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Encounter Building Decks Rulebook

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This is the Rulebook for the Encounter Building Decks which you can find here:

There are currently four specific decks you can use with 60 cards each.  There are also PDF versions of each card deck that has buttons to push within the PDF that will randomly generate the values from the cards.  They are: 

  1. Decisions Physical Card Deck– These cards act as the stand-in GM by giving answers to yes/no questions, random die rolls, random events, details about an event, and even a simple quest generator.  This deck is the barebones necessity if you want to try playing without a GM.  (Decision Cards PDF Print-n-Play plus Random Generating Buttons)
     
  2. Locations Physical Card Deck – These cards describe a location within four different types of environments.  They also give information about the number of exits (doors) within each room location, whether those doors are locked or not, and if there are secret doors to find.  While this doesn’t give you an exact map of each location, it does give you enough description and randomness to truly explore a dungeon or castle never knowing what the next room will bring. (Location Cards PDF Print-n-Play plus Random Generating Buttons)
     
  3. Traps Physical Card Deck – These cards contain 120 possibilities for traps such pitfalls, crushing walls, magical auras to defeat, and more. (Trap Cards PDF Print-n-Play plus Random Generating Buttons)
     
  4. Combat Physical Card Deck – Come to a room filled with bad guys?  Who are they?  How do they fight?  These cards detail combat encounters you may have.  They give you the general type of enemy, how they attack, what their intentions are, difficulty level, special equipment or tactics, and more. (Combat Cards PDF Print-n-Play plus Random Generating Buttons)

You should feel free to use as many or as few of the decks as you would like.  If you’re solo playing an RPG, you might want all four decks.  If you’re a dedicated GM with a group of players, you may find the Locations, Combats, and Traps most useful for generating ideas or to use directly during gameplay.  Less prep and giving more control over to the cards allows you to create a PC to play in your own campaign.

Since the PDF rulebook was not getting to customers when they purchased, I made it a separate free download as a work around.  Hope this helps!


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February 9th, 2017
The rule book explains how to use the four decks. Doeas a rather good job. Mostly is is an idea generator rather than a flat out list of here is what it is. each card seems to handle 4 to 6 possible things at a time, so it really dosn't matter if the [...]
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File Last Updated:
December 20, 2016
This title was added to our catalog on December 21, 2016.