Our utility decks are simple to use. Pull two cards, using the top from one (usually white) and the bottom from the other (color coded - blue = items, silver = weapons, red = traps, purple = enchantment). So you end up with a Key tied with a golden ribbon or a poisoned potion (trap) of ignobility. Each part has some fiction to get your creative juices flowing. Our two new decks have less refined text - getting them into play will help shape that a bit, and they will not have art yet. Cards where art makes sense will be fully illustrated. This is how they break down:
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Useful Items
This set of cards gives you 20 mundane items (we currently have over 30 in our playtest deck and more we'd like to add, more on that later). Additionally there are 20 descriptors that can be combined with the items to give you a huge variety of item possibilities.
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This set of cards gives you 20 different traps. On the bottom of each card is a descriptor to make the trap unique.
Weapons
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Our final new utility deck is a bit different than our other decks. An enchantment is a descriptor that can be added to any item or weapon card. Heck, you could add it to a monster or a trap just as easily as well. Our initial deck has 10 cards, each with two different descriptors. That's 20 seed for building unique magic items!
More...
As the campaign unfolds we fully expect to add more and more utility cards to our decks. We have printed up a pile of blank cards to use as inspiration hits to create new utility cards and get them into play testing as soon as possible.
Additionally we are toying with fiction seeds for failures, boons, and curses. Boons and curses might end up as an addition to the enchantment deck - this is still a work in progress.
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