ery
the
Arca
ne b
olt d
eals
doub
le da
mag
e. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 4
.
K♠
Fros
t: D
iscar
d to
free
ze u
p to
2 ta
rget
s with
in lo
ng ra
nge
- it
mov
es a
t half
sp
eed
for a
shor
t dur
atio
n. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 7
.
♥Sp
irit
Q♥
Spel
l M
aste
ry: R
evea
l tha
t thi
s car
d is
in y
our h
and,
whe
n us
ing
Sorc
ery
to
gain
a bo
nus.
Whe
n us
ed in
an ac
tion,
this
card
’s va
lue i
s 6.
♠
Arca
ne bo
lt at
tack
s at l
ong
rang
e.
♥Li
ght i
s cam
pfire
-siz
ed.
♣
Spect
ral h
and
is tw
ice as
stro
ng.
♦
Illus
ion la
sts fo
r as l
ong
as y
ou co
ncen
trate
.
♣A
gili
tyK♣
Slow
Tim
e: E
xhau
st to
hav
e tim
e m
ove
at h
alf s
peed
in a
larg
e ar
ea w
ithin
sh
ort r
ange
for 1
0 se
cond
s. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 7
.
♦W
isdo
mJ♦
Tru
esig
ht: D
iscar
d to
see i
nvisi
ble o
bjec
ts an
d cr
eatu
res,
and
read
all l
angu
ages
fo
r 5 m
inut
es. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 5
.
Q♦
Invi
sibi
lity
: Disc
ard
to b
ecom
e inv
isibl
e. Pe
rform
ing
any
actio
n re
mov
es th
e ef
fect
. Whe
n us
ed in
an ac
tion,
this
card
’s va
lue i
s 6.
Sir
Gre
gory
Edm
unso
n -
Impe
rial
Hum
an M
age
© b
y V
ince
nt v
an d
er Z
waa
gG
et th
e ful
l gam
e on
vin
ce
nt
ga
me
s.co
m
-
Dec
k
Exh
aust
ed
Dis
card
Wou
nded
Dec
k
Form
a de
ck o
f the
follo
wing
card
s:
2 Jo
kers
♠
A, 2
, 3, 4
, Q, K
♥
A, 2
, 3, 4
, 5, 6
, J, Q
♣
A, 2
, 3, 4
, J, K
♦
A, 2
, 3, 4
, 5, J
Equ
ipm
ent
Wea
pon:
Ham
mer
(mele
e wea
pon
that
dea
ls 3
dam
age)
.Sh
ield
: Buc
kler
(+2
to av
oid
bein
g hi
t).A
ttir
e: L
ight
arm
our (
+3 to
avoi
d be
ing
hit).
Too
ls: H
oly
wate
r, lan
tern
, rop
e.
Abi
liti
esH
eal:
Use
an
actio
n an
d ex
haus
t any
num
ber o
f car
ds fr
om y
our d
eck
to h
ave
a ta
rget
you
touc
h he
al tw
ice th
at n
umbe
r of c
ards
.
Pray
er: O
nce
per
sess
ion,
suc
ceed
at
an a
ctio
n; a
dd a
ll wo
unde
d ca
rds
to y
our
exha
uste
d pi
le; o
r rec
over
all e
xhau
sted
card
s.
Aur
as: O
nly
one a
ura m
ay re
mai
n ac
tive a
t any
tim
e.
Dra
w-l
imit
: You
r dra
w-lim
it is
4 ca
rds.
♠Fo
rce
Q♠
Ven
gean
ce: D
iscar
d to
suc
ceed
at
an a
ttack
. Whe
n us
ed in
an
actio
n, t
his
card
’s va
lue i
s 6.
K♠
Smit
e: D
iscar
d to
atta
ck a
t lon
g ra
nge f
or 2
dam
age.
Whe
n us
ed in
an
actio
n,
this
card
’s va
lue i
s 7.
♥Sp
irit
J♥A
ura
of P
rote
ctio
n: D
iscar
d to
giv
e you
rself
and
allie
s with
in sh
ort r
ange
+2
to d
efen
sive a
ctio
ns. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 1
.
Q♥
Com
man
d: D
iscar
d an
d us
e an
actio
n to
forc
e a cr
eatu
re to
per
form
a ta
sk th
at
does
not
har
m it
. Whe
n us
ed in
an ac
tion,
this
card
’s va
lue i
s 6.
♣A
gili
tyJ♣
Aur
a of
Dev
otio
n: D
iscar
d to
giv
e you
rself
and
allie
s with
in sh
ort r
ange
+2
to
non-
hosti
le ac
tions
. Whe
n us
ed in
an ac
tion,
this
card
’s va
lue i
s 1.
K♣
Div
ine
Shie
ld: D
iscar
d to
igno
re al
l dam
age f
rom
a sin
gle a
ttack
. Whe
n us
ed
in an
actio
n, th
is ca
rd’s
valu
e is 8
.
♦W
isdo
mJ♦
Aur
a of
Hea
ling
: Disc
ard
to g
ain
a bo
nus.
Whe
neve
r yo
u H
eal,
half
the
exha
uste
d ca
rds
are
disc
arde
d in
stead
. Whe
n us
ed in
an
actio
n, th
is ca
rd’s
valu
e is
1.
Kor
d Bar
relroc
k -
Mou
ntai
n D
war
f P
ries
t
© b
y V
ince
nt v
an d
er Z
waa
gG
et th
e ful
l gam
e on
vin
ce
nt
ga
me
s.co
m
-
Dec
k
Exh
aust
ed
Dis
card
Wou
nded
Dec
k
Form
a de
ck o
f the
follo
wing
card
s:
2 Jo
kers
♠
A, 2
, 3, 4
, 5, 6
, J, Q
♥
A, 2
, 3, 4
, Q
♣A
, 2, 3
, 4, 5
, J, K
♦
A, 2
, 3, 4
, Q
Equ
ipm
ent
Wea
pon:
Swo
rd (m
elee
weap
on th
at d
eals
3 da
mag
e), b
ow (r
ange
d we
apon
that
de
als 2
dam
age)
Att
ire:
Hea
vy ar
mou
r (+6
to av
oid
bein
g hi
t).T
ools
: Tor
ch, s
mith
ing
tool
s.
Abi
liti
esBa
ttle
Com
man
d: U
se a
n ac
tion
durin
g co
mba
t to
have
an
ally
take
an
actio
n in
stead
.
Dra
w-l
imit
: You
r dra
w-lim
it is
5 ca
rds.
♠Fo
rce
J♠A
thle
tics
: Exh
aust
to ju
mp
twice
as
high
and
run
twi
ce a
s fa
st fo
r a
shor
t du
ratio
n. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 5
.
Q♠
Enf
orce
r: E
xhau
st wh
en o
utnu
mbe
red
and
deali
ng d
amag
e to
dea
l +2
da
mag
e. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 6
.
♥Sp
irit
Q♥
Tau
nt: D
iscar
d to
forc
e a cr
eatu
re to
atta
ck y
ou. I
f thi
s atta
ck h
appe
ns b
efor
e yo
ur n
ext t
urn,
gai
n +5
to an
y def
ensiv
e act
ion.
Whe
n us
ed in
an ac
tion,
this
card
’s va
lue i
s 6.
♣A
gili
tyJ♣
Parr
y: T
his c
ard
is wo
rth 4
. Whe
n us
ed in
a de
fens
ive a
ctio
n th
is ca
rd is
wor
th
10.
K♣
Dou
ble
Stri
ke: D
iscar
d wh
en m
akin
g an
atta
ck to
mak
e two
atta
cks i
nste
ad.
Whe
n us
ed in
an ac
tion,
this
card
’s va
lue i
s 7.
♦W
isdo
mQ♦
Mea
sure
: Disc
ard
to le
arn
the h
ighe
st Ph
ysica
l attr
ibut
e fro
m th
e cre
atur
es yo
u ob
serv
e. W
hen
used
in an
actio
n, th
is ca
rd’s
valu
e is 6
.
Maz
oga
Red
Bot
tle
- Hal
f-or
c W
arri
or
© b
y V
ince
nt v
an d
er Z
waa
gG
et th
e ful
l gam
e on
vin
ce
nt
ga
me
s.co
m
test0test1test2