CardHack

From Cramulus

Contents

Version 1

  • Each hand consists of 1 short adventure consisting of 3-5 challenge cards.
  • Each player has their own inventory deck, called a backpack. They will build this deck over the course of the game as they collect equipment and technique cards. At any time, a player can have three items out of the backpack. (this is their hand). When they discard an item, it goes to the bottom of the backpack.
  • A player can get hit three times during the adventure. The third time they are hit, they are knocked out for the rest of the hand.
  • Play goes around the table. The dealer gets one turn for each player.



Keyword Types

Keywords listed in order of commonness

  • Weapon: slash, stab, bash, hack
  • Magic: ice, fire, lightning, heal
  • Stealth: backstab, poison, assassinate


There are three basic types of cards, utility, offensive and defensive.

  • offensive cards have access to 3-5 attack keywords and can defend against 2 specific keywords
  • defensive cards generally have 1 attack keyword and can defend against an entire keyword type and 1 or 2 specific keywords from another category.
  • utility cards do crazy unspeakable things


Equipment Deck

Card Name / number Type Actions Reactions
Sword Offensive (Melee) Melee attacks: slash, stab, hack Block: slash, stab
Shield Defensive (Melee) attacks: bash defenses: any melee attack, fire
Red Wand Offensive (Magic) Magic attacks: ice, lightning, fire Block: fire, ice
Blue Amulet Defensive (Magic) Magic attacks: ice Block: any magic attack, slash
Dagger Offensive (stealth) Stealth Attacks: backstab, assassinate Defense: slash, stab
Cloak Defensive (stealth) Stealth Attacks: backstab Defense: all stealth attacks, slash, hack


Version 2

  • Each hand consists of a short adventure. There are three parts to an adventure:
  • Getting equipped: players visit a store. They may buy new equipment or get rid of old equipment.
  • Quest: in the quest phase of the adventure, the party must confront a number of challenges before arriving at their destination. Each card in the Quest deck lists 1-3 challenges, which can be completed in any order. The players must defeat or bypass all the challenges on the card in order to move on. An adventure consists of a number of quest cards equal to the number of players.
  • Treasure: When the players defeat the final challenge of adventure, they find a cache of treasure. There are a number of cards in the cache equal to the number of Quest cards on which all the challenges were passed.
  • Play goes around the table. There is no "dealer". As soon as all the challenges on a location card are defeated, everybody's health is reset and a new card is flipped. (this is called camping)
  • Each player has their own inventory deck, called a backpack. They will build this deck over the course of the game as they collect equipment and technique cards. At any time, a player can have five items out of the backpack. (this is their hand)
  • During your turn, you can do one of several things:
    • play an item from your hand to solve some part of the challenge. After playing an card in this manner it goes into the center of the table and is not recovered until the end of the Quest (at camp).
    • Swap equipment. You may discard any number of cards in your hand. You may put these cards at the top or bottom of your backpack. Up to five new cards are then drawn from the top or bottom of the backpack.
    • Run away. (folding) This removes you from the quest. If all players run away from a quest, it does not add treasure to the cache at the end. You cannot run away from the final quest of the adventure.


  • During your turn, if you do not defeat one of the challenges, you get hit.
  • A player can get hit three times during each challenge. The third time they are hit, they are knocked out for the rest of the adventure.
  • Every time the players defeat a challenge, a new equipment card is put into the treasure cache. The players receive this cache at the end of the adventure and may distribute it as they like.


Gameplay

There are two decks: the Quest deck and the Item deck.

  • Each card in the quest deck represents a location or leg of a journey. It contains 2-6 challenges. Each challenge is a description with 1-3 possible solution keywords.
  • Each card in the Item deck represents cash, or a piece of gear which would be useful in adventuring.
    • 1/3rd of the cards are Gold cards. These are generally 1-3 gold.
    • 2/3rds of the cards are Gear cards. Each piece of gear lists 1-5 keywords. Each item also has a gold value. It's worth 1 gold per keyword.

Beginning the Game

  • Each player draws cards from the item deck until they have 10 gold worth of item cards.

Store

  • When you enter the store, the dealer will place 3 item cards per player face up in the center of the table. If you draw a gold card, put it in a discard pile and draw a new card. This is the store's inventory.
  • During your turn, you may do one of four things:
    • Sell as many items as you'd like to the store for half their value (round down) in store credit. Items you sell go into the center with the other items.
    • Buy up to 1 item using gold or store credit.
    • Trade equipment with another player.
    • Leave the store. Any unspent store credit is lost. The last player to leave the store has to reshuffle the item deck.


Quest

  • While you're questing, your gear cards stay in a pile, face down, in front of you. This is called your backpack. You may never have more than 5 gear cards in your hand at any time.
  • Your gold cards are not used in Quests, they are kept in a pile to the side.
  • At the beginning of your turn, draw cards until you have 5 in your hand.
  • If no quest card is face up, turn over the top one on the deck.
  • During your turn, you have several options:
    • Play a card from your hand to solve a challenge. After playing a card in this manner it is discarded and is not recovered until the end of the Quest (at camp).
    • Put Away your equipment. You may put any number of cards at the top or bottom of your backpack. This makes room for new cards at the beginning of your turn.
    • Run away. (folding) This removes you from the quest. If all players run away from a quest, it does not add treasure to the cache at the end. You cannot run away from the final quest of the adventure.
  • Every quest is dangerous!
    • Once all the players have gone, every player who didn't defeat a challenge gets hit.
    • You can avoid being hit by playing piece of gear with a certain keyword, listed on the quest card.
    • If you get hit three times in one quest, you're dead! You are out of the adventure until the players return to the store.


Reward

  • After the players pass the final quest card of the adventure, they find a cache of treasure. The dealer draws 1 item card per quest that the party finished. If all the players ran away from a quest, it is not counted towards treasure.
  • The treasure is dealt out as evenly as possible between the surviving players. ? Any player that does not receive treasure during this phase... ?


Equipment Overview

Each equipment card has a number of nouns or adjectives on it, called Keywords. A challenge will list several keywords that can be used to defeat it. For example, an orcish war band might be defeated by a sharp weapon, by showing it something fancy, or by sneaking by it.

There are three potential things an equipment card can be used for:

  • Combat challenges: sharp, blunt, magical, heavy, quick, concealable, poisonous, flaming
  • Social challenges: fancy, intimidating, famous
  • Physical challenges: long, rope, wedge, lever, flat, trail, sneak

Each equipment card has a gold value. Generally they are worth 1 gold per keyword. Players start with 10 gold worth of cards in their backpack.


Equipment Card List

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$ Card Name Keywords
150 Long Sword sharp, flat, lever
Short Sword quick, stabbity, concealable 150
Personal tools
Toolbox
LANGUAGES