EST. 2026
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VOL. 1 — NO. 36
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ARTICLE

Exploration Resolution

How to resolve exploration encounters and challenges

This document covers how to resolve exploration encounters and challenges.

← Back to: Exploration Phase Mechanics

Rolling for Outcomes

→ See Character Mechanics for complete resolution system

When a card requires a challenge, players roll d20 + stat bonus.

Three exploration stats:

  1. Foraging - Finding and gathering ingredients
  2. Combat - Fighting creatures and defending (uses standard resolution, no special combat rules)
  3. Social - Negotiating, charming, persuading

→ See Character Mechanics for combat resolution details

Basic resolution:

  • Group discusses and decides who rolls based on narrative
  • Roll d20 + relevant stat bonus
  • Compare result to success tiers (see below)
  • Everyone can attempt everything

Success Tiers (d20 + stat bonus)

All exploration rolls use the same success tier system:

d20 ResultOutcomeYield BonusDescription
Natural 1Critical FailNo rollFail + roll complication table
2-5No andNo rollComplete failure, something goes wrong
6-10No butNo rollFail, but gain small advantage or upside
11-15Yes but+0Success with base yield, minor cost
16-19Yes and+2Great success with bonus yield
Natural 20Critical Success+4Success + max bonus + roll reward table

Multi-stat opportunities: When you fail (2-10), you can try a different approach if the situation allows it (see Multi-Stat Opportunities below).

Natural 1 Handling (Tier Milestone)

→ See Job System - Natural 1 Handling for complete rules

1★-2★ Jobs (Beginner):

  • Natural 1 = auto-fail regardless of bonuses
  • Roll on complication table

3★-5★ Jobs (Experienced Chef):

  • Natural 1 = complication only if total succeeds
  • Your expertise prevents complete failure
  • Maintains comedy without punishing skilled players

Character Stats and Specialties

→ See Character Mechanics for character creation details

Specialists:

  • Automatic +2 in their specialty stat (Foraging, Combat, or Social)
  • Plus 2 points to distribute across other stats
  • Total stat value: 4

Current specialist mappings:

  • Forager → Foraging specialty
  • Butcher → Combat specialty
  • Host → Social specialty
  • Food Scientist → Specialty TBD (Discovery removed)
  • Pastry Chef → Specialty TBD (Puzzles removed)

Chef:

  • 4 points to distribute across all stats
  • No automatic bonuses

Ingredient Yield System

Used for Red cards (Hearts/Diamonds) when gathering ingredients.

Step 1: Determine Success

Roll d20 + stat bonus and check success tier (see above).

On failure (Nat 1 or 2-10):

  • No yield roll
  • Can try different approach if situation allows (“No but”)

On success (11+):

  • Proceed to Step 2

Step 2: Roll for Yield

Roll yield dice + success bonus to determine how many portions you gathered.

Yield dice size determined by restaurant tier:

Restaurant TierYield Dice
1★ Food Truckd6
2★ Casual Diningd8
3★ Fine Diningd10
4★ High-Endd12
5★ World-Classd12 + 2 (or 2d6)*

*5★ bonus TBD - needs playtesting

Success bonuses (from Step 1):

  • Yes but (11-15): Roll yield dice + 0
  • Yes and (16-19): Roll yield dice + 2
  • Natural 20: Roll yield dice + 4 + roll reward table

Example:

  • 3★ chef (d10 yield dice) rolls 17 (Yes and!) on Foraging check
  • Rolls d10 + 2 = 12 → Gathers 12 portions of ingredient

Ingredient Categories

Ingredients fall into generic categories:

  1. Proteins - Meat, fish, eggs, protein sources
  2. Vegetables - Greens, roots, mushrooms
  3. Fruits - Fresh fruits, berries, culinary fruits
  4. Spices - Herbs, seasonings, flavor enhancers

Track simply: “3 proteins, 2 vegetables, 1 spice”

Players imagine specifics based on genre:

  • Fantasy: Dragon meat, enchanted mushrooms
  • Sci-fi: Alien protein, synthetic vegetables
  • Cartoon: Toon-logic meat, impossibly large vegetables

→ See Red Cards - Ingredients for situation prompts

Multi-Stat Opportunities

Many Red card situations allow multiple approaches:

If first approach fails, try different stat:

  • Fruit trees: Forager climbs (fails) → Butcher shakes tree (succeeds)
  • Land owner: Host negotiates (fails) → Butcher intimidates (succeeds)

Different approaches may yield different amounts:

  • Risky/loud approaches (Combat) → Potentially more yield
  • Careful/quiet approaches (Foraging) → Safer but less yield

Group decides who rolls based on:

  • Best stat for this approach
  • Narrative fit
  • Player creativity

→ See Character Mechanics for group rolling rules

Black Card Encounters

Black cards (Spades/Clubs) use Narrative Resolution instead of yield system.

→ See Exploration Card System for Black card resolution details

  • Spades = Social encounters
  • Clubs = Environmental events
  • Success/failure determines narrative outcome (not quantity)

Resource Constraint

Limited inventory/backpack space:

  • Forces choices about what ingredients to carry
  • Can’t take everything you find
  • Must prioritize based on job requirements and value

Inventory upgrades:

  • Can be purchased through Progression Phase
  • Permanent increase to carrying capacity
  • Always a present consideration during exploration

Design Notes

Key considerations:

  • Specialists should feel valuable during exploration
  • Bonuses should be clear and easy to apply
  • Every specialist should have multiple opportunities to use their bonus
  • Resource constraint creates meaningful decisions