Wow, hi! Thanks for checking out my game! Let's do some errata!
Stress gain is based on the value of the chosen card, so drawing more cards just means more options.
You choose! So you get to maximize your result, determine the consequence (suit) you might receive, or possibly minimize your Stress gain.
If any of the cards you draw is a Joker, you jump to 10 Stress and get knocked out of the scene. It's up to a group decision if you still get to use one of the other cards to take your action first; I'd suggest allowing it!
Yes, exactly!
(And 6.) If you spend an Ace, you get a full redraw. If you draw 3 cards and spend an Ace, you discard them and draw 3 new cards!
With a game this lightweight, I tend to lean in favor of focusing on the narrative side of things and not worrying too much about giving everything a mechanical representation. That said, I would take inspiration from Forged in the Dark games, with bonuses/penalties like:
+X/-X cards drawn
Clear X Stress
Activate a special ability by taking X Stress
Activate a special ability by playing a specific card suit
Activate a special ability when you could play a face card, but choose to play a lower-value card
← Return to card-sized RPG
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Hello! I loved these rules! I have a few questions:
1) Is the amount of stress we receive determined by the number of cards we draw or by the value (number) of the card we choose?
2) Is picking a card the one we want or is it random without seeing it?
3) Based on question number 1, what would it mean to receive maximum stress from the joker? Example, please!
4) (Example) I drew 3 cards (A, 6, 10). Should I set aside the A card and then choose 6 or 10? Is that correct?
5) When I spend an A, do I only buy back one card?
6) If I spend two A's, do I buy back two cards?
Wow, hi! Thanks for checking out my game! Let's do some errata!
So, spending a single 'A' card allows me to rebuy all the cards I drew seconds before?
Finally, do all the cards used go to a discard pile and only come back (shuffled) when the main pile is empty?
Yep, you've got it on both counts!
Regarding the use of items, magic, etc., during situations, do you have any suggestions?
With a game this lightweight, I tend to lean in favor of focusing on the narrative side of things and not worrying too much about giving everything a mechanical representation. That said, I would take inspiration from Forged in the Dark games, with bonuses/penalties like: