On Cards

by heathsmith

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On Cards

On Cards

Playing cards appear throughout D&D. This publication is meant to summarize those references, with a smattering of homebrew to fill in some of the blanks (such as the mechanics of a deck of marked cards). This pub can be used in whole, in part, or however you see fit.




The document is divided into several sections:

  • Character Options
  • Equipment
  • Spells
  • Magic Items
  • Friends and Foes
  • Tarokka Games (played outside of D&D)
  • The Deck of Decks




Card pictures throughout this document are from this resource.





Version 1.1

Source References

Throughout this document, features, items, spells, and creatures are noted with a small superscript that indicates the source document. Sources include:

  • CoS = Curse of Strahd
  • DiA = Baldur's Gate: Descent into Avernus
  • DMG = Dungeon Master's Guide
  • HB = Homebrew
  • LLK = Lost Laboratory of Kwalish
  • PHB = Player's Handbook
  • SDQ = Dragonlance: Shadow of the Dragon Queen
  • TCE = Tasha's Cauldron of Everything
  • UA = Unearthed Arcana
  • VRGR = Van Richten's Guide to Ravenloft
  • WBW = The Wild Beyond the Witchlight

Character Options


Characters come with a variety of card features, through classes, feats, backgrounds, and training.

Classes

Bard. At level 3, a College of SpiritsVRGR bard can use a tarokka deck as a spellcasting focus.

Feats

CartomancerUA

Prerequisite: 4th Level; Sorcerer, Warlock, or Wizard Class


You have learned to channel your magic through a deck of playing cards, granting you these benefits:


  • Card Focus. You can use a deck of cards as your spellcasting focus. When you use the deck as a focus to cast a spell that deals damage, roll a d4. You gain a bonus to one damage roll of the spell equal to the number rolled. This bonus applies to one creature of your choice that you can see damaged by the spell; you can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
  • Card Tricks. You learn the prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use prestidigitation in this way, you can conceal the verbal and somatic components of the spell as mundane conversation and card-handling.
  • Hidden Ace. When you finish a long rest, you can choose one spell you know and imbue it into a card; the chosen spell must have a casting time of 1 action, and its level must be less than or equal to your proficiency bonus. While the card is imbued with the spell, you can use your bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.

Backgrounds

Many backgrounds have a card theme, providing proficiency with playing cards, providing a deck of cards as part of the background's starter equipment package, or both.

Proficiency

Proficiency in a playing card set is an option for any character that can become proficient in a gaming set (proficiency in a gaming set allows you to select one gaming set such as dragon chess, playing cards, or dice). Numerous backgrounds come with the option of selecting a gaming set as a tool proficiency. With the 'Customizing Your Origin'TCE option any armor, weapon, or tool proficiency can also be swapped for proficiency in a playing card set; which means any background can provide proficiency.

Equipment

Although easily purchased, the following backgrounds come with cards:

Deck of Cards

  • SoldierPHB, DiA. The soldier also selects proficiency in one type of gaming set, which can be a playing card set.
  • Knight of SolamniaSDQ. This background does not include proficiency by default (you would need to customize the background).
  • Witchlight HandWBW. This background does not include proficiency by default (you would need to customize the background).

Deck of Marked Cards

The following backgrounds come with a deck of marked cards:

  • CharlatanPHB, DiA

Training

After character creation, downtime can be used for training with a playing card set to gain proficiency using the training rules in Xanathar's Guide to Everything.

Equipment


Playing cards are considered a subset of the 'gaming set' tool. A gaming set encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Tools

Item Cost Weight
Gaming set
- Dice setPHB 1 sp -
- Dragonchess setPHB 1 gp 1/2 lb.
- Playing card setPHB 5 sp -
- Playing card set (marked)HB -* -
- Three-Dragon Ante setPHB 1 gp -

*Marked cards are generally not found for sale. They can be created by someone proficient with a forgery kit or tinker's tools

Deck of Marked CardsHB

While there are no official rules on what benefit a deck of marked cards actually provides, the author recommends they provide advantage on any card gaming attempts. The author also recommends the following:

  • At least once per game, the character must make a Dexterity (Sleight of Hand) check contested by each opponent's Wisdom (Perception) check. A failure results in that opponent realizing the cards are marked.
  • A separate Charisma (Deception) check contested by each opponent's Intelligence (Investigation) may be appropriate if the character is experiencing a long winning streak. A failure results in the opponent realizing the winning streak is likely more than good fortune.

Tarokka DeckCoS, VRGR

A tarokka deck contains fifty-four tarot-like, fortunetelling cards. Tarokka decks allow you run encounters where fortune-tellers predict characters' fates. Once you're familiar with the cards and their meanings, you can interpret them in ways that tie in to the characters' pasts or events in your adventures. You can also use the results of tarokka readings to guide your campaign and make sure predictions come to pass. The tarokka hails from the same world as the domain of Barovia, but it and its users have since spread throughout the Domains of Dread and beyond.

In Barovia, the Vistani have long been masters of fortune-telling. In the hands of a Vistani seer, a deck of tarokka cards can tell tales of the future and provide answers to many a dark and mysterious question.

Although the workmanship and artistic quality of the cards can vary from deck to deck, the ability of the cards to call forth information about the future is far more valuable than the monetary worth of a deck.

Anyone can craft a deck of tarokka cards, but only someone of Vistani blood can imbue the cards with the gift of prophecy. Once they are crafted and empowered, they must be stored in accordance with ancient tradition, or they lose their efficacy. When not in use, tarokka cards must be wrapped in silk and stored in a wooden box.


Composition


A tarokka deck has fifty-four cards, each of which has its own name. Forty of them comprise the common deck, which is divided into four suits: swords, coins, stars, and glyphs.

Each suit contains cards numbered one through nine, plus a tenth card that is called the master of that suit. A card can be referred to by its suit designation or by its name. For instance, the three of glyphs is also known as the healer, and the wizard card is also known as the master of stars.

The remaining fourteen cards make up the high deck, which symbolizes the natural forces of the multiverse. These cards are represented by a crown symbol and are the most powerful cards in the deck.

Magic or Mundane Item? Tarokka decks are not currently listed as a magic or mundane item, but they can be either. Mundane Tarokka decks are fairly common, but a deck imbued by the Vistani is a very rare magic item (unless the party is in Barovia where they are more common). Further in the pub, Luba’s Tarokka of Souls and the Tarokka Deck of Many Things are magic item variants.


High Deck

The cards that compose the high deck aren’t considered to be one suit, although they are often denoted with a crown icon to mark their importance. Rather, each card is an important power in its own right. If one of these cards comes out in a casting and seems to contradict the prediction of an earlier card, the Vistani always assume that this card takes precedence.

Name Represents
Artifact The importance of some physical object that must be obtained, protected, or destroyed at all costs
Beast Great rage or passion; something bestial or malevolent hiding in plain sight or lurking just below the surface
Broken One Defeat, failure, and despair; the loss of something or someone important, without which one feels incomplete
Darklord A single, powerful individual of an evil nature, one whose goals have enormous and far-reaching consequences
Donjon Isolation and imprisonment; being so conservative in thinking as to be a prisoner of one’s own beliefs
Ghost The looming past; the return of an old enemy or the discovery of a secret buried long ago
Executioner The imminent death of one rightly or wrongly convicted of a crime; false accusations and unjust prosecution
Horseman Death; disaster in the form of the loss of wealth or property, a horrible defeat, or the end of a bloodline
Innocent A being of great importance whose life is in danger (who might be helpless or simply unaware of the peril)
Marionette The presence of a spy or a minion of some greater power; an encounter with a puppet or an underling
Mists Something unexpected or mysterious that can’t be avoided; a great quest or journey that will try one’s spirit
Raven A hidden source of information; a fortunate turn of events; a secret potential for good
Seer Inspiration and keen intellect; a future event, the outcome of which will hinge on a clever mind
Tempter One who has been compromised or led astray by temptation or foolishness; one who tempts others for evil ends




In the card below, the center image is the One of Glyphs (Tarokka Deck). The top left image is The Fates (Deck of Many Things). The bottom right image is the Dread Helm (Deck of Commons).

Common Deck

The four suits and their respective cards are described in more detail below.


Swords


This suit symbolizes aggression and violence. It is the suit of warriors, be they paladins, soldiers, mercenaries, or gladiators. It also symbolizes the power of governments and leaders, whether noble or corrupt.

Card Name Represents
Master of swords Warrior Strength and force personified; violence; those who use force to accomplish their goals
One of swords Avenger Justice and revenge for great wrongs; those on a quest to rid the world of great evil
Two of swords Paladin Just and noble warriors; those who live by a code of honor and integrity
Three of swords Soldier War and sacrifice; the stamina to endure great hardship
Four of swords Mercenary Inner strength and fortitude; those who fight for power or wealth
Five of swords Myrmidon Great heroes; a sudden reversal of fate; the triumph of the underdog over a mighty enemy
Six of swords Berserker The brutal and barbaric side of warfare; bloodlust; those with a bestial nature
Seven of swords Hooded One Bigotry, intolerance, and xenophobia; a mysterious presence or newcomer
Eight of swords Dictator All that is wrong with government and leadership; those who rule through fear and violence
Nine of swords Torturer The coming of suffering or merciless cruelty; one who is irredeemably evil or sadistic

Alignment

By default, cards numbered 1, 2, or 3 are of good alignment, those numbered 4, 5, or 6 represent neutral characters, and those with a 7, 8, or 9 on them are evil.

Cards numbered 2, 4, and 8 can be considered lawful (the author remembers this as factors of 2). Cards numbered 3, 5, and 7 can be considered neutral (the prime numbers in the suit). The remaining numbers 1, 6, and 9 can be considered chaotic.

In addition, each suit contains a tenth card, known as the Master (Archetype card), that is without a numeric value or alignment.

Stars


This suit symbolizes the desire for personal power and control over things beyond the ken of mortals. It is the suit of arcane mages, sages, and intellectuals. It also represents the triumph of magic, science, and reason over religion, mysticism, and superstition.

Card Name Represents
Master of stars Wizard Mystery and riddles; the unknown; those who crave magical power and great knowledge
One of stars Transmuter A new discovery; the coming of unexpected things; unforeseen consequences and chaos
Two of stars Diviner The pursuit of knowledge tempered by wisdom; truth and honesty; sages and prophecy
Three of stars Enchanter Inner turmoil that comes from confusion, fear of failure, or false information
Four of stars Abjurer Those guided by logic and reasoning; warns of an overlooked clue or piece of information
Five of stars Elementalist The triumph of nature over civilization; natural disasters and bountiful harvests
Six of stars Evoker Magical or supernatural power that can’t be controlled; magic for destructive ends
Seven of stars Illusionist Lies and deceit; grand conspiracies; secret societies; the presence of a dupe or a saboteur
Eight of stars Necromancer Unnatural events and unhealthy obsessions; those who follow a destructive path
Nine of stars Conjurer The coming of an unexpected supernatural threat; those who think of themselves as gods

Coins


This suit symbolizes avarice and the desire for personal and material gain. It is also symbolic of gluttony, lust, and obsession. On the side of good, this suit can suggest the accumulation of wealth for the benefit of a charity or a just cause. On the side of evil, it embodies the worst aspects of greed. It speaks to the power of gold, and how that power can build or destroy nations.

Card Name Represents
Master of coins Rogue Anyone for whom money is important; those who believe money is the key to their success
One of coins Swashbuckler Those who like money yet give it up freely; likable rogues and rapscallions
Two of coins Philanthropist Charity and giving on a grand scale; those who use wealth to fight evil and sickness
Three of coins Trader Commerce; smuggling and black markets; fair and equitable trades
Four of coins Merchant A rare commodity or business opportunity; deceitful or dangerous business transactions
Five of coins Guild Member Like-minded individuals joined together in a common goal; pride in one’s work
Six of coins Beggar Sudden change in economic status or fortune
Seven of coins Thief Those who steal or burgle; a loss of property, beauty, innocence, friendship, or reputation
Eight of coins Tax Collector Corruption; honesty in an otherwise corrupt government or organization
Nine of coins Miser Hoarded wealth; those who are irreversibly unhappy or who think money is meaningless




Reverse Meaning

Cartomancers know that most systems have double meanings for the cards -- one when upright, the other when reversed. The Tarokka definitions as given in Curse of Strahd have omitted reverse meanings for simplicity; however, they can add extra flavor to a reading. More often than not, a reversed card simply means the opposite of the card’s upright position, but in some cases where a card is completely ominous or benign it may mean only a lessening of the card’s effect.

Glyphs


This suit symbolizes faith, spirituality, and inner strength. It is the suit of priests and those who devote themselves to the service of a deity, a higher power, or a heightened philosophy. On the side of good, it represents willpower and dedication. On the side of evil, the suit signifies weakness of character, self-doubt, and betrayal of one’s ideals or beliefs. It symbolizes health and healing, as well as illness and disease.

Card Name Represents
Master of glyphs Priest Enlightenment; those who follow a deity, a system of values, or a higher purpose
One of glyphs Monk Serenity; inner strength and self-reliance; supreme confidence bereft of arrogance
Two of glyphs Missionary Those who spread wisdom and faith to others; warnings of the spread of fear and ignorance
Three of glyphs Healer Healing; a contagious illness, disease, or curse; those who practice the healing arts
Four of glyphs Shepherd Those who protect others; one who bears a burden far too great to be shouldered alone
Five of glyphs Druid The ambivalence and cruelty of nature and those who feel drawn to it; inner turmoil
Six of glyphs Anarchist A fundamental change brought on by one whose beliefs are being put to the test
Seven of glyphs Charlatan Liars; those who profess to believe one thing but actually believe another
Eight of glyphs Bishop Strict adherence to a code or a belief; those who plot, plan, and scheme
Nine of glyphs Traitor Betrayal by someone close and trusted; a weakening or loss of faith

Spells


Card Spells
Level Spell School Conc. Ritual Class
2nd Spray of Cards Conjuration No No Bard, Sorcerer, Warlock, Wizard
3rd Antagonize Enchantment No No Bard, Sorcerer, Warlock, Wizard
3rd House of Cards Conjuration Yes No Artificer, Bard, Sorcerer, Wizard
3rd Summon Warrior Spirit Conjuration Yes No Sorcerer, Warlock, Wizard
4th Spirit of Death Necromancy Yes No Sorcerer, Warlock, Wizard

AntagonizeUA

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a playing card depicting a rogue)
  • Duration: Instantaneous

You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 4th.

House of CardsUA

3rd-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a deck of cards)
  • Duration: 24 hours

You touch the ground and conjure forth a defensive structure made of enormous playing cards. The structure rises with you at its center, harmlessly lifting you and any creatures in the area. The house of cards has a square base that is 30 feet on each side, and it has three floors with 10-foot-high ceilings. The second floor is 20 feet on each side, and the top floor is 10 feet on each side—both centered above the bottom floor. Ramps connect the interior of each floor, and empty doorframes connect the interior and exterior of each level. Creatures inside or on top of the structure have half cover.

Each card that comprises the house is 5 feet wide and 10 feet tall and is very fragile. A card has AC 10 and 1 hit point. The cards are immune to poison and psychic damage. Reducing a card to 0 hit points destroys it. Every time a card is destroyed, roll 1d6. If you roll a 5 or a 6, the house collapses, ending the spell.

The house and all its cards vanish when the spell ends.

Spirit of DeathUA

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a gilded playing card depicting an avatar of death worth at least 400 gp)
  • Duration: Concentration, up to 1 minute

You call forth a spirit that embodies death itself. Choose a creature you can see within range. The spirit manifests in an unoccupied space that you can see within 10 feet of the target, and the target becomes haunted by the spirit. The spirit uses the reaper spirit stat block. The spirit disappears when it or the haunted creature is reduced to 0 hit points, or when the spell ends.

The reaper spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you), but it will only attack the haunted creature. If you don’t issue the spirit any commands, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Spray of CardsUA

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 15-foot cone
  • Components: V, S, M (a deck of cards)
  • Duration: Instantaneous

You spray spectral cards from your hands or sleeve; the cards blind or slash at your enemies, and then vanish. Choose one of the following effects for the cards.

Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn.

Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 force damage on a failed save or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of cutting cards increases by 1d10 for every two slot levels above 2nd.

Summon Warrior SpiritUA

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gilded playing card depicting a knight worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You call forth a warrior spirit from the legendary deck of many things. It manifests in an unoccupied space that you can see within range. This corporeal form uses the warrior spirit stat block. When you cast the spell, choose a type of warrior: barbarian, fighter, or monk. The warrior resembles a humanoid armed appropriately to the chosen class, which determines certain traits in its stat block. The warrior disappears when it drops to 0 hit points or when the spell ends.

The warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.





In the card on the right, the center image is the Marionette (Tarokka Deck). The top left image is the Knight (Deck of Many Things). The bottom right image is a Potion of Healing (Deck of Commons).

Magic Items


Deck of IllusionsDMG

Wondrous item, uncommon


This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again.

Deck of Many ThingsDMG

Wondrous item, legendary


Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have 22.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.


Balance.* Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. This change can be reversed by a remove curse or similar spell.

Comet.* If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.

*Found only in a deck with twenty-two cards.

Donjon.* You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards. Replace all text with: You are instantly teleported to and confined within the prison of the nearest settlement large enough to support a prison. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards.

Euryale. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. The use of divine intervention or a wish spell also automatically ends this curse.

The Fates.* Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

EnmityDMG

Two of the cards in a deck of many things can earn a character the enmity of another being, the Flames and the Rogue cards. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil itself. In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Game Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.

Fool.* You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. If milestone progression is used, you do not gain a level at the next milestone.

Gem.* Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

Idiot.* Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. The use of divine intervention or a wish spell also automatically ends this curse.

Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. Replace all language with: If you are level 6 or below, you can gain one level; or you can draw two additional cards beyond your declared draws.

Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

Knight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. The fighter is a warrior side kick and starts at a level that is the lesser of 4th level or the level of the character.

Moon. You are granted the ability to cast the wish spell 1d3 times. Replace all text with: You are granted the ability to cast any spell of 5th level or lower, and can use that ability 1d3 times.

Rogue. A non player character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's enmity toward you.

Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

Skull. You summon an avatar of death – a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.

Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.

Sun. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands. Instead of XP, you gain two levels if you are level 15 or below; otherwise you gain one level.

Talons.* Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.

Throne. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.

Vizier.* At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. A wish spell can restore your soul.

Deck of Several ThingsLLK

The deck of several things is an edited version of the deck of many things, with many of the effects tailored to that specific adventure.

The special nature of this deck (carried by Mary Greymalkin if she is used as an NPC) means that many of its effects operate only within and with respect to this specific adventure. This typically covers any time the characters spend between setting out for the Barrier Peaks and the resolution of whatever events transpire in Kwalish’s lab (area O7). For cards that effectively remove a character from play for a period of time (Donjon and the Void), you can allow a player to take on the role of one of the party’s NPC hirelings, or introduce a temporary character as an NPC met during the party’s journey. Alternatively, you can decide that only some aspect of the character’s will disappears and is imprisoned, leaving the character to operate in a robotic state until freed.

If you're looking for a comparison of the two decks, it can be found here.

Deck of Several ThingsLLK

Wondrous item, legendary


Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

Balance. Your mind suffers a wrenching alteration, causing your alignment to change for the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.

Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no effect.

Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards.

Euryale. The card’s medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the adventure.

The Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other point during the adventure.

Flames. The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of Garret Levistusson’s patron—a similarly powerful devil.

Fool. For the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again, counting both draws as one of your declared draws.

Gem. The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has already been claimed, you gain an equivalent hoard.

Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond your declared draws.

Jester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.

Key. A common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you possess for the duration of this adventure.

Knight. You gain the service of any of the NPCs in the “Hirelings” section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, believing that the fates have drawn them to you. You control this character.

Moon. You are granted the ability to cast any spell of 5th level or lower, and can use that ability 1d3 times for the duration of the adventure.

Rogue. An NPC of the DM’s choice becomes secretly hostile toward you. The identity of your new enemy isn’t known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC’s hostility toward you.

Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure.

Skull. You summon an avatar of death—a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can’t be restored to life.

Star. Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can’t exceed 24.

Sun. You gain proficiency in the skill of your choice for the duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure.

Talons. Every magic item you wear or carry is lost to you. These items can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure.

Throne. You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In addition, the Monastery of the Distressed Body’s brains in jars regard you thereafter as the monastery’s rightful master. You must defeat or otherwise clear out the Grand Master and its servants before you can claim the monastery as yours.

Vizier. At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.

The Void. This black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.

Luba’s Tarokka of SoulsTCE

Wondrous Item, artifact (requires attunement)


Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.

Created by a figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarroka deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul— as it inevitably will.

Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.

Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:

  • 2 minor detrimental properties
  • 2 minor beneficial properties

Spells. While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying. Once you use the deck to cast a spell, you can’t cast that spell again from it until the next dawn.

Enduring Vision. While holding the deck, you automatically succeed on Constitution saving throws made to maintain your concentration on divination spells.

Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects:


  • Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
  • Woe. The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour.

The deck can be used in this way twice, and you regain all expended uses at the next dawn.

Prisoners of Fate. Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the Monster Manual. If you roll a soul that has already escaped, roll again.

Souls of the Tarokka
d100 Card Soul
1 Artifact Flameskull
2 Beast Wraith
3 Broken One Banshee
4 Darklord Vampire
5 Donjon Mummy
6 Executioner Death knight
7 Ghost Ghost
8 Horseman Mummy lord
9 Innocent Ghost
10 Marionette Mummy
11 Mists Wraith
12 Raven Vampire spawn
13 Seer Vampire
14 Tempter Vampire spawn
15-00 - -

The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck’s Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe.

Shuffling Fate. If you go 7 days without using the Twist of Fate property, your attunement to Luba’s Tarroka of Souls ends, and you can’t attune to it again until after another creature uses Twist of Fate on you.

Destroying the Deck. Luba’s Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM’s design.

Tarokka Deck of Many Things

Wondrous item, very rare


No gift comes without a price

The deck is completely immune to divination spells except for detect magic, which reveals this as an alteration item of awesome power. If mixed with mundane cards, the deck radiates only mild alteratin magic. When a card is drawn, the Tarokka of Many Things ("ToMT") has a flat 5% chance to disappear. Furthermore, the natural ability of some classes to control random items does not work on the ToMT. Vistani, however, have a 50% chance to control the draws even if they are not the one drawing. Vistani will always recognize this deck for what it is. The ToMT is usually found in a velvet bag or wooden box; this container will be decorated with Vistani runes which hint at great power within. The cards are usually made of thin wood, but may be of any substance, even paper.

The ToMT only activates when a character pulls a card to test the future (cards drawn just to draw cards do not activate). The cards from the ToMT affect the character whose fortune is being foretold, which may of may not be the actual drawer of the card.

Curse. Each day, the character carrying this item must make a successful Wisdom saving throw, or draw a card. Each failed save causes a -1 penalty on the next save and also encourages the character to draw more cards. These cards do not have to be for the player, though they certainly may be. Voluntary draws from the ToMT do not cause a save penalty. Transferring ownership of the deck prevents the character from having to make more saves unless it comes back into possession of the deck.

The cards appear as the High Deck of a standard Tarokka deck and effects include:

The Wizard

Gain two points in Intelligenceto a maximum of 18, lose one in Strength.

The Rogue

Gain two points in Dexterityto a maximum of 18, lose one in Wisdom.

The Priest

Gain two points in Wisdomto a maximum of 18, lose one in Charisma.

The Warrior

Gain two points in Strength to a maximum of 18, lose one in Intelligence.

The Horseman

The character may, twice a day, run at up to three times normal speed, for a number of minutes equal to his Constitution without suffering any penalties after. His toenails grow together and spread over the front half of his feet, to look rather like hooves. Clipping these nails has no effect; they grow back overnight.

The Broken One

The character is instantly feebleminded. Psychic surgery, a clerical heal, restoration spell, or a wish may restore most of the character’s intellect, but 1d4 points of Intelligence and Wisdom are irrevocably lost.

The Hangman

In the next town or settlement the party enters, the character will be accused of a murder. There will be evidence to point to his guilt, and (within 2d4 days) the character himself will believe he is guilty. It is up to his party members to somehow prove his innocence.

The Beast

The character will become hairier, grow elongated canines, and generally take on the classical aspects of a werewolf. It is not infected with lycanthropy, although this is not clear to the character.

The Ghost

The character becomes possessed by a ghost.

The Marionette

The character becomes charmed by the nearest vampire. The charm does not expire with time.

The Raven

The character’s eyes turn jet black, its skin pales, and its Charisma drops by two. Further, wherever it goes, death seems to follow; even plants it tends wither and die within a week. The character gains the ability to foretell the death of strangers; anyone it sees with a raven on its shoulder (which no one else can see). That person is destined to die within 48 hours. This ability disappears if the character is somehow able to prevent such a death, but the physical effects remain forever.

The Esper

Unbeknownst to the character, it immediately gains the Telekinetic or Telepathic feat (DM's choice). The player must use this talent at least once a day, or it starts to “switch on” randomly and at inconvenient times.

The Innocent

The character automatically passes its next saving throw and fails the following one.

The Donjon

The character is instantly imprisoned....somewhere. Its gear, clothing, and effects remain behind, but there is no clue where the character went.

The Mists

The Mists roll up and around the affected character, then just as quickly burn off...but the character is gone.

The Darklord

The character automatically passes its next saving throw. If in a Domain of Dread, the darklord of the current domain becomes aware of the character’s location. If the character is not in a Domain of Dread, a significantly evil entity becomes aware.

The Temptress

The character is automatically charmed by the next person it sees that is not a member of its party.

The Artifact

The character is immediately granted a powerful cursed magic item.

The original Terokka Deck of Many Things was by Andrew Hackard and appeared in the Book of Souls. The deck includes the High Deck from a standard Tarokka Deck.

Friends and Foes


Avatar of DeathDMG

Medium Undead, Neutral


  • Armor Class 20 (natural armor)
  • Hit Points half the hit point maximum of its summoner
  • Speed 60 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
  • Languages all languages known to its summoner
  • Challenge - (0 XP) Proficiency Bonus +2

Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (ldl0) force damage if it ends its turn inside an object.

Turning Immunity. The avatar is immune to features that turn undead.

Actions

Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.


Reaper SpiritUA

Medium Undead, Neutral


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 40 + 10 for each spell level above 3rd
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands the languages you speak
  • Challenge — (0 XP)
  • Proficiency Bonus equals your bonus

Incorporeal Movement. The reaper can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Haunting Tracker. You and the reaper can sense the direction and distance to the haunted creature if it’s on the same plane of existence as you.

Actions

Multiattack. The reaper makes a number of attacks equal to half this spell’s level (rounded down).

Reaping Scythe. Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level necrotic damage.

Paralyzing Fear (1/Day). The reaper attempts to instill fear into the haunted creature it can see within 60 feet of itself. The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the reaper for 1 minute. While frightened this way, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. The frightened creature can repeat the saving throw at the end of each of its turns, or immediately after it takes damage, ending the effect on itself on a success.



Warrior SpiritUA

Medium Undead, Neutral


  • Armor Class 13 + the level of the spell +2 (Fighter only)
  • Hit Points 30 (Barbarian and Fighter only) or 20 (Monk only) + 10 for each spell level above 3rd
  • Speed 30 ft., 30 ft. (Monk only)

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 9 (-1)

  • Saving Throws Str +3, Dex +3,
  • Damage Resistances poison
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 13
  • Languages understands the languages you speak
  • Challenge — (0 XP)
  • Proficiency Bonus equals your bonus

Actions

Multiattack. The warrior makes a number of attacks equal to half this spell’s level (rounded down).

Reckless Strike (Barbarian Only). Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage.

Rallying Strike (Fighter Only). Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points.

Unarmed Strike (Monk Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spell’s level bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Bonus Actions

Flurry of Blows (Monk Only). The monk makes one Unarmed Strike attack.





In the card on the right, the center image is Nine of Glyphs (Tarokka Deck). The top left image is the Knight and Four Guards (Deck of Illusions). The bottom right image is the Boots of False Tracks (Deck of Commons).

Tarokka Games


The following pages includes several table card games that can be played with a Tarokka deck.

Geas

by William Connors; appeared in Dragon Magazine #210


Background

The origins of the Tarokka deck are as mysterious as those of the Vistani who craft them. There are those who say that the first Tarokka deck was created in some distant land where it had no unusual powers. Through fair means or foul, the deck came into the possession of the Vistani and therefore into the misty domains of Ravenloft.

While some people are able to use the cards to predict the future, often with amazing accuracy, the vast majority of Ravenloft's Tarokka decks are used for nothing more mysterious than common card games. Fortunately, this more mundane use of the cards is very entertaining and doesn't require an ability check.

The deck

The Tarokka is a special deck of cards used by the Vistani for fortune-telling and entertainment. It is composed of 54 cards. These cards are split into two groups, the smaller Crown Deck (also known as the high deck) and the larger Common Deck (also known as the low deck). The Common Deck is composed of four suits of 10 cards each, a total of 40 cards. The other 14 cards are all unique and comprise the Crown Deck.

The four suits of the Common Deck (swords, stars, glyphs, and coins) each represent one of the major character classes in the classic AD&D® game (fighters, wizards, priests, and thieves). The nine numbered cards in these suits represent the alignments available in the game, ranging from chaotic to lawful and good to evil. For the purposes of the Geas game, it is only important to note that cards numbered 1, 2, or 3 are of good alignment, those numbered 4, 5, or 6 represent neutral characters, and those with a 7, 8, or 9 on them are evil. In addition, each suit contains a tenth card, known as the Archetype card, that is without a numeric value or alignment. The special uses of Archetype cards are defined later.

The cards of the Crown Deck represent the quests that adventuring parties undertake to score points for the players. Although each of these cards has a unique name and illustration, all 14 of them are identical for the purposes of game play.

Object of the Game

Players of Geas attempt to assemble a party of adventurers (made up of cards from the Common Deck) and then score points by completing quests (represented by the cards in the Crown Deck).

The player who has completed the most quests when the deck has been cycled through three times wins the hand. The game is completed after each of the players at the table has dealt one hand.

Number of players

Geas ("Tahn" in the Vistani language) plays equally well with three, four, or five persons, a feature that has no doubt led to its great popularity among the gypsies. Anyone who travels with the Vistani will note that it is not uncommon for those riding in a wagon to spend hours playing this game while their driver guides them through the mists toward their next destination.

Preparing to Play

The game begins with the selection of the dealer. To do this, each player shuffles the deck and then draws a card from its middle. Whoever draws the highest numbered card is the dealer for the first hand. Those who draw a card from the Crown Deck are assumed to have lost, while an Archetype card is treated as higher than any numbered card. If two or more players draw cards of the same rank, and those cards are the highest ones drawn, each of those players selects an additional card until all ties are broken.

The deal

The game of Geas is played as a series of hands, each of which begins with the dealer distributing five cards to form each player's hand. Throughout the game, all players will maintain a five-card hand, although the cards in this hand will change as play progresses.

Those cards not dealt into a player's hand are formed up and placed in the center of the table to form a reserve. The top card of the reserve is flipped face up to start the discard pile. With this done, the game is ready to commence.

The Draw and the Play

After the deal, the hand begins with the player to the dealer's left drawing either the top (face-down) card from the reserve or the top (face-up) card from the discard pile. They add this card to their hand, being careful -- if it was a face-down card -- not to allow the other players in the game to see it.

After this draw, the player will have six cards in their hand. The turn ends when they select one of these cards and either plays or discards it. The player must remove one of the cards from their hand in order to return it to the five-card limit. There are many ways in which this can be accomplished: forming a party, completing a quest, attacking another party, replacing a party member, or discarding.

Forming a party

A card from the low deck can be played out onto the table, in front of the player, to start or fill out that player's party of adventurers. There are two types of parties, adventuring and discordant.


  • Adventuring parties: A player has a full adventuring party when they have played on the table before them four cards (one from each suit) that are of similar alignment (all good, all neutral, or all evil). Once a player has such a party assembled, they are vulnerable to attack by other players, but also are able to complete quests (thus scoring points).

  • Discordant parties: It is possible for a player to assemble a party of adventurers that are of differing alignments. Like an adventuring party, the group must have one card from each suit in it, but these cards need not be of like alignments. Discordant parties are vulnerable to attack, but may not complete quests.


An Archetype card can be used to help form a party, and if a player chooses to use an Archetype card in this way, the card represents whatever alignment the player desires. For instance, it can be used with other low-numbered cards to form a good-aligned party, or with high-numbered cards to form an evil-aligned party. As the composition of the player's party of adventurers changes during the game (because of attacks or the replacing of party members), the designated alignment of the Archetype card can be changed by the player at any time.

Completing a quest

If the player has assembled a full adventuring party, they may complete a quest. This is done by playing any Crown Deck card from their hand face up near the adventuring party. Once a Crown Deck card has been played, it scores one point for the player and cannot be removed in any way.

Attacking another party

There are two important elements to consider in making an attack on another player's party. First, is the group vulnerable to an attack? Second, do you have the right cards to make an attack?

In order to be vulnerable to attack, a player must have a full adventuring party (see "Forming a Party"). An incomplete party may not be attacked. A complete but discordant party is vulnerable to attack. An Archetype card that represents a member of a party is always invulnerable to attack.

If a player is vulnerable, any one of his cards can be attacked and destroyed only by the card with the next higher number in its suit or by the Archetype card for its suit. For the purposes of this determination, the 1 card of a suit outranks the 9 of that suit. Thus, the 9 of Swords can be used to destroy (only) the 8 of Swords, but the 1 of Swords can, in turn, be used to destroy the 9. An attack made with an Archetype card destroys any card of the same suit. Thus, the Archetype of Swords -- if it is played from the hand of one player against a sword card in the party of another player -- can destroy any other sword card in the game.

Attacked cards and the card used to battle them go to the bottom of the discard pile, so that neither of those cards is available to be taken into the hand of the next player in turn.

Replacing a party member

From time to time, a player may need to change the alignment of his party or may wish to replace a normal card with an Archetype to help protect his group from attacks. This is easy enough to do -- any face-up card in a party may be replaced by one of the same suit from the player's hand. The replaced card goes to the bottom of the discard pile.

Discarding

If none of these options is particularly appealing to the player, they may take a card from his hand and place it on the top of the discard pile, making it available to be picked up by the next player in turn. A player may not discard one of the cards that he has played on the table before them. The only way in which a played card may be removed is described above in "Replacing a party member". Cards representing completed quests can never be played, but a Crown Card in a player's hand may be discarded.

Continuing Play

Once the player to the left of the dealer has taken his turn, play proceeds clockwise around the table. This continues until the last card in the reserve is drawn and either played or discarded.

Once this is done, the discard pile is picked up by the person who dealt that hand. The cards are shuffled, squared up, and placed face down on the table to form a new reserve. After a cut by the player who will deal the next hand, the top card of this pile is flipped face up to form a new discard pile.

The next player in sequence, the one to the left of the last person to play, either draws the top card from the reserve or the top card from the discard pile, and play proceeds from there.

Concluding the Hand

The hand ends when the deck has been cycled through three times -- that is, the initial deal and then two subsequent passes through the reserve. As soon as the player who drew the last card from the reserve completes his turn, play is halted.


  • Closing out. At this point, any player who has a full adventuring party on the table before him and unplayed Crown Cards in his hand must play them. It is not possible to make attacks or perform any other type of action at this point. Players make note of how many points each of them has scored, and the deal passes to the next person in line.

  • Early conclusion. A hand also ends when all 14 of the quests in the deck are completed. After all, there is no point in continuing to play beyond that point.

Concluding the Game

A Geas game is over after everyone at the table has dealt a hand. At this time, the number of points scored is totaled, and the person whose adventurers completed the most quests is the winner.

Tips on play

During playtests, many styles of play proved to be effective. The following are among the most effective of them.


  • Quest Hoarding. Do your best not to discard quests (cards from the Crown Deck), even when your hand is full. This is especially true during the later phases of a hand. The odds are that any quest card you toss down will quickly be snapped up by another player and end up scoring a point for his team of adventurers.
  • Discordant Parties. At first glance, the thought of forming a discordant party might seem absurd. After all, it makes you vulnerable to attacks and doesn’t permit you to complete quests. However, it does allow you to keep a card or two out of circulation. This is especially important if a certain card can complete a party for the player to your left, and you don't want to discard it to give him a chance to pick it up.
  • Archetypes. The Archetype cards are incredibly valuable when placed in your party. If you draw one of these cards, consider getting it into play as quickly as possible. Of course, Archetype cards are deadly weapons if you need to break up another player’s adventuring party. However, they are far more valuable as indestructible party members. Use them to attack others only in the most desperate situations.
  • Unique Alignments. Keep an eye on the alignments of the parties being constructed by the other players. After all, if two players are trying to complete parties of similar alignments, they'll be fighting over the same cards. If you're the only one trying to forge a party of, say, good characters, you'll have a much easier time getting the cards you need.
  • Changing Alignments. Don't be afraid to change alignments if you have to. This is especially true in a four- or five-player game when your alignment matches one (or more) of the other players' parties. This is especially important to remember if you have at least one Archetype card in your party. Because these cards have no set alignment of their own, they allow you to quickly shift from one alignment to another with much less effort than a player who has none of these valuable cards.

Variations

The rules presented in this article detail the most commonly played form of Geas, but there are lots of variations on this theme. Some are more common than others, but all have been found at one time or another within the misty borders of Ravenloft's macabre domains.

The two-player game

It is possible to play with only two players, but this is generally only done as a contest of honor or a type of duel. In such cases, defeat in the game can result in any number of horrible fates for the loser. Among the gypsies, a two-player game of Geas is known as "Tangar Rak," or Confrontation.

Lots of players

More than six players also can be accommodated, but it is standard practice to use one deck of cards for every five players. Stories have been told of Vistani games that included as many as 30 players and six decks, but the logistics involved make this an almost unheard-of event. Games involving more than one deck are known by the Vistani as "Tankempaki,"" or Great Battles.

Gambling

The Vistani often play this game for money, especially when playing with outsiders. When playing for money, every character playing tosses in a gold piece as an ante. Whenever a PC completes a quest, she tosses in an additional coin. At the end of the hand (sometimes the game), the player who completed the most quests claims the pot.

Nine alignments

Players who wish to add an extra level of complication to the game might wish to consider the full alignments of the cards in the Common Deck. The complete alignments of the cards are as follows:

One Chaotic good
Two Lawful good
Three Neutral good
Four Lawful neutral
Five Neutral
Six Chaotic neutral
Seven Neutral evil
Eight Lawful evil
Nine Chaotic evil

When this option is used, an adventuring party can be composed of characters that are all lawful or all chaotic, in addition to the more traditional good, neutral, or evil gatherings. Thus, a party would be complete if it had the one of swords, the six of stars, the six of glyphs, and the nine of coins.

Neutrals wild!

When this option is used, the three neutral-aligned cards (the 4, 5, and 6 cards) can be used to fill out an otherwise good or evil party. This option generally results in the quick formation of a party and the rapid completion of all the quests in the deck.

Prophet's Gambit

by Sean Goodison; appeared in the Curse of Strahd Tarokka Deck.

Setup

Shuffle the 14 High cards, marked with a Crown symbol, andset them aside. The remaining 40 Common cards form the deck players will draw from during play, and consists of four suits (Swords, Stars, Coins, and Glyphs), each with a Master and cards numbered 1 through 9.

Choose a player to be the dealer.

The dealer shuffles the deck, then places a card face-up inthe center of the table. This is the Focus card, and is shared by all players. Then, they place one card per player face-down around the Focus. These are the players' Fate cards.

Players may look at their own Fate card at any time.

Each player is dealt a hand of 6 cards, and the deck is placed within easy reach of all players. Discarded cards should be placed in a pile face-up, next to the deck.

How to Play

The goal of the game is to refine your hand down to 3 cards, which will be combined with the hidden Fate card and shared Focus card to make the best hand of 5 cards possible.

The Bid

Each player selects one card to play from their hand. These are all placed face-up in front of the players simultaneously.

Rounds 1 and 2

The player with the highest numbered card in front of them may discard their Fate card and replace it with a new card drawn from the deck. Then, they take the first turn this round.

Each player takes a turn (moving around the table clockwise) choosing either Play or Risk, as described below. Once each player has taken a turn, a second round begins, which follows the same procedure as the first round.


  • Play. Play a card from your hand, covering your previously played card. If the card is a Master (a common card with no number) or has a number lower than that of the player to your right, you may draw a card and then discard a card.
  • Risk. Discard a card from your hand, and reveal the top card from the High deck. Each High card triggers a different special effect which is resolved immediately and then discarded. These effects are detailed at the end of the rules.

The Execution

After the second round, the player who has the highest numbered card showing decides whether to "kill" (discard) or "save" (keep) the Focus card. If killed, the Focus card is removed from play, and all players' final hands will consist of only four cards instead of five.

The Reveal

Finally, players reveal their hand of cards and Fate cards. Theplayer with the best combination of cards using their hand,Fate card, and possibly Focus cards is the winner.

Ties. In the case of two players being tied for anything, the playerclosest ot the dealer clockwise wins.

Ranking of Hands

In order from strongest to weakest:

  • Family (straight flush)
  • Circle (four of a kind)
  • Fortune (full house)
  • Village (straight)
  • Guild (flush)
  • Three of a kind
  • Two pairs
  • One pair
  • Highest card

High Card Effects

Revealing cards from the High deck is risky, as there's notelling what chaos you might unleash!


  • Artifact. Swap your Fate card with the Focus card.
  • Beast. Each player discards a card, then draws a card.
  • Broken One. Discard your hand, then draw that many cards.
  • Darklord. Choose another player. Look at their hand of cardsand choose one for them to discard, then they draw a card.
  • Donjon. Each player must discard cards until they have threeleft in their hand. Immediately advance to the Reveal.
  • Executioner. Keep this card on the table in front of you.Regardless of who wins the Execution, you decide whetherto kill or save the Focus card.
  • Mists. Rotate all Fate cards one player clockwise.
  • Ghost. Choose a card from the discard pile to add to yourhand, then discard a card.
  • Horseman. Draw two cards, then discard two cards.
  • Innocent. Keep this card on the table in front of you. You andyour cards can't be affected by any future High card effects.
  • Marionette. Choose a player who hasn't taken a turn thisround. That player must immediately play either theirhighest or lowest numbered card, as directed by you.
  • Raven. Each player chooses a card from their hand andpasses it to the player on their left.
  • Seer. Look at all players' Fate cards once.
  • Tempter. Exchange a card from your hand with a randomcard from another player's hand.

Swords

by Andrew Hackward; appeared in the Book of Shadows.


This four-player game requires a deck of tarokka cards. The high deck is not used. The forty cards of the low deck are shuffled and dealt around the table, starting with the dealer’s right. Once all cards are dealt, the player to the dealer’s right bids on how many tricks she thinks she can take. Bidding then proceeds around the table, ending with the dealer. Players sitting opposite each other are partners, and the partnership contract is the total of the two individual bids.

Play is simple. The first player may lead any card, and the other players must, in turn, follow suit if possible. The highest card played of the suit led wins the trick, which is placed face down in front of the winning player. (Archetype cards beat all others in their suits.) This player then leads for the second trick. If a player cannot follow suit, she may discard any other suit, or may play a card from the suit of swords. These cards are trump, and any sword card beats any other card (with higher swords beating lower ones, of course).

When all ten tricks have been played, the hand is scored. A partnership that did not make their joint bid loses five points for every trick bid. A partnership that made their contract gains ten points for every trick bid, minus two points per extra trick. So if the bid is four and the partnership made six, they would score forty for the bid, minus four for two extra tricks, for a total of 36.

There are two special bids, however, that alter these scoring rules slightly.

Any player may make a bid of "Lose." This bid means that she is going to set out to lose all the tricks. She must still follow all the rules about following suit. If she does, in fact, manage to lose all the tricks, she scores 50 points for her partnership. However, if she takes even one trick, she loses 50 points instead. The partner of the "Lose" bidder must make her bid on her own, while also "protecting" her partner. However, in this case she is not penalized for excess tricks (although the opponents still are). Any tricks taken by the "Lose" player do not count toward the partnership total.

The other bid is open only to the dealer. After hearing the other three bids, the dealer may make a bid of "Break". This bid means that she thinks she can "break" the opponents' contract (i.e., cause them to take fewer tricks than they bid). Further, the "break" bidder is not required to follow suit, and may play whichever card she wishes. As in the "lose" bid, any tricks taken by the dealer do not count toward her partner's bid, and any overtricks taken by her partner are not penalized. If the "break" is successful, the dealer scores 100 points and the opponents score zero. (They are not penalized, however.) However, if the "break" is unsuccessful, the opponents score 20 points for each trick bid, plus a bonus of five points per overtrick. The dealer scores zero.

Games can be played for a certain number of hands, usually twelve, or to a certain number of points, usually 300. It is common for games of swords to be played for money, usually a copper per point, but other stakes can and have been used. Rumor has it that Malocchio Aderre once surrounded a Vistani camp with his men, then forced the raunie’s two sons to play a game of swords with him and his lieutenant using the raunie's tarokka deck. For every hand the Vistani youths won, Malocchio allowed one Vistana to go free. For every hand Aderre won, the raunie lost another finger.

Darkling

by Andrew Hackard; appeared in the Book of Souls

Equipment Needed

  • One or more common decks
  • Three to six players

Goal

  • To get rid of all the cards in your hand.

This one’s pretty simple. Cards go from 1-A. Deal cards clockwise around the table until all cards are exhausted (it does not matter if some players get more cards). It’s best to use one deck for three or four and two decks for five or six; the game is playable by up to eight people but gets very unwieldy. It’s a poor game for two players.

The player to the dealer’s left starts by playing from her hand, and play then moves clockwise (suit doesn’t matter.) Cards build up in rank and also in number of cards played; players may play the same number as the player before them or more (but not fewer). A player who cannot play or chooses not to play may pass by saying “Lunadi.” Whenever anyone plays an archetype card or set, she may then immediately play anything out of her hand, and play continues to the left; the same thing occurs if all players pass back to her. When a player goes out, the player to her left may play anything.

So, let’s say the first player plays a single 1. The next player plays a 3, and the next player then plays two 4’s. The following player could play any pair (or triple or more) of 5’s or higher, or could pass. When the round ends, by archetype cards being played or a play being passed all the way around, then the play starts over with any cards. (I’m afraid I’m not explaining this very clearly; feel free to ask for clarifications.)

The play continues until only one player has cards left, and players keep track of the order in which they “go out.” The players rank themselves from top to bottom, using the following terms:

First: Raunie
Next: Prastona (only in games with four or more players)
Next: Giogoto (only in games with six or more players)
Middle: Vardo (only in games with an odd number of players)
Next: Giorgio
Next: Mortu
Last: Darkling

In some tasques, this game is called Dukkar and that rank comes last, but—especially since the Grand Conjunction—this is much less common. When boys play, it is common to replace Raunie with Captain and Prastona with Vistana (although girls will often tease boys with the real names, of course!). It is also common, especially when the adults are elsewhere, to replace all of these ranks with more scurrilous ones (so be creative).

For the next hand, deal as usual, but before play begins, the top and bottom players exchange a certain number of cards. In three-player games, the Raunie and Darkling trade one card apiece; in four- or five-player games the Raunie and Darkling trade two cards and the Prastona and Mortu trade one, and so forth. The Vardo, being a wagon, just sits there. The better player in each pair usually gives the worst cards to the other player and gets his best cards in exchange, though she may request certain cards (to complete a pair or triple, for instance). It is customary but not required to allow the lower player to keep sets and not have to break them.

This game can literally go on for hours, with some players being the Raunie over and over and then, in the space of two or three hands, becoming the Mortu or Darkling.

The Barovian Mists

by Andrew Hackard; appeared in the Book of Souls

Equipment Needed

  • One or more full decks
  • Works well for any number of players, just figure one deck for every four or fraction above four)

Goal

  • To get all the cards.

Deal the cards counterclockwise (again, it doesn’t matter if one player gets more cards than another); the players square the cards and leave them face down. Play starts with the dealer and moves to the right.

All cards are played from the face down decks by flipping over the top card. Numbers are nulls, and there’s no significance to one number over another. However, the crown cards and the archetypes (collectively called the High Deck) change the rules slightly.

When a player flips over a High card, the next player gets a certain number of cards to turn over a High card herself or the first player gets all the cards on the table (and adds them, face down, to her hand). Then the first player resumes play. If the next player does draw a High card, then the next player after him must do the same thing until someone doesn’t; the last successful player gets all the cards.

1-card draw Artifact, Donjon, Raven, Beast, Ghost, Marionette
2-card draw Darklord, Esper, Hangman, Horseman
3-card draw Mists, Broken One, Temptress, Innocent
4-card draw all Archetypes

So, for example, Esmerelda plays the Mists from her hand. The next player, Stefan, has three cards in which to play another High card, or Esmerelda gets the cards on the table.

That’s it. When a player has no cards, he’s out, and when one player has all the cards, she wins! (This one’s usually pretty quick.)

Variation

Some tribes play that if two cards played one after the other match, any player who slaps the pile before the next card is played gets the pile and starts again. Slaps override even High card plays, and any High cards of the same rank (on the chart above) are considered to “match.” Some groups even let new players enter in mid-game by “slapping in.”

Example: Stefan plays the Donjon. Esmerelda plays the Beast. Normally, the next player would have to play one card and hope for a High card, but Stefan sees the match and slaps the pile, getting the cards.

Endari-Vitir

by Andrew Hackard; appeared in the Book of Souls


Here’s Endari-vitir, an especially beloved form of Vistani poker. The draw version is described here, but there are also stud variations and things even more exotic.

Equipment Needed

  • One crown Deck
  • One Low Deck (suits) (For especially large games, a second Low Deck may be added)
  • Coins or chips

Goal

  • To win money by having either the highest or lowest hand.

Cut for dealer; archetypes are high, 1’s low, crown cards are nils. Dealer shuffles and then deals four cards to each player, starting to his left and moving clockwise. (There is an ante.) The player to the dealer’s left bets first and may bet any amount up to the ante or may check by saying “Lunadi.” Raises are uncommon but possible; you may not raise by an amount more than the ante in the first round. Folds are also uncommon early on; a player signifies a fold by saying “Dya-yahg.”

After everyone has bet or checked, the player to the dealer’s left may draw one or two cards or may stand pat. The dealer gives that player the number of cards discarded plus one, to bring the hand up to five cards. Every discard must be matched by a second ante into the pot, so a player who discards two cards must also contribute a double ante. (This is not a game for the poor; however, stakes tend to be quite low, and it’s equally common to play for fun, or to use the chips as markers for a winner’s prize.) Then there is a second round of betting; raises may be up to a double ante with no limit. Players call by saying “Koorah,” and when all players have called or folded, the hands are exposed. High and low hands split the pot.

Scoring the Hands

The archetype cards may be high or low in their suit. Crown cards are nulls and do not contribute to scoring (but see below). For example, a player who has 3-6-6-CC has a pair of sixes, nothing more. The hands rank as follows, high to low:


  • The Vistana: Five crown cards automatically take the whole pot (or split with any other player lucky enough to get five crown cards).
  • Tasque: Five connected cards of the same suit (they may wrap around). 2-3-4-5-6 of glyphs or 9-A-1-2-3 of stars would be tasques. Two tasques are compared starting with the highest cards on down.
  • Vardo: Three cards of one rank and two of another (a full house).
  • Tetran: Four cards of the same rank; the fifth card may be anything, even a null (but nulls rank below all other cards).
  • Caravan: Five connected cards of different suits. Comparison is as for tasques.
  • Lunaset: Five cards, all of different suits (in other words, one star, one glyph, one coin, one sword, and one crown).
  • Petit Caravan: Four connected cards of different suits and a null (a “four-straight”).
  • Tribe: Five cards of the same suit.
  • Family: Four cards of the same suit and a null.
  • Marriage with Children: Two pairs.
  • Triskan: Three cards of the same rank.
  • Marriage: Two cards of the same rank.
  • Giorgio: Anything that doesn’t fit the above.

In multi-deck games, it is traditional to allow hands with two identical cards to beat others, so a marriage with two sixes of swords would beat a marriage of a six of coins and a six of glyphs.

Variation

Sometimes, for spice, it is agreed that the archetypes will be wild cards. (In this case, there are only four archetypes, even if multiple low decks are used.) Archetypes may be used to match in suit but not rank or rank but not suit. For example, a player has the archetype of swords, the six of glyphs, the six of swords, and the seven of glyphs before the draw; he may consider his archetype to be a six of coins or stars, but not glyphs or swords. He may also consider it to be a glyph but need not specify which one until the hands are exposed. Archetypes may not be used for nulls.

Giorgios

by Andrew Hackard; appeared in the Book of Souls

Equipment Needed

  • One low deck (1-A in each suit)
  • Kidlets (use a second low deck for four or more)

Goal

  • Dump your hand.

Deal six cards to each player. Turn over the top card. Dealer goes first, and may match the top card in rank or suit (or both, in a multi-deck game). If dealer cannot play, she must draw from the face-down cards until she can.

Sixes are the “giorgios,” and may be used as any suit. You may not play one giorgio on top of another.

The hand ends when one player goes out or no one can play and there are no cards left to draw. Each player with cards left adds the number of cards to his score; when one player goes over 25 the game is over and the lowest score wins. Giorgios count as two cards.

Variation I

Each player adds the sum of the card values, and the game goes until one player has over 100 points. Archetype cards count as 10 and giorgios count as 15 (ouch!).

Variation II

When a deuce is played, the next player must either match the deuce with another deuce or draw two cards and forfeit her turn. If two deuces are played together, then the next player must draw four, and so on. In this version the deuces are called the Donnolas (the weasels). Some people combine this with a rule where the archetype of stars, here called the Strega (the witch) forces the next player to draw three cards.

Giorgios at the Prastonata

by Andrew Hackard; appeared in the Book of Souls

Equipment Needed

  • One full Tarokka deck (use a second full deck for six or more adults)

Goal

  • Get the most crown cards and/or be the first to go out.

Deal six cards to each player. Every player immediately pulls out any crown cards he has in his hand and puts them in front of him. Then deal again, giving each player enough cards to bring him back up to six. Repeat until all players have six low cards in their hands.

Play begins as above. However, if a player is drawing from the deck and draws a crown card, he immediately puts it in front of him and play passes to his left. The hand is over when all the crown cards have been played or one player has gone out.

Scoring

Each player receives one point for each crown card in front of him; if a player went out, he receives a five-point bonus. Play continues to 50 points.

Sciocco

by Andrew Hackard; appeared in the Book of Souls


Here’s a good game for really little kids. “Sciocco” is the Vistani word for “silly” (well, it is now).

Equipment Needed

  • Cards (see below)
  • Up to ten observant youngsters

Goal

  • Get four of a kind.

This one’s easy. Take a deck of cards and remove sets of four for each player. (If you have eight players, take the 1-8 of each suit out.) Shuffle the cards and deal four to each player. Then, every player discards one to her left and picks up the card from her right. (This won’t work if your players won’t sit in a circle, so make them.) This continues until one player has four of a kind, at which point she just starts passing the card immediately from right to left. She also has to touch her chin with her forefinger. Everyone who notices her do this has to do it as well, until only one person does NOT notice. And when he finally gets the clue, everyone shouts “Sciocco!” at him and the game starts over.

Variation

Put enough objects (spoons, for instance) in the middle of the circle for all the players except one. Instead of touching the chin, the players have to sneak the objects out of the circle. Otherwise, it’s identical.

Precision

by Andrew Hackard; appeared in the Book of Souls


This one’s for somewhat older Vistani children, probably early adolescents.

Equipment Needed

  • One low deck, including archetypes
  • Three to seven players

This game lasts for several rounds, depending on the number of players. Three players can play for 13 rounds, four for ten, five for eight, six for six, and seven for five. Start off by dealing one card to each player, and then turn over the next card. Whatever suit that card is becomes trump; a card in the trump suit is always higher than any card in another suit.

The players bid on how many tricks (sets of cards) they think they can take. (Obviously, for round one, that’s either one or zero, called Pass or Lunadi.) The players have to take exactly that number or tricks to score points. (It is traditional for the dealer, at the end of the bidding, to say either “sotto,” if the total bid is less than the total number of tricks possible, “sopra” if too many tricks were bid, or “esatto” if the total bid equals the number of tricks.) Players who do not take what they have bid release their frustration by yelling “Concime!” unless there are adults about, in which case they just sit and grumble.

After the bidding, the first player leads and the other players must follow suit if able. If unable to follow suit, a player may play any card. If a player does make his bid precisely, he gets ten points plus the amount of his bid unless he bid Lunadi, in which case he gets 5 points plus the number of cards in his hand. Then the cards are shuffled and one more card is dealt to every player than the previous hand. On the final hand, there is no trump card. After that hand, the player with the highest total score wins.

Cinque Elementi

by Andrew Hackard; appeared in the Book of Souls


This is a five-handed variation on Hearts… with a few added rules. The name of the game means “The Five Elements.”

Equipment Needed

  • Five players
  • One full deck of cards

Cut for the dealer; high card deals. Shuffle the cards thoroughly. Deal the cards, starting to the dealer’s left and moving left, in sets of 3, 2, 2, and 3 cards to each player. After each round of dealing, put one card into a sixth hand called the Vedova (widow). At the end of the deal, each player should have ten cards and the vedova will have four; these four cards will not be used.

Play consists of five rounds, over and over until one person scores 100 points and thus loses. In each round, a different suit is the “penalty suit,” as explained in a moment. Also, in each round, players pass two cards to another player as indicated below.

Round 1: Terra (earth) —PS swords, pass to immediate left.
Round 2: Aria (air) —PS coins, pass to second on left
Round 3: Acqua (water) —PS glyphs, pass to second on right
Round 4: Fuoco (fire) —PS stars, pass to immediate right
Round 5: Anima (spirit) —PS crowns, hold all cards

Play begins with the player to the dealer’s left. He may lead any suit but the penalty suit (or a special crown card). (If a crown card is led, that player is considered to have won the trick unless one of the four special cards, listed below, is played—the first player to play one of those to a trick where a crown card is led wins the trick.) A player who does not have a card in the suit led may play any card. Once a penalty-suit card has been played to a trick, the penalty suit (or special crown card) may be led.

At the end of the ten tricks, players look through the tricks they have taken and count the number of penalty cards; this number is added to their score. (A player who takes no tricks is given a -5 bonus.) There are four special crown cards that can affect this score, however:

The Darklord: Adds ten points to the player’s score.
The Hangman: Doubles all penalty cards in that player’s hand, including the Darklord.
The Artifact: The player with this card subtracts the points rather than adding them to his score (but see below).
The Innocent: Negates all penalty cards.

(Note that these four cards do not count as crown cards during the “anima” round.)


If a player takes all ten penalty-suit cards and the Darklord, he is said to have a Paatern. A player with a paatern may either subtract 20 points from his score or add 20 points to the other four players’ scores—unless that player has also taken another special card. The Hangman doubles this to 40 points, the Innocent negates even the paatern, and the Artifact reverses the paatern, so that the player may either add 20 points to his score or subtract 20 points from everyone else’s. (Or 40, if the player is unlucky enough to get both the Artifact and the Hangman.)

Should a player collect all ten penalty cards and all four special crown cards, he is said to have completed the Paatern Grosse and his score immediately reverts to zero. (Of course, if he had a negative score to begin with, this isn’t such a good thing.)

After the hand, the cards are reshuffled—carefully!— and the deal passes to the right. The player with the fewest points when one player goes over 100 points wins the game.

Games of Cinque Elementi can go very quickly, if one player is very lucky, or can take quite a while, when no player has been lucky. This is a favorite of slightly older children; for younger children, some of the rules may be relaxed, and sometimes the crown deck and vedova are omitted and the game is a four-player game rather than a five-player game.

The Deck of Decks


The card pictures throughout this document are from this 3rd-party product, which is an actual deck of 54 cards (each with 3 images) that serves a total of five purposes:

  • First and foremost, it is a standard 54-card deck of PLAYING CARDS that can be used for any non-D&D card game requiring up to 54 cards.
  • It is a deck of 5e compatible TAROKKACOS (TAROT) CARDS that can be used in an TTRPG game. This is the center image on all 54 cards.
  • It is a DECK OF MANY THINGSDMG. This includes 22 cards (the two jokers are shared with the deck of illusions) that can be pulled out into their own deck for game play. Full deck vs. standard deck and cards with enmity are also identified. These are cards noted with a red dragon in the top left corner.
  • It is a DECK OF ILLUSIONSDMG. This includes 34 cards (including the two jokers that are shared with the deck of many things) that can be pulled into their own deck for game play. These are cards noted with an eye image in the top left corner.
  • It is a DECK OF COMMONSHB. This includes 52 cards consisting of a variety of common magic items that can be used for a variety of purposes including random loot generation. These are cards with a large bluish banner in the bottom right corner.

 

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