EST. 2026
Today's Specials
VOL. 1 — NO. 36
ARTICLE

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ARTICLE

Exploration Phase

Overview of the card-grid exploration system

Time: 40% of session (varies by grid size and player count)

Players navigate a card-grid dungeon to gather ingredients and face challenges. The exploration uses a standard deck of playing cards with variable dungeon sizes and limited turns, forcing strategic choices about which encounters to pursue.


Core Mechanics

Card-Grid System

  • Variable dungeon sizes: Small (5x3) to Extra Large (5x6)
  • Limited exploration turns: Players have fewer turns than total cards
  • Strategic choices: Can’t explore everything - must choose wisely
  • Face-down grid: Cards are laid out and flipped as players explore

→ For detailed mechanics, see Exploration Phase Mechanics

Three Challenge Types

All encounters fall into three categories (matching the exploration stats):

  1. Foraging - Finding and identifying quality ingredients
  2. Combat - Battling for proteins, defending the party
  3. Social - Negotiating with merchants, bribing guards, charming NPCs

Discovery happens through narrative. Puzzles were removed as unclear.

→ See Character Mechanics for stat details

Card Meanings

Red Suits = Foraging

  • Hearts ♥ - Proteins and main ingredients
  • Diamonds ♦ - Vegetables and side ingredients

Black Suits = Encounters/Events

  • Spades ♠ - Social encounters (NPCs, rivals, side quests)
  • Clubs ♣ - Environmental events (traps, mishaps, disasters)

Face Cards (Special Encounters)

Face cards are high-stakes, suit-specific encounters:

Jacks - Traveling Merchants

  • Hearts/Diamonds: Sell their respective ingredients
  • Spades: Choose any table + discount
  • Clubs: Choose any table but double cost

Queens - Rare/Important Encounters

  • Hearts/Diamonds: Rare ingredients
  • Spades: Side quest (help NPC for reward)
  • Clubs: Saboteur NPC (tries to hinder you)

Kings - Epic/Extreme Encounters

  • Hearts/Diamonds: Epic ingredients (very difficult)
  • Spades: Rival chef (competition/battle)
  • Clubs: Disaster event (comical chaos)

Face card quantity scales with dungeon size (3 in small dungeons, up to 10 in largest).

Resolution System

→ See Character Mechanics for complete details

Quick reference:

  • Roll d20 + stat bonus for all challenges
  • Group decides who rolls based on narrative
  • Specialists have automatic +2 in their specialty stat
  • Everyone can attempt everything

Resource Constraint

  • Limited inventory space forces choices about what to carry
  • Can be upgraded through progression
  • Always a present consideration

What’s Decided vs. In Progress

✅ Decided:

  • Grid sizes and scaling
  • Turn limit system
  • Face card types and scaling
  • Three challenge types (Foraging, Combat, Social)
  • Card suit meanings (Red = Foraging, Black = Encounters/Events)
  • Card number meanings (numbered card tables complete)
  • d20 + stat bonus resolution (see Character Mechanics)

🚧 Still Designing:

  • Movement rules (needs playtesting)
  • Specific encounter tables by genre
  • Forager’s exploration limit bonuses

→ See Exploration Phase Mechanics for current design progress