The Game of Fates: A Simple Card Duel The purpose of this document is to outline the rules for a simple card game to be played in Dungeons & Dragons Fifth Edition. The intention is to roughly approximate card game duels in the style of Magic the Gathering or Yu-Gi-Oh. This document was created using The Homebrewery. The Basic Rules Every duel is made up of two players each with their own deck. In a best-of-three, each player rolls a D20, adding appropriate modifiers and advantage (if applicable) with the higher roll winning. Proficiency Proficiency with a gaming set or cards is considered proficiency in this game. Most NPCs who own their own deck would be proficient in the game. Styles of Play Each player will choose one of three styles of play which function in a "rock-paper-scissors" style. When rolling, use the modifier associated with your style. The modifier must be chosen prior to knowing what your opponent will do, however, the player can change their chosen style between "rounds" if they like. The three styles are: Intelligence Style This style represents playing the game logically, taking into account the odds, counting cards, and making smart plays. It grants advantage against an opponent using the Charisma Style. Wisdom Style This style represents reading your opponent and looking for "tells" to determine the best play. It grants advantage against an opponent using the Intelligence Style. Charisma Style This style represents bluffing, confidence, or simply believing in the fate of the game (also known as the "heart of the cards"). It grants advantage against an opponent using the Wisdom Style. Other Common Modifiers The most common modifier, after proficiency and playstyle, will be granted by your deck. The game is meant to be highly interactive and the DM should award any other modifiers freely. This can include "scouting" an opponent and watching them play matches so you know their deck, sabotaging a deck, or intimidating the opponent. Encourage players other than the duelists to interfere and get involved and award bonuses as you feel appropriate. Starting a Duel Follow the steps below to begin a new duel. Determine Styles If a player is competing against an NPC, the DM should determine the NPC's chosen style. Then, the player will declare their style. If two players are dueling, both should declare simultaneously. Add Relevant Modifiers Before rolling, determine any modifiers using this calculation: Proficiency + Ability Modifier + Deck Modifier + DM Bonuses (or penalties) Roll Each player rolls a D20, with advantage if applicable. The higher roll wins the round and gets a point. First to two points wins traditionally, however some "high profile" games will play best of five or seven. Repeat Return to the Determine Styles step and repeat until one duelist has enough points to win. Deckbuilding The rules listed above account for only the very simplest of duels. A large amount of the strategy comes in building a deck. In some ways, the result of a duel can sometimes be decided before even playing as the better player with a stronger deck can have a large advantage. All decks are made up of the same components: a single "Base" set and up to three "Arcana" cards. All decks must start with a base set, but Arcana cards are optional. Base Sets Every player must have a base set to play. These can be found anywhere games are sold (most "general stores" and even some taverns). The base sets should be fairly inexpensive (around 1g) and account for the bulk of your deck (the "commons and uncommons" in Magic: The Gathering" terminology. There are four base sets: The Swords Set This set grants a +3 to all rolls using Intelligence style. The Wands Set This set grants a +3 to all rolls using Wisdom style. The Cups Set This set grants a +3 to all rolls using Charisma Style. The Pentacles Set This set grants a +1 to all rolls regardless of style.

Arcana Cards Most of the strategy in a duel comes down to the selected Arcana cards. Each deck can include between zero and three Arcana cards, which represent the "rares and very rares" in Magic: The Gathering terminology. Each Arcana Card can only be used once per match. These should be somewhat harder to find than Base Sets. They can either be purchased in a random pack (which should cost about 10g) or an individual card. Not all stores will have all cards, but if a store does sell individual cards, it should cost anywhere from 40g or more depending on the size of the city and the perceived power of the card. Arcana cards are not meant to be perfectly balanced and many of them change the game significantly. This is by design: some cards and decks are simply better than others. Players should be incentivized to pursue these cards if they're interested in the game. The should not be able to simply go to a store and buy every card they want or buy dozens of random packs until they have everything. If they want more, they'll need to travel, trade, wager, or steal to get them. Each new pack should be an exciting chance to upgrade the deck, not just busy work done until the full set is collected. To determine the results of a random pack, roll 1D4 + 1D20 - 2 and locate the result below. The Fool (0) Play The Fool before rolling. Then, roll only your D20. After seeing the result, you can choose to either keep the result, or start the match over from zero points. The Magician (I) After styles are declared but before rolling, play The Magician to double the number of points this next round The Priestess (II) If you are using Wisdom style, play The Priestess to reroll a single d20. The Empress (III) Play The Empress after styles are selected. The loser, not the winner, of the next match gains a point. The Emperor (IV) Play The Emperor before styles are selected. Intelligence style gains +3. This applies to both players. The Hierophant (V) Play before styles are selected. Both players ignore all modifiers except for proficiency and ability modifier. This applies only to modifiers, not to advantage. The Lovers (VI) Play after winning a round. Add the total amount you won by to your next round's roll if you use Charisma style. The Chariot (VII) Play after styles are selected. If you're using a different style in this round than you did in the last round, add 1D6 to your roll. Strength (VIII) Play before a match starts. All of your rolls have a -3 modifier. You require one less point to win the match. The Hermit (IX) Play before a match starts. If you spent at least 10 minutes observing your opponent playing a duel today, you can add +1 to all of your rolls against this opponent. Wheel of Fortune (X) Play after styles are selected. Roll a D20. On a result of 11+, you automatically win the round. Otherwise, you automatically lose the round. Justice (XI) Play before selecting styles. If you are currently losing, you gain one point. The Hanged Man (XII) Play after losing a match. Your opponent requires one more win. After this match, regardless of the result, you receive 2 damage to Intelligence, Wisdom, and Charisma until your next long rest. Death (XIII) Play before a match begins. You gain +2 to all of your rolls. However, if you lose the match, you suffer 2 points of Constitution damage. Temperance (XIV) Play before a round starts. If any player plays an Arcana card before the end of this round, cancel it. The other player immediately wins the round. The Devil (XV) Play before a round starts. You attempt to cheat. Roll Slight of Hand against your opponent's passive perception. If you succeed, you immediately win the round. Otherwise, your opponent catches you cheating and you lose the match. You can use this card more than once per match. The Tower (XVI) Play before a round starts to name a style. Your opponent cannot select this style. The Star (XVII) You gain a +2 to all Intelligence style rolls and a -2 to all other rolls. This does not need to be played and is always active. The Moon (XVIII) You gain a +2 to all Wisdom style rolls and a -2 to all other rolls. This does not need to be played and is always active. The Sun (XIX) You gain a +2 to all Charisma style rolls and a -2 to all other rolls. This does not need to be played and is always active. Judgment (XX) Play before selecting styles. If your opponent could win the match on this round, set the score to 1-1. The World (XXI) Play after selecting styles. You have advantage on this roll regardless of styles selected. Players do not add their ability modifier to this roll.