Children's Card Games
So, tg, a while back, I worked up an RPG based on Trollbabe that was essentially Yu-Gi-Oh The RPG. Now, this game isn't so much based on the card game as it is more based on the television show that's more about card games than Yugi straight up murdering people in magnificent catch 22's.
I call it Children's Card Games. Rules to follow.
Playing is simple Roll a single d10 and try and get above or below a number based on one you choose at character creation.
You have three stats Card Games, Bullshit, and Friendship.
Card Games is rolled whenever you’re playing Children’s Card Games and you’re actually playing with skills and forethought. This is the legitimate method of playing the game, usually obeying all the rules.
Bullshit is rolled whenever you’re playing Children’s Card Games and you’re playing with the game by imposing your (the player’s) will upon the rules of the card game and essentially pulling shit out of your ass.
Friendship is rolled whenever you’re attempting to support others and doing social things or even being a friend and ally to someone.
Character Creation and Mechanics
When you create a Children’s Card Game character, you pick a number between 2 and 9. This number determine what happens when you roll. Say, you pick a 6 as your number. When you Roll Card Games, you try to roll ABOVE a 6. When you roll Bullshit, you try to roll your d10 and get a result BELOW 6. When rolling Friendship you roll the better of the two, meaning that you would want to roll BELOW a 6 in this case. As another example, if your number is 3, you try to roll ABOVE a 3 for Card Games, BELOW a 3 for Bullshit, and ABOVE a 3 for Friendship.
The second step is to choose a specialty for each of your stats. These specialties add a little flair, giving your character some style. They also have the benefit of allowing you to use your number for the roll and count it as a beneficial result. If your number is 7 and you roll a 7 on a Bullshit test and a specialty in Summoning Tricks, you get to count it as a successful roll if you’re trying to bullshit out a creature on your turn.
Finally, you decide the two things about your character and their deck. If your character was an example of a trope, what would they be The answer is your Character Shtick. What’s the central theme of your character’s deck It could be certain creature types or even a name-type of creatures like toons or Gemini creatures. The answer is your Deck Theme. These are used for two of your per game Rerolls.
When you come into conflict, either via card games or in general peril, the GM sets the stakes. These stakes are what happens if you win a conflict or lose a conflict. If you start a Children’s Card Game in the Shadow Realm, the stakes are very obvious. You lose, you get your soul stolen. You win, you get to keep your soul and the other guy loses his. Sometimes the stakes are a little less well defined. Your GM sets the stakes of your card game or other challenge and such things are decided by the roll of a single d10 with success being victory and failure meaning you have to accept the loss.
If a conflict calls for playing by the rules or physical challenges, roll Card Games. If a conflict calls for a character playing dirty or calling into question their cleverness, then roll Bullshit. If a conflict calls for someone relying on their friends or being social somehow, whether with diplomacy or subterfuge, roll Friendship.
Playing a card game is a special case, going by a turn by turn basis. It starts with the players rolling Card Games to determine who has the Advantage. The winner starts off with one Advantage box marked. If both players succeed, then the one who rolled the highest wins. If the tie persists, then neither of them get the Advantage.
Players go turn by turn with the one that scored Advantage going first, describing actions and each player gets one roll using either Bullshit or Card Games. If they succeed, then their action goes off and they mark of an Advantage box. If the player fails, then their action is somehow spoiled and they clear off a marked off Advantage box. When you mark off all 5 Advantage boxes, you can go for the final roll which lets you mark off the Victory box. At that point, you either succeed or fail and accept the consequences of the conflict.
If you’d fail a roll, you can always mark off a reroll box. You have five specific boxes, one based on your Character Shtick, one on your Deck Theme, and three that refer to A Lucky Draw, A Remembered Combo, and Fucking Dumb Luck. One can apply each Reroll to all three stats, depending on how you, spin it. A Friendship reroll based on A Lucky Draw means you could have hit upon someone’s social soft spot and made some headway.
Keep in mind You may attempt to reroll a single failed action up to THREE TIMES. If you fail the reroll once you become injured or at a disadvantage and if you choose not to take a second reroll, your goal remains unaccomplished. If you succeed, the GM describes your success. If you fail a second reroll in a row, they you do not meet your goal and you become incapacitated in some way and you have the option of trying to make a third and final reroll. If you fail this last reroll the GM describes your epic failure OR you describe your character's death. Success on this final allows the player to describe your failure but the goal is not achieved.
If you would fail a reroll, and you take no other rerolls, you accept an injury of some type. If you fail the first one, the injury is minor and disappears at the end of a scene. In a physical capacity, this means you're brusied and lightly scraped, mental injuries are often inflicted fear or being stunned temporarily, while social injuries are temporarily damaged friendships. Failed second rerolls are much harsher and slightly debilitating. Physical injuries include broken limbs and unconsciousness, Mental injuries are often bouts of madness, and social injuries include almost friendship ending arguments. Failed third rerolls often have heavy fates. Physical injuries from these fates include near death experiences and permanently crippled limbs, mental ones include long lasting madness and catatonia, and social injuries of this magnitude result in even the best of friends becoming bitter enemies.
Initial injuries recover after a scene, while second reroll related ones heal after a story is completed. Third failed reroll injuries often last for a long series of stories, if not for the rest of your character's life.
After outlining your character's Shtick and their deck's theme, you should work out the cards your deck is filled out with. A deck has 60 cards in it with three types of cards Creature, Spell, and Trap cards. Creature cards are beasts and creatures that you attack your opponents with to reduce their life point total over the course of the narrative of the duel. Spell cards have unusual effects and can do things that creatures cannot do. Trap cards have specific triggers and when they are triggered, their effects activate. Such tricky cards are placed face down.
Roll a d10 + Your Number and detail that many cards in your deck. You can have multiples of a card (Up to four) as you round out your decklist. You have the option of leaving some cards a mystery, and figuring them out when you need to with a successful Bullshit roll in play or giving them effects when you've got some downtime.
If you so desire, you may detail your relationships with the other players, designating them as best friends, rivals, the one guy you secretly hate, or even your secret crush. Discuss these relationships with your fellow players and GM to better flesh things out. If you have trouble deciding things, ask what the other player characters would think about your character and if they had any history together. if you decide on it, you can also detail NPCs that your character would know and can play a part in the game.