Wild Cards: On the Attainment, Ownership and Passing of The Cards and Guns

From 1d4chan

On the Attainment, Ownership and Passing of The Cards and Guns

The true origin of The Cards is as mysterious as the origins of the Dealer. We don't know whether they share an origin or if one came first and brought about the other. We do know that these two things are immutably involved in Wild Cards. Together, they recruit in new gunslingers from every land west of the Mississippi. Most of the gunslingers are of a profession that brought them in close contact with guns on a regular basis. Others ain't. And even fewer of us have never even seen a gun up real close, let alone hold one. But that's how it is.

There is some speculation as to whether the Dealer gives a man his Gun for a reason, or if it is all random. I'm partial to the former, myself. Others speculate that the Dealer has no choice in the matter at all, that the cards themselves guide him and the gunslinger into their meeting; the Cards create the matching between the gunslinger and his Card.

One thing is for certain; there is a certain mysticism about the whole ordeal. Men who witness the pairing of a gunslinger and Card often report strong feelings of uplifting elation or terrible dread, depending on the character of the man and the circumstances that bring about the pairing.

In spite of this, there are no known or discernible qualities that the Gunslingers possess, universally, that would unite them. They arrive at this crossroads in life, coming from all types of backgrounds. Gunslinger "Solemn John" was a slave, Casey "The Fool" Clement was a gold hunter, and "Johnny Boy" was a cowman. Clarkson was a goddamn banker at the time he obtained the Five of Clubs.


All of the Cards hold great power, this is true. One would have to be a great gunsman to outmatch even the lowliest Cardholder. Yes, I do imply that it is possible to beat a Cardholder with nothing but ones own skill. Though the Guns greatly magnify the capabilities of its holder, they do not always make the holder invincible and many manifest detrimental affects on the man who pulls the trigger. The Card known as the Black Joker, for instance, sets its holders life to end one year and one day after their first meeting. Before that time, though, the gunslinger that wields the Black Joker is impervious to Death. Other Cards only imbue minor blessings on their wielder.

The Three of Spades, 'Loss', only allows for the gunman to have an infinite supply of ammunition as it fires the gunman's thoughts and memories, rather than bullets.


What, then, happens when a gunslinger dies? We know that if the Card is picked up by a non-chosen bystander, it disappears in a few days. If it is left alone it disappears within the next twenty-four hours. And most disturbingly of all, if it is picked up by another gunslinger, it hangs around, at least until that gunslinger dies. Where do the Cards go when they disappear? Some say they go straight back to the dealer. Others say they are lost forever. The first seems more rational, since there are instances of a gun appearing twice with two different people, with no way to link those two together.

Another interesting event occurs when the total value of any slinger's Cards are higher than twenty one. The gunslinger begins to suffer highly detrimental psychosis and fever. He also refuses food and water until the value is lowered beyond twenty one and the weapon is brought far away from him.

If this is not done, the slinger will eventually, and most certainly, die.

Wild Cards
Spades: 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - J - Q - K - A
Hearts: 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - J - Q - K - A
Clubs: 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - J - Q - K - A
Diamonds: 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - J - Q - K - A
Jokers: Red Joker - Black Joker
Introduction - The World - Gameplay - Stories of the world
On the Attainment, Ownership and Passing of The Cards
Variant Rule: Hands