Resolving Actions (version 0.0.3)


You have chosen your action, you know your target difficulty and now it’s time to see if it succeeds. To do so, draw a number of cards from a freshly shuffled Probability Deck equal to the number of points you have in the corresponding ability. Once you draw the cards, sort them in order of value from 10 – Ace. The highest card in the draw determines how well you succeeded. If the value of the highest card meets or exceeds the target difficulty, then your action was successful, otherwise the action was not completely successful.


Thegru is attempting to jump over a fence. It’s been determined that the target difficulty is 5 for this action and the ability associated with the draw is Move. Thegru has a 4 in his Move ability and he draws 4 cards: 7, 4, 3, 2. The highest card is a 7 which exceeds the target of 5 and Thegru successfully jumps the fence. Had the draw been 4, 4, 3, 2, then the action would have not succeeded.

Using Perk Cards

You may spend one or more Perk Cards in order to enhance your draw. Faced Perk Cards (Jacks, Queens, Kings) can be used to increase the value of a drawn card by one while Valued Perk Cards (6, 7, 8, 9, 10) can be appended to your draw. Perk cards played this way are placed in a Perk Card discard pile.


Using the previous example, if Thegru was attempting to jump a fence (difficulty of 5) and drew the following cards: 4, 4, 3, 2, then the action would not be successful. At this point, his Lead could play a Perk Card. The two Perk Cards he has are the Jack of Diamonds and 7 of Clubs. He could play either card to make the action successful. The Jack of Diamonds – a face card – could be used to increase one of his cards by one point – turning a 4 into a 5. Alternatively, he could append the 7 of Clubs to his hand, as the 7 would be enough to clear the difficulty of 5.