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-- all are drawing from a standard deck of cards, plus Jokers, and the deck is not shuffled after every round.* Cards are dealt every round. -- order of initiative is high card to low, Aces high, suit order is Spades-Hearts-Diamonds-Clubs. -- you can pass your action, and you would hold your card for that. -- Jokers are wild: someone who draws a Joker can go at anytime (don't think they can interrupt an action, I can't remember), and will have a hefty bonus to one die roll in their action. The deck is reshuffled after a Joker is drawn. -- A rare few of the Edges can affect the initiative draw. There's one that can draw 2 cards per round, and keep whichever they choose (That's also in T2k4, I see.) There's one that allows one to keep drawing cards if their card is under 5. There's one that can trade cards between player characters. I think there are several that trigger extra benefits if that character is dealt a Joker, but I've never seen those in play. There's probably some more options that I've forgotten, and I'm sure some of the different setting books have their own variations. I haven't actually played in 3-4 years, so I may be fuzzy on details. I've never played Deadlands, but I think this is similar. Again, I hadn't played in 3+ years, but the only-10-cards in the T2k4 deck left me a little cold. Maybe not enough variability, maybe I'm just missing the feel of shuffling a "normal" sized deck of cards?
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
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