Sounds good. Thank you for the support!
Gregg Jewell
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My 10-year old son is loving this game so far so that’s a personal win.
Anyway, we just lost to Malgorok at 3 Health. Normally, when one hero dies, it’s game over in the next few rounds at best. Well, we managed to do a whopping 4 damage as our final blow before succumbing to his second Attack that round. That is why order of resolving attacks matters! Had we had him down a little more, that might have been us dealing the killing blow instead of him. A few devastating Guard high rolls and Power Grabs got us too low to recover near the end.
Here was our roll:
We knew it was game over, but moving 5 to his Weak Attack and dealing 4 damage was still satisfying.
Game Over:

Some things to note:
- We always play with the Stun Resistance game variant since we enjoy the excitement of the resist rolls.
In case you missed it in the rules down at the bottom,
"Stun Resistance: Before losing an Action die, guess a number from 1 to 6 and roll the die. If the result matches your guess, keep the die with that result instead of losing it."
- This was before I added the very new Dash ability. Which may make the game much easier. Every Roblox game seems to have a Dash ability, even Elden Ring has dodge rolling. So, Greeting Card Guard now has it too! It’s really smoothed out a lot of frustration of awkward rolls and added another interesting decision in its limited playtests so far.
Here it is in the rules, highlighted in the Movement assignment section of the Hero Assignment phase,
"Dashing: Once per round during this phase, if the Dash disc is on the Available space, you may slide it over to the On Cooldown space to increase the Hero’s movement from an assigned Action die by 1. (Dash cannot be used on its own without a die assigned to movement.)"
That is the intended difficulty of having to perfectly match values for a trade. Perhaps you had a string of bad luck? I'd have to see your board state when you have a loss. I just updated the rules to make starts a little more forgiving since you start with 3 Guild Standing instead of 0, but makes the game a hair more difficult overall since you have less total cards in your Inventory.
Favour was an old version's terminology (2023), have you downloaded a more recent version?
Ah yes, correct. The first 18 are the core set, next 6 are E1, next 6 are E2, last 6 are E3. It may be tough to see but the text on the bottom left lists the set a card belongs to. The inverted text over the black background bubble says "Core Set". The following sets say the expansion name and have "(E1)", "(E2)", or "(E3)" next to them.
Unlike many other games, these expansion cards don't really add any new major gameplay rules, more so just new abilities and effects. You simply mix and match the new non-essential cards with old non-essential cards during deck construction. So, the basic game rules already include any new elements introduced in the expansions like the Start of Game trigger event and the Forked Path attribute on the Galdor/Feragot card.
Yeah, I can look into how to word this better emphasizing the formation and Ace are for aesthetics while the 3-7 are gameplay-relevant cards. The Ace itself is not a base defense so cant be removed even with a "1". That is considered a missed attack. It's simply there to stare you down as you play.
I originally had all 8 based defenses around the Ace of Spades in the middle (imagine a 3x3 grid). However, that actually made the game a little easier since you had more numbers to target and slightly larger table area.
The Moving a Champion section on this page was summarized here to save space (maybe that was a bad idea?). What you see here is maybe 85-90% of the actual rules. In the downloadable PnP rules, step 2 of Moving a Champion reads as
- Draw a new active movement card. If the deck is empty, shuffle the discard pile to form a new deck, then remove the top card from the game before drawing the new one.
Edit: I added more of the Moving a Champion section from the actual rules onto this page. I remember now why I summarized it. Nested lists, mixing of ordered lists and unordered list, and itch.io's squirrely code interpreter make for a formatting headache.
To be honest, I normally don't just list the rules here like this since its all in the downloadable file, its just here while I work on the promo art. Maybe I should remove it to avoid mismatched interpretations.
On Top of Deck trigger only resolves once per turn. Can’t reactivate multiple times just because a card was rotated otherwise you could keep rotating eligible rotation cards and activating their On Top of Deck ability multiple times.
Also, this is an old image. The current version of Orzumal's Eye in the PnP file specifically states "If this side was active prior to this turn..."
So the files are blank even when opening from your desktop? Or blank in the browser PDF viewer?I think I figured out why this happens to some people.
When I get home tonight I will update the card files to PDF/E instead of default Adobe PDF.
This only happens with PDFs you combine through Acrobat plugin, not the ones you convert from Microsoft Word.
The 3 matches the Used Item’s Type so it counts as $0 (free) from the Exclusive Offer rule.
While a valid trade, that example was from a time when you always had to trade three Items, where now it really only makes sense to trade a free Item when it will also result in Guild Standing. So, I will change that part of the scenario to avoid confusion.
What do you need from me to allow Staples to approve it? An official copyright release? Them to see this thread that "I, Gregg Jewell, am the rightful owner and creator of the Galdor's Grip print and play card game, including all associated print and play materials. I hereby grant anyone the non-exclusive right to reproduce, distribute, and publicly display the aforementioned print and play version of the card game for personal purposes."
Btw, I use UPS store and upload the files online as an online print order and then pickup later once they're ready. Never had an issue.