This is a terrific spin on traditional playing cards. I'm a casual collector of playing card decks, and this a great way to put them to use. Thanks for such an innovative new game.
I love the simplicity and how it focuses on a stoytelling (erm, well, skirmish storytelling) experience without being bogged down by lots of stats, checks, tables, and all. This might be the RPG that has me playing RPGs. I hope you don't lose this simplicity as you continue to develop this, once you're done with Popup Dungeon.
Wish someone would make this an online game. I have no friends willing to play such thigns with me. They are too busy with their action games and MMOs. :D
Daniel Lynch It's actually finished and undergoing some internal testing. Right now though, we're entirely focused on finishing up Popup Dungeon, which is getting really close! :D
@@Samkiud Thanks for your interest! When we finish Popup Dungeon, we plan on giving Dungeons and Deuces more love. We're dividing it into two distinct games: a micro-game that is purposefully quick and easy to play, ideal for parties; and a more comprehensive role-playing system.
TripleBTitles As I continue to be the GM I keep running into more and more vague descriptions of abilities on certain classes that came with the game. It causes arguments with the players because when they read the card they interpret the ability description a certain way and I can't combat their logic because it isn't written out in the core rules. So, I don't want to overload this comment section with questions, nor do I want to bug you, but knowing what these abilities actually say would make things a lot smoother. 1. The Paladin's level 2 ability, Field Promotion. So, the question is that is says add a wild range of +3 to ANY card. So we have two questions in one, does that mean he can add 0-3 to a card or just add 3 to a card value? Secondly, Any card? The name suggests that he can only change a card value that's in play, but the description states any card, so when we played he changed the value of his threat card. Next he changed the value of a card that was in his hand but didn't play. Any clarification would be helpful. 2. The Paladin's level 2 ability again. During a battle, he changed the value of a card in an enemies attack making it invalid. What happens to that attack? Based on the rules, you can only attack with a valid poker hand, so that ability negates the attack? Also, he tried changing the value in an attack card played by an ally, but again, you can only play valid attacks, so there is no way that the ally could play a 4 and a 3 and have the 3 change into a 4 to make a pair because it wasn't valid to begin with so therefore there is no way he could have put it down in the first place... it's been a headache. 3. If a player uses an ability that requires him to sacrifice a card to have a desired outcome, but not like the alchemist's ability to draw 4 cards. More so I'm talking about the paladin's level w ability. I'd he sacrifices his last card to change the value of a card, does it still happen? He's technically defeated. I understand that the order in which things occur happen in that order, so he would cast the ability state the new value and then die, but I'm asking for my players sake. 4. The Dragon's basic ability. Really Any ability that is like that ability too. If the dragon has 2 cards left, and the player attacks with a pair and one of those is the same suit as his encounter suit he claimed, does he get defeated before drawing the card? Basically, do you draw for abilities like that before the combat is resolved or do you draw afterwards? Again, 1,000 apologies for writing so much, but it seems the forums are dead. This seemed like the best place to ask. Thank you in advance for any help you can give and thank you to anyone else who has answers for us. We love this game and I've already created 11 of my own classes and I am working on a new monster set.
Hi Tony, No problem, thanks for your interest in the game. Most of these questions are addressed in the new version we've been working on, but for now 100% of our attention is on Popup Dungeon as we hurry towards the pre-alpha. I will still do my best to answer your questions. 1 & 2. Wild "Range" means that you can adjust the value of the card by up to that amount. In the case of a wild range of 3, it would be 1 to 3. The Paladin's Field Promote should only be applied to cards that are played by you or your allies. In other words, not you threat card or an enemy's card. I'll see if I can update the text in the near future. 3. Yes, the dying action would take effect so long as it still makes sense. 4. We should clarify that defeat only occurs after all pending effects are resolved. So in this case, the dragon would survive. That's awesome to hear! Please feel free to make this game your own and share your creations as much as you'd like. If you don't like our rules, also feel free to change them to suit your play style. The new version of the game will be quite different -- it's a faster-pace, strictly cooperative dungeon crawl -- so you don't have to worry about your creations becoming obsolete. If you have any more questions, feel free to ask!
So I love this game. I made an Alice in Wonderland campaign, Sherlock campaign, Universal Monster campaign, and many more! As much as I love creating my campaigns, is there a plan to make this an actually buyable game? New Monster packs, Storylines, and Loot cards! would be amazing.
Very nice game !!! I have few questions about abilities, if you can answer. 1- Are some abilities passive (like lv 4 mage ability or for example basic mummy ability) or for every ability of the game i must declare the use ? 2- In the case that some abilities are passive can I use activated abilities up to reach the number of 1 abilities maximum per turn ? 3- I don't understand well the difference between round and turn 4- In the case of the basic ability of de-vine lady, if the player with my heart card in front of him is defeated, will I discard that card or i put back in the card pool of the monster ? Thank you very much, and I'm so sorry for the trouble but seems that the forum is down so I asked my question here.
Thanks! 1) Passives are always active. ;p You don't have to "declare" them, you just have to remember they exist. 2) Yes. 3) A round is when all entities have had a turn, and the queue begins again. 4) Discard the heart card if the target is defeated.
It is a lot to take in at once, but if you're familiar with poker or tabletop RPGs you can ease right into it. If you can slap down an Ace or a pair, you can get by at the start. ;)
@TripleBTitles I've just been reading through the cooperative play, traditional quest, forgotten valley and i understand most things but the ending is slightly unclear to me. The start says to acquire the orbs or kill the guide but neither of these are written much further into it. My understanding was if you get to the gateway (can be achieved with the orbs), that if you have killed your guide you win and if you haven't you lose, but then I don't understand what the point of the orbs are. Can someone clarify this for me please?
Fantastic game! I just have a few quick questions: 1. What's the full effect of Air Bear on Beagles (the ability text is cut off)? 2. Is there some mechanic to stop stalling, e.g. a level 4 mage with a diamond threat just passing every turn? Seems like that ends encounters in draws when it happens. 3. What's the timing on temple statue's offering placement? Do the player have to place cards on the offering plates during their turns (say once per turn)? 4. Is there a limit on the number of abilities an entity can use per turn? From reading the rules my guess is 1 - if that's correct, would it include disrupts? Thanks so much for providing my friends and I with such a well designed game!
Hi, thanks! We've got two new versions of the game in the works which we'll focus on after we've release Popup Dungeon. In the meantime, we encourage house rules for any issues you might encounter without a solution. 1. Sorry, it's been so long that I've forgotten! Where did you see this? 2. In a later version, the ability only applied on the round during which the Diamond entered the discard pile. 3. Yes, that's how we played it: you can place one card on either plate during your turn. 4. It's been a while, and we've gone through several version since then, but I believe you could use as many abilities as you have resources for on your turn.
Afformentioned, it's a very nice and good game! Well done! However I would also have some question: 1.) So as far as I understand, passive abilities are always active as long as you don't forget about them, right? 2.) Are you allowed to use up to one "active" ability in your turn or in the round? (e.g. as a druid, if I use the lvl 2/3/4 or 5 ability in MY turn, am I still allowed to use the lvl 1 or any other usable ability during another player's or the GM's turn?) 3.) However, I don't quite understand what's the situation with abilities that take place in different parts of a round (e.g. and especially the warrior lvl 1 ability - am I allowed to use the defensive ability only if I used S&B in my turn or am I allowed to use it anytime but only one time when I am being attacked during the round?) 4.) Also generally speaking but an example with the warrior: If I used an ability in my turn, am I still allowed to use e.g. Intercept (lvl2) during my ally's turn? 5.) Using a custom ability counts to the limit, right? So I am not allowed to use my class' ability and my custom one in the same turn. 6.) What's the situation with enemy entities? E.g. the Hatchlings. Do they have to be defeated in order to finish the encounter? How many of them/ harpy is it allowed to be on the field at once? And if my pet has already only one card am I allowed to dismantle it and summon another one or do I have to "kill" it in battle first? 7.) And the last question regards to combat. What about two pairs? Is it allowed playing two pairs (with 4 cards of course) as an attack (and defense)? Is so, I guess it's beaten only by 4 of a kind or a two pairs higher but I'm not really sure about it, because it makes combat much easier. Thank you for your answers in advance! I and my fellow players would definitely appreciate a more detailed guide or rules regarding abilities and their usage. ;) A really nice game and you are extremely creative, keep up the good work! It's very nice of you that you made the game free, it would be cool if you could make also the backsheet at least for the monster cards ;)
1) Yes, correct. 2) If you can successfully activate more than one ability on a turn, you may do so. 3) At level 1, you can only use it on your turn. But at level 2, you can use it as a part of your "intercept" ability, once per round. 4) Yes, you can. 5) I see where the confusion lies. The rules state: "Players may use an Ability and/or Attack once on their turn unless the Ability reads: Instead of Attacking..." So from that you can interpret that abilities may only be activated once. As far as we can remember -- though to be honest, we've gone through many more versions of this game since then, so it's been a while with lots of changes in between -- there was no limit on the amount of abilities you can activate apart from their respective conditions. The rules should read: "Players may use Abilities on their turn. They may also Attack once on their turn unless an Ability used reads "Instead of Attacking." The custom ability would fall under these same rules. 6) Enemy pets must be defeated to end the encounter. Your pets typically regenerate at the beginning of every encounter. So for the Hunter pet, for instance, you would discard its hand at the end of combat and draw a fresh one at the beginning of the next. 7) Two pairs are typically not allowed, though you could enable them as a house rule! I hope we'll have more time in the future to release the next version of this game which is much more developed and complete. However, right now we're super busy trying to get our current project, Popup Dungeon, into Early Access/Release as soon as possible. Thanks for playing our game, and don't hesitate to make it yours! Feel free to adjust the rules to your own preferences. Happy holidays and best wishes!
I wish it sold here in brazil but instead they are just regular backs and they cost 20R$ each (4$ but it is much harder to earn 20R$ then 4$ even tough they are the same in exchange)
Question: 3:07 "Only the winner draw cards..." so at 3:39 the vampire draw a card after beat the king with Ace. BUT... On the Quick Reference (card) at "Who can draw?" paragraph it say: Normal enemies and their Pets cannot draw a card, only bosses and players. So what to do in that case normal enemy win the combat?
Good catch! We've actually corrected the Quick Reference card now. On a Tie, both sides draw as though they'd won, regardless of whether they are players, enemies, pets, or bosses. :)
It depends on the mode you're playing. If you are running your own campaign, you can level up enemies to fit the desired difficulty of the encounter. However the guidelines are usually to keep the enemies at the level of the players (leveling up with them) in order to maintain the same level of challenge. If you are playing with multiple players, you can choose to make individual enemies level up separately. So if there are two players, one of which is level 2, the other is level 3, the first enemy drawn could be level 2, and the second one would be 3. You can also level them all up to the highest level player if you want it to be more challenging, or to the lowest player's level if you want it to be easier.
Tennicaly it's 4-1/2 decks...2 decks for both players....1 deck for the misters attacks....1 deck for loot numbers.....1/2 that is the monsters that come out 🃏1😭🃏2😐🃏3🤔🃏4🤨🃏5😎 🤓
Typically, when you run out of cards, you run out of HP and are defeated. When your entire party runs out of cards, you've lost the game. Depending on how difficult you want the game to be, you can tweak the rules as to what happens at that point or how to revive a player. My memory's a bit fuzzy because it's been a while, and there's a new version of the game, which we'll share in the near future, but we usually brought back defeated players at half hp and when everyone was defeated, we considered it a loss.
On the site, I read the cards drawn from the Initiative Draw are returned to the bottom of each deck. But in that video, the player discarded his. Is it a little mistake on his part?
Louis Pariseau It's sort of a house rule. We've tried it both ways and only really recommend returning cards to the bottom for initiative draws if you're running some sort of quest with lots of short/easy battles. For normal games, the one card difference is not terribly significant and discarding rather than returning to the bottom of a deck can slightly speed up leveling.
TripleBTitles Thanks! Congratulations on the creation of the game and for the devotion you put in! I've tried many times to create something like this and this really impresses me!
This is a terrific spin on traditional playing cards. I'm a casual collector of playing card decks, and this a great way to put them to use. Thanks for such an innovative new game.
I love the simplicity and how it focuses on a stoytelling (erm, well, skirmish storytelling) experience without being bogged down by lots of stats, checks, tables, and all. This might be the RPG that has me playing RPGs. I hope you don't lose this simplicity as you continue to develop this, once you're done with Popup Dungeon.
Wish someone would make this an online game. I have no friends willing to play such thigns with me. They are too busy with their action games and MMOs. :D
Aiden Pearce We're actually working on a potentially single-player/coop version right now. :)
TripleBTitles how did that single player version come along?
Daniel Lynch It's actually finished and undergoing some internal testing. Right now though, we're entirely focused on finishing up Popup Dungeon, which is getting really close! :D
@@enriquedryere9691 Any news on this?
@@Samkiud Thanks for your interest! When we finish Popup Dungeon, we plan on giving Dungeons and Deuces more love. We're dividing it into two distinct games: a micro-game that is purposefully quick and easy to play, ideal for parties; and a more comprehensive role-playing system.
Great concept. Was looking for a RPG card game using playing cards :)
TripleBTitles As I continue to be the GM I keep running into more and more vague descriptions of abilities on certain classes that came with the game. It causes arguments with the players because when they read the card they interpret the ability description a certain way and I can't combat their logic because it isn't written out in the core rules. So, I don't want to overload this comment section with questions, nor do I want to bug you, but knowing what these abilities actually say would make things a lot smoother.
1. The Paladin's level 2 ability, Field Promotion. So, the question is that is says add a wild range of +3 to ANY card. So we have two questions in one, does that mean he can add 0-3 to a card or just add 3 to a card value? Secondly, Any card? The name suggests that he can only change a card value that's in play, but the description states any card, so when we played he changed the value of his threat card. Next he changed the value of a card that was in his hand but didn't play. Any clarification would be helpful.
2. The Paladin's level 2 ability again. During a battle, he changed the value of a card in an enemies attack making it invalid. What happens to that attack? Based on the rules, you can only attack with a valid poker hand, so that ability negates the attack? Also, he tried changing the value in an attack card played by an ally, but again, you can only play valid attacks, so there is no way that the ally could play a 4 and a 3 and have the 3 change into a 4 to make a pair because it wasn't valid to begin with so therefore there is no way he could have put it down in the first place... it's been a headache.
3. If a player uses an ability that requires him to sacrifice a card to have a desired outcome, but not like the alchemist's ability to draw 4 cards. More so I'm talking about the paladin's level w ability. I'd he sacrifices his last card to change the value of a card, does it still happen? He's technically defeated. I understand that the order in which things occur happen in that order, so he would cast the ability state the new value and then die, but I'm asking for my players sake.
4. The Dragon's basic ability. Really Any ability that is like that ability too. If the dragon has 2 cards left, and the player attacks with a pair and one of those is the same suit as his encounter suit he claimed, does he get defeated before drawing the card? Basically, do you draw for abilities like that before the combat is resolved or do you draw afterwards?
Again, 1,000 apologies for writing so much, but it seems the forums are dead. This seemed like the best place to ask. Thank you in advance for any help you can give and thank you to anyone else who has answers for us. We love this game and I've already created 11 of my own classes and I am working on a new monster set.
Hi Tony,
No problem, thanks for your interest in the game. Most of these questions are addressed in the new version we've been working on, but for now 100% of our attention is on Popup Dungeon as we hurry towards the pre-alpha. I will still do my best to answer your questions.
1 & 2. Wild "Range" means that you can adjust the value of the card by up to that amount. In the case of a wild range of 3, it would be 1 to 3. The Paladin's Field Promote should only be applied to cards that are played by you or your allies. In other words, not you threat card or an enemy's card. I'll see if I can update the text in the near future.
3. Yes, the dying action would take effect so long as it still makes sense.
4. We should clarify that defeat only occurs after all pending effects are resolved. So in this case, the dragon would survive.
That's awesome to hear! Please feel free to make this game your own and share your creations as much as you'd like. If you don't like our rules, also feel free to change them to suit your play style. The new version of the game will be quite different -- it's a faster-pace, strictly cooperative dungeon crawl -- so you don't have to worry about your creations becoming obsolete.
If you have any more questions, feel free to ask!
TripleBTitles Thanks for the quick response! I really appreciate the info, it really helped.
this looks wicked fun! i'd have to watch the vid a few times but wow well done! im gonna try to get used to it
Wicked.. you from Jersey?
3:20 pot of greed
,
No way! You know what pot of greed does???
This is AMAZING! Absolutely brilliant!
I looked exactly for something like this
This is really wonderful! Love it!
So I love this game. I made an Alice in Wonderland campaign, Sherlock campaign, Universal Monster campaign, and many more! As much as I love creating my campaigns, is there a plan to make this an actually buyable game? New Monster packs, Storylines, and Loot cards! would be amazing.
Holy shit this looks amazing...
Where can I download the PDF?
Is the website for this game down? I can’t seem to access it.
That looks like a lot of fun.
I made a card game where the way to make decisions is by shuffling your cards
Very nice game !!! I have few questions about abilities, if you can answer.
1- Are some abilities passive (like lv 4 mage ability or for example basic mummy ability) or for every ability of the game i must declare the use ?
2- In the case that some abilities are passive can I use activated abilities up to reach the number of 1 abilities maximum per turn ?
3- I don't understand well the difference between round and turn
4- In the case of the basic ability of de-vine lady, if the player with my heart card in front of him is defeated, will I discard that card or i put back in the card pool of the monster ?
Thank you very much, and I'm so sorry for the trouble but seems that the forum is down so I asked my question here.
Thanks!
1) Passives are always active. ;p You don't have to "declare" them, you just have to remember they exist.
2) Yes.
3) A round is when all entities have had a turn, and the queue begins again.
4) Discard the heart card if the target is defeated.
I have a feeling this sounds more complicated than it actually is. Very creative use of traditional playing cards.
It is a lot to take in at once, but if you're familiar with poker or tabletop RPGs you can ease right into it. If you can slap down an Ace or a pair, you can get by at the start. ;)
What is additional card please?
Question?? : where to get those cards
@TripleBTitles I've just been reading through the cooperative play, traditional quest, forgotten valley and i understand most things but the ending is slightly unclear to me. The start says to acquire the orbs or kill the guide but neither of these are written much further into it. My understanding was if you get to the gateway (can be achieved with the orbs), that if you have killed your guide you win and if you haven't you lose, but then I don't understand what the point of the orbs are. Can someone clarify this for me please?
Fantastic game! I just have a few quick questions:
1. What's the full effect of Air Bear on Beagles (the ability text is cut off)?
2. Is there some mechanic to stop stalling, e.g. a level 4 mage with a diamond threat just passing every turn? Seems like that ends encounters in draws when it happens.
3. What's the timing on temple statue's offering placement? Do the player have to place cards on the offering plates during their turns (say once per turn)?
4. Is there a limit on the number of abilities an entity can use per turn? From reading the rules my guess is 1 - if that's correct, would it include disrupts?
Thanks so much for providing my friends and I with such a well designed game!
Hi, thanks! We've got two new versions of the game in the works which we'll focus on after we've release Popup Dungeon. In the meantime, we encourage house rules for any issues you might encounter without a solution.
1. Sorry, it's been so long that I've forgotten! Where did you see this?
2. In a later version, the ability only applied on the round during which the Diamond entered the discard pile.
3. Yes, that's how we played it: you can place one card on either plate during your turn.
4. It's been a while, and we've gone through several version since then, but I believe you could use as many abilities as you have resources for on your turn.
@@kaiyi1218 Found it! Here's the full text: Beagles cannot be Attacked by 10s or lower or successfully Defended against by Jacks or higher.
@@TripleBTitles Thanks again! That seems pretty strong given the secret. Can't wait for the next iteration of the game and keep up the good work!
Afformentioned, it's a very nice and good game! Well done! However I would also have some question:
1.) So as far as I understand, passive abilities are always active as long as you don't forget about them, right?
2.) Are you allowed to use up to one "active" ability in your turn or in the round? (e.g. as a druid, if I use the lvl 2/3/4 or 5 ability in MY turn, am I still allowed to use the lvl 1 or any other usable ability during another player's or the GM's turn?)
3.) However, I don't quite understand what's the situation with abilities that take place in different parts of a round (e.g. and especially the warrior lvl 1 ability - am I allowed to use the defensive ability only if I used S&B in my turn or am I allowed to use it anytime but only one time when I am being attacked during the round?)
4.) Also generally speaking but an example with the warrior: If I used an ability in my turn, am I still allowed to use e.g. Intercept (lvl2) during my ally's turn?
5.) Using a custom ability counts to the limit, right? So I am not allowed to use my class' ability and my custom one in the same turn.
6.) What's the situation with enemy entities? E.g. the Hatchlings. Do they have to be defeated in order to finish the encounter? How many of them/ harpy is it allowed to be on the field at once? And if my pet has already only one card am I allowed to dismantle it and summon another one or do I have to "kill" it in battle first?
7.) And the last question regards to combat. What about two pairs? Is it allowed playing two pairs (with 4 cards of course) as an attack (and defense)? Is so, I guess it's beaten only by 4 of a kind or a two pairs higher but I'm not really sure about it, because it makes combat much easier.
Thank you for your answers in advance! I and my fellow players would definitely appreciate a more detailed guide or rules regarding abilities and their usage. ;) A really nice game and you are extremely creative, keep up the good work! It's very nice of you that you made the game free, it would be cool if you could make also the backsheet at least for the monster cards ;)
1) Yes, correct.
2) If you can successfully activate more than one ability on a turn, you may do so.
3) At level 1, you can only use it on your turn. But at level 2, you can use it as a part of your "intercept" ability, once per round.
4) Yes, you can.
5) I see where the confusion lies. The rules state: "Players may use an Ability and/or Attack once on their turn unless the Ability reads: Instead of Attacking..." So from that you can interpret that abilities may only be activated once. As far as we can remember -- though to be honest, we've gone through many more versions of this game since then, so it's been a while with lots of changes in between -- there was no limit on the amount of abilities you can activate apart from their respective conditions. The rules should read: "Players may use Abilities on their turn. They may also Attack once on their turn unless an Ability used reads "Instead of Attacking." The custom ability would fall under these same rules.
6) Enemy pets must be defeated to end the encounter. Your pets typically regenerate at the beginning of every encounter. So for the Hunter pet, for instance, you would discard its hand at the end of combat and draw a fresh one at the beginning of the next.
7) Two pairs are typically not allowed, though you could enable them as a house rule!
I hope we'll have more time in the future to release the next version of this game which is much more developed and complete. However, right now we're super busy trying to get our current project, Popup Dungeon, into Early Access/Release as soon as possible. Thanks for playing our game, and don't hesitate to make it yours! Feel free to adjust the rules to your own preferences. Happy holidays and best wishes!
Nice Red Dragon Deck ^^ :)
+ColdOverkill i used to have that kind of deck....but siblings....the worst kind of bosses
I wish it sold here in brazil but instead they are just regular backs and they cost 20R$ each (4$ but it is much harder to earn 20R$ then 4$ even tough they are the same in exchange)
0:06:25 Deadpool cards..
Question: 3:07 "Only the winner draw cards..." so at 3:39 the vampire draw a card after beat the king with Ace. BUT... On the Quick Reference (card) at "Who can draw?" paragraph it say: Normal enemies and their Pets cannot draw a card, only bosses and players. So what to do in that case normal enemy win the combat?
Good catch! We've actually corrected the Quick Reference card now. On a Tie, both sides draw as though they'd won, regardless of whether they are players, enemies, pets, or bosses. :)
Hi. This looks great. Sorry I'm so late to the party - what happened to the game? Is there a PNP version or similar?
TA
You should be able to print and play from our website. But check this channel again soon for a big announcement!
What is the DM’s deck and what is the loot deck? They are cool decks
The holographic ones? We got them at a museum gift shop. I'm not sure what they are called, sorry!
Looks neat, but how do monsters level up? Do they get larger when the players do?
yes! they always have the same level as the players
@@menevagor8062 Thanks!
So it's like DND, but the combat is different?
How do you jump over obstacles or other things that need your stats?
This is definitely something we plan on addressing in the next iteration of the game, which we hope to develop once we're done with Popup Dungeon.
How did you get those enimies card please answer
You can download resources from this site: dungeonsanddeuces.com/
How do the enemy creatures Level Up?
It depends on the mode you're playing. If you are running your own campaign, you can level up enemies to fit the desired difficulty of the encounter. However the guidelines are usually to keep the enemies at the level of the players (leveling up with them) in order to maintain the same level of challenge. If you are playing with multiple players, you can choose to make individual enemies level up separately. So if there are two players, one of which is level 2, the other is level 3, the first enemy drawn could be level 2, and the second one would be 3. You can also level them all up to the highest level player if you want it to be more challenging, or to the lowest player's level if you want it to be easier.
How much r the campaigns?
Everything is free. Just print and play!
@@TripleBTitles Hi, website is not working yet. Is there some another way to get this nice game? Thank you 😊
This game looks like fun but I only have two decks! 😖
Tennicaly it's 4-1/2 decks...2 decks for both players....1 deck for the misters attacks....1 deck for loot numbers.....1/2 that is the monsters that come out 🃏1😭🃏2😐🃏3🤔🃏4🤨🃏5😎
🤓
How many card deck you using for thia game
Standard 52 card decks. One for each player and 1 for the game master.
@@enriquedryere9691 thx bro
Question: How do you lose?
Typically, when you run out of cards, you run out of HP and are defeated. When your entire party runs out of cards, you've lost the game. Depending on how difficult you want the game to be, you can tweak the rules as to what happens at that point or how to revive a player. My memory's a bit fuzzy because it's been a while, and there's a new version of the game, which we'll share in the near future, but we usually brought back defeated players at half hp and when everyone was defeated, we considered it a loss.
Can this be played with up to five players?
John Stuart, there's technically no limit on the amount of players, but you'll need a large table! ;o
@@enriquedryere9691 and 5 decks(6 if you count the GM)
DUECES
On the site, I read the cards drawn from the Initiative Draw are returned to the bottom of each deck. But in that video, the player discarded his. Is it a little mistake on his part?
Louis Pariseau It's sort of a house rule. We've tried it both ways and only really recommend returning cards to the bottom for initiative draws if you're running some sort of quest with lots of short/easy battles. For normal games, the one card difference is not terribly significant and discarding rather than returning to the bottom of a deck can slightly speed up leveling.
TripleBTitles Thanks! Congratulations on the creation of the game and for the devotion you put in! I've tried many times to create something like this and this really impresses me!
Louis Pariseau Thanks, Louis! That's very nice of you to say. I hope you enjoy it. :D
TripleBTitles You're most welcome, I already thought about some additions of my own, I will probably share them with you if I ever give them life :)
Louis Pariseau Look forward to hearing about them!
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CARD CONCEPT -
Negro
Power 69