EST. 2026
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VOL. 1 — NO. 36
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ARTICLE

Exploration Phase Mechanics

Complete guide to the exploration system

Complete guide to the exploration system. Links below go to detailed mechanics.

← Back to overview: Exploration Phase

Overview

Time Allocation: 40% of session

Players navigate a card-grid dungeon using a standard deck of playing cards to gather ingredients and face challenges. Each card’s suit determines the encounter type (foraging or events), and the card value determines the specific outcome.

Core Tension: Players have limited exploration turns (fewer than total cards), forcing strategic choices about which encounters to pursue.

The Card Grid

Dungeons use rectangular grids that scale by difficulty:

  • Small (5x3): 15 cards, ~10 turns, 3 face cards
  • Medium (5x4): 20 cards, ~13-15 turns, 5-6 face cards
  • Large (5x5): 25 cards, ~17-20 turns, 7-8 face cards
  • Extra Large (5x6): 30 cards, ~20-25 turns, max 10 face cards

All cards are laid face-down. Players flip them as they move through the grid. Face cards (J/Q/K) are included in the total count and scale with dungeon size.

→ Detailed mechanics: Exploration Grid and Movement

Card Meanings

Suits Determine Encounter Type

Red Suits = Foraging:

  • Hearts ♥ - Proteins and mains (meat, fish, eggs)
  • Diamonds ♦ - Vegetables and sides (herbs, veggies, grains)

Black Suits = Events:

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

Face Cards Are Special

Each suit’s face cards have unique meanings:

Jacks (Merchants):

  • Hearts/Diamonds: Sell their ingredient type
  • Spades: Any merchant table + discount
  • Clubs: Any merchant table but double cost

Queens (Rare/Important):

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

Kings (Epic/Extreme):

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

Numbered cards (Ace-10) have specific ingredients or encounters for each suit (tables in progress).

→ Detailed tables: Exploration Card System

Resolving Encounters

→ See Character Mechanics for complete resolution rules

Quick reference:

  • Roll d20 + stat bonus (Foraging, Combat, or Social)
  • Group decides who rolls based on narrative
  • Specialists have automatic +2 in their specialty stat
  • Everyone can attempt everything

Card suit → Stat mapping:

  • Hearts/Diamonds (foraging) → Foraging stat
  • Spades (social encounters) → Social stat
  • Clubs (environmental events) → Depends on situation (often Combat or Foraging)

Limited inventory forces choices about what to carry. Can be upgraded through progression.

→ Detailed resolution: Exploration Resolution