Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

The way we describe it in the book is a "type" of action. So you need to at least delineate some kind of specificity. With that said, we think its one of those things where if players try to cheese it, the system's boundaries keep it in check since you still need to roll to counter.

As for frequency of adding new cards, we intentionally left that to the player. Certain strategies are going to require more cards than others, and at certain times players are going to realize they wanted the deck to do something different then how they built it. With that said, there is always going to be a point in creating cards where you're deck will get too big to see things you want to consistently, and at that point the players goals will change. 

Thank you!

If you're able, I have two more questions: Do staples go to the graveyard? Do created warriors or items? Or are cards the only thing that can be in a graveyard?

And, I'm making an NPC who's gimmick is like Madness in MTG - he wants to discard his cards for effects or to cast them for free. How can I represent this as an NPC? I know you recommend using Fumble for when they're forced to discard, but how would I represent voluntary discarding? Currently my two ideas are: Play them more like a player character and keep track of their actual hand and deck, or just shortcut the discard process and have the NPCs moves be the discarded cards' effects and just flavor it as they're discarding with another card to get the benefit of discarding them - maybe have Power Card Moves that represent discarding have less or no Simple Card Moves attached to them, to represent the loss of resources/extra setup required. Neither of these feel that good to me, though.

Only cards. Staples dont exist. For created warriors and items i'd follow the "lean into the TCG you and your friends know the best" rule for ruling.

As for the NPC, its important to remember that internalised mechanics don't really work for NPCs cause there isnt really a puzzle to be solved to make them any interesting to do. You can just play whatever card you want after all. As is, I'd probably represent it by there needing to be an "enabler" card (the discard engine) to allow for more powerful effects or additional simple card moves being played. Then to represent having less resource, if you dont want to fumble, I'd represent it with having less simple card moves. You can imagine the tempo sort of being "stealing simple card moves from future turns".
Alternatively, you could have the enabler card litterally create a "Hand Size" counter that gets manipulated as you add or spend counters. 

Thank you! Ooh I like the hand size counter, I was thinking of something similar. Maybe I'll combine that with having more or less resources for "discard" moves.