Playing With Cards

An alternative way to play Saga Machine employs a deck of poker cards to resolve actions. Using cards in roleplaying games has a long and proud tradition. Those familiar with earlier editions of our games will already be familiar with this means of play.

Setting up the Deck

Ideally, all players and the GM should each have their own deck of cards, but decks may be shared in a pinch.

At the beginning of every session, draw a hand of cards equal to your character’s Edge score. If you draw a joker, discard it and redraw, then shuffle the joker back into the deck.

The GM also gets a hand, which is shared by all NPCs. The GM draws a number of cards equal to the number of players present at the session.

Card Values

There are three types of cards found in the deck: value cards, face cards and jokers. Each is scored differently.

  • Value Cards: Ace through 10 are worth the value printed on the card. This means that aces are low and worth one.

  • Face Cards: Face cards (jack, queen and king) are worth 4, 5 and 6, respectively.

  • Jokers: Any time a joker is used to resolve an action, the result is a critical failure. That means the GM gets to declare that something extra bad happens. Afterwards, draw cards into your hand until you have a number equal to your Edge score. If you already had that number of cards or greater in your hand, instead draw a single card. Then shuffle your discard pile into your deck. In this way, there are always two jokers in the deck. Jokers never sit in the discard pile.

Resolving Tests

Use the following system to resolve a test whenever a player would otherwise roll a die: Flip a card off of the top of the deck, then add its value to the relevant stat and skill modifier, should one be applicable. Compare this total to the target number, as usual.

  • Banes (⊖): If the test would have a bane imposed on it, instead of rolling an extra d10, flip an extra card off of the top of the deck and and keep the lowest value.

  • Boons (⊕): If the test would benefit from a boon, instead of rolling an extra d10, flip an extra card off of the top of the deck. Use your choice of the cards to resolve the action (usually the highest).

  • Pairs: If multiple cards are flipped due to boons and have matching ranks, you may add the values of two of the matching cards together and take the total.

Mylia has snuck into a corporate office, where she is attempting to use the computer systems. The GM calls for an Academics (Computers)-12 test. Mylia has Intelligence 6 and Academics (Computers) 3. She flips a card off of the top of the deck, revealing 8♥. Adding these together, she gets a total of 17: a success! With practiced skill, she accesses the encrypted network.

Jiri is trying to design a novel genetic analysis that will detect fungus zombie infection. However, he keeps getting interrupted by said fungus zombies, which the GM decides imposes a ⊖. This is an Academics (Biology)-12 test. He flips two cards off the top of the deck, getting the 2♠ and 10♣. Since he has a ⊖, he uses the lowest value: the 2♠. He has Intelligence 5 and Academics (Biology) 4. This gives him a total of 11—a failure! Just when his research looks promising, zombies burst through the door and make a mess of his lab.

Hassan is in port shopping for unusual medical supplies. He is able to pay up to twice the going rate, which the GM feels merits a ⊕. He also has the support of the rest of the party, adding another ⊕. The GM then calls for a Chr/Medicine-10 test to locate the supplies. Hassan flips three cards off the top of the deck, revealing the 5♥, Q♠ and Q♦. These last two make a pair! Since he has Charisma 5, Medicine 3 and pairs, he gets a total of 18. His shopping trip is a stunning success.

Edge

Instead of having a pool of Edge tokens, each player has a hand of cards that represents her character’s Edge.

At the beginning of each session, draw a hand of cards equal to your character’s Edge score. Draw back up to this number of cards each time a joker is used to resolve an action—that is, if the joker is not discarded due to boons. If you already had that number of cards or greater in your hand, instead draw a single card. Regardless, whenever a joker comes out, always reshuffle your discard pile into your deck.

Pushing Your Luck

After any test has been made, but before the results have been announced, you may opt to play a card from your hand, replacing any of the cards currently being used to resolve the action. If you have a ⊕, this is an excellent way to make pairs! Then flip the top card of the deck and use it to check for a mental break, exactly as if it were a card from a Stress ⊕ (see page XXX).

Marek is creeping quietly through the darkened corridors of an abandoned space station, trying to avoid the monster that hunts him. He makes a Stealth test, revealing the 3♠. Marek doesn’t, however, believe that this is good enough to avoid the creature, so he plays the 10♠ from his hand, replacing the 3♠. When added to his Speed 5 and Stealth 2, this gives him a total of 17. He hopes this will be enough! He then flips the top card of his deck to check for a mental break. He flips the 2♥, which is less than or equal to his Stressed 2 consequence. The pressure is too much. Something inside him snaps.

Reducing Stress

At any time, you may opt to reduce your Stress value by discarding a card from your hand. When you do this, remove a Stressed consequence. This lowers your Stress value by one (see page XXX). The value of the card being discarded does not matter.

Gaining Edge

When a mechanic would have you draw additional Edge, simply draw the indicated number of cards into your hand. Your number of cards in hand may go above your Edge score in this way.