EST. 2026
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VOL. 1 — NO. 36
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Exploration Card System

Defines what each card means during exploration

This document defines what each card means during exploration.

← Back to: Exploration Phase Mechanics

How It Works

All cards use a suit-based table lookup system:

  • The suit determines which table to consult
  • The card value determines the specific outcome

Suit Meanings

Red Suits = Ingredients (Situation-Based Foraging)

  • Hearts ♥ - Ingredient gathering situations (easier/safer approach)
  • Diamonds ♦ - Ingredient gathering situations (harder/riskier approach)

Both Hearts and Diamonds use the same situation prompts, but the suit modifies difficulty or approach:

  • Hearts = Easier access, favorable conditions, safer
  • Diamonds = Harder access, challenging conditions, riskier

Black Suits = Encounters and Events

  • Spades ♠ - Social Encounters (NPCs, rivals, helpful characters)
  • Clubs ♣ - Environmental Events (traps, mishaps, things going wrong)

Two d20 Resolution Systems

System 1: Narrative Resolution (Black Suits - Spades & Clubs)

Used for encounters and events where the outcome is about success/failure in a situation.

When to use: Flip a Spades or Clubs card, roll d20 + stat bonus to resolve.

Which stat: Spades cards use Social stat, Clubs cards depend on situation (Combat, Foraging, or Social)

→ See Character Mechanics for stat bonuses, who rolls, and combat resolution rules

d20 + stat Resolution:

  • Natural 1: Critical Fail - Failure + roll complication table
  • 2-5: No and - Complete failure, something goes wrong
  • 6-10: No but - Fail, but gain small advantage
  • 11-15: Yes but - Success with minor cost
  • 16-19: Yes and - Success with bonus benefit
  • Natural 20: Critical Success - Success + roll reward table

→ See Exploration Resolution - Success Tiers for complete details → See complication/bonus tables: Exploration Complication and Bonus Tables

System 2: Ingredient Yield (Red Suits - Hearts & Diamonds)

Used for ingredient gathering where you determine success AND how much you gather.

When to use: Flip a Hearts or Diamonds card, check situation prompt and suit modifier.

Which stat: Depends on situation and your approach (Foraging, Combat, or Social)

Multi-stat opportunities: Many Red card situations allow different approaches - choose based on your character strengths.

→ See Character Mechanics for stat bonuses and who rolls → See Red Cards - Ingredients for all situation prompts

Two-step resolution:

Step 1 - Roll d20 + stat for success:

  • Natural 1: Fail + complication
  • 2-5: No and (fail, something goes wrong)
  • 6-10: No but (fail, but small upside)
  • 11-15: Yes but (success, roll yield + 0)
  • 16-19: Yes and (great success, roll yield + 2)
  • Natural 20: Critical success (roll yield + 4 + reward table)

Step 2 - Roll yield dice + bonus:

  • Yield dice size = restaurant tier (d6/d8/d10/d12)
  • Add success bonus from Step 1
  • Result = portions gathered

→ See Exploration Resolution - Ingredient Yield System for complete yield rules → See Job System - Yield Dice Progression for tier-based dice sizes

Face Card Meanings

→ See Job System for complete face card tier system

Face cards represent special encounters. Suit determines difficulty tier, not encounter type:

Suit = Difficulty Tier

  • ♥ Hearts = Tier 1 (easiest encounters)
  • ♦ Diamonds = Tier 2 (moderate encounters)
  • ♣ Clubs = Tier 3 (challenging encounters)
  • ♠ Spades = Tier 4 (hardest encounters)

Face Card Types (All Suits)

Kings = Boss Battles

  • Major combat encounters requiring strategy
  • Often guard required job ingredients
  • Difficulty determined by suit (Hearts easiest → Spades hardest)

Queens = NPC Side Quests

  • Optional objectives with bonus rewards
  • Social or task-based challenges
  • Reward quality scales with suit tier

Jacks = Merchants

  • NPCs offering items, ingredients, or equipment
  • Inventory quality scales with suit tier:
    • ♥ Hearts: Basic items
    • ♦ Diamonds: Better selection
    • ♣ Clubs: Quality items
    • ♠ Spades: Premium/rare items

Face Card Pool by Job Tier

Which face card suits appear depends on job tier:

  • 1★ jobs: Hearts only (Tier 1)
  • 2★ jobs: Hearts + Diamonds (Tier 1-2)
  • 3★ jobs: Hearts + Diamonds + Clubs (Tier 1-3)
  • 4★ jobs: All suits (Tier 1-4)
  • 5★ jobs: Multiple high-tier (heavy Clubs/Spades)

Numbered Cards (Ace - 10)

Each suit has specific encounters or ingredients for numbered cards. Prompts are genre-neutral with player imagination filling in details.

View suit tables:

Design Notes

Inspiration: Card system inspired by Colostle’s exploration tables

  • Binary suit structure (Red = ingredients, Black = encounters)
  • Same prompt, different suit modifier (Colostle’s “Friendly/Unfriendly” approach)
  • Situation-based prompts allow player imagination across genres
  • Multi-stat opportunities create more engagement in group play

Recent changes (Session 10):

  • Consolidated Hearts and Diamonds into single situation-based table
  • Changed from specific ingredient types (proteins/vegetables) to generic categories
  • Added multi-stat approach opportunities (Foraging, Combat, Social)
  • Implemented yield dice progression by restaurant tier (d6 → d12)
  • Simplified tracking for GM-less, solo-first design

Why situation-based:

  • Simpler tracking (“3 proteins” vs “2 dragon steaks, 1 phoenix egg”)
  • Appropriate for 11-13 year old target audience
  • Genre-agnostic (player imagination fills in details)
  • Creates more opportunities for different characters to roll
  • Better fits GM-less design philosophy

Next steps:

  • Determine how job-required ingredients appear in the grid
  • Create complication/reward tables for Nat 1/Nat 20 results
  • Playtest yield system balance
  • Create genre-specific example interpretations