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		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99264</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99264"/>
		<updated>2009-01-07T20:20:02Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Fast NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another example: For an initiation conflict, you&#039;re supposed to roll 4d6 + 4d10. 4d6 is a significant trait, so draw cards for it (as you&#039;ll see, that&#039;s two cards). 4d10 is strong AND significant, so draw for that too (in this case, it&#039;s four more and you keep the best two).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
=== Playing the Cards ===&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are treated as a troublesome trait: draw two more cards and keep the worst one. If you are doing something truly desperate, or bringing in a really significant object or tool, that counts as &#039;&#039;&#039;significant&#039;&#039;&#039; as well as troublesome: draw four cards and keep the two lowest.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
==== Experience Pile ====&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
==== Fallout Pile ====&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict (seee below) or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: As an alternative for the Jack of Spades as the card that indicates you&#039;re Dying, draw another card anytime a character has a Jack as their highest fallout card. If the suit of this card matches the suit of the Jack, the character is Dying.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10 - significant and strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;5d10 - significant and strong + draw an additional card&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* have your character leave the scene and spend time alone&lt;br /&gt;
* take a new troublesome trait for your next conflict&lt;br /&gt;
* treat a trait or relationship as troublesome for the next conflict&lt;br /&gt;
* draw 1 fewer card in the next conflict&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 card + one strong trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The clumsy piano player - troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Traits ===&lt;br /&gt;
&lt;br /&gt;
These are unassigned Traits, exta cards the GM can call into play at anytime, for any reason, but only once during the course of a single Town.&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99263</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99263"/>
		<updated>2009-01-07T20:19:31Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Short-term */&lt;/p&gt;
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http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
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&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another example: For an initiation conflict, you&#039;re supposed to roll 4d6 + 4d10. 4d6 is a significant trait, so draw cards for it (as you&#039;ll see, that&#039;s two cards). 4d10 is strong AND significant, so draw for that too (in this case, it&#039;s four more and you keep the best two).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
=== Playing the Cards ===&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are treated as a troublesome trait: draw two more cards and keep the worst one. If you are doing something truly desperate, or bringing in a really significant object or tool, that counts as &#039;&#039;&#039;significant&#039;&#039;&#039; as well as troublesome: draw four cards and keep the two lowest.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
==== Experience Pile ====&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
==== Fallout Pile ====&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict (seee below) or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: As an alternative for the Jack of Spades as the card that indicates you&#039;re Dying, draw another card anytime a character has a Jack as their highest fallout card. If the suit of this card matches the suit of the Jack, the character is Dying.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10 - significant and strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;5d10 - significant and strong + draw an additional card&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* have your character leave the scene and spend time alone&lt;br /&gt;
* take a new troublesome trait for your next conflict&lt;br /&gt;
* treat a trait or relationship as troublesome for the next conflict&lt;br /&gt;
* draw 1 fewer card in the next conflict&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The clumsy piano player - troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Traits ===&lt;br /&gt;
&lt;br /&gt;
These are unassigned Traits, exta cards the GM can call into play at anytime, for any reason, but only once during the course of a single Town.&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99262</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99262"/>
		<updated>2009-01-07T20:12:25Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Short-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another example: For an initiation conflict, you&#039;re supposed to roll 4d6 + 4d10. 4d6 is a significant trait, so draw cards for it (as you&#039;ll see, that&#039;s two cards). 4d10 is strong AND significant, so draw for that too (in this case, it&#039;s four more and you keep the best two).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
=== Playing the Cards ===&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are treated as a troublesome trait: draw two more cards and keep the worst one. If you are doing something truly desperate, or bringing in a really significant object or tool, that counts as &#039;&#039;&#039;significant&#039;&#039;&#039; as well as troublesome: draw four cards and keep the two lowest.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
==== Experience Pile ====&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
==== Fallout Pile ====&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict (seee below) or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: As an alternative for the Jack of Spades as the card that indicates you&#039;re Dying, draw another card anytime a character has a Jack as their highest fallout card. If the suit of this card matches the suit of the Jack, the character is Dying.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10 - significant and strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;5d10 - significant and strong + draw an additional card&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* draw 1 fewer card in the next conflict&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The clumsy piano player - troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Traits ===&lt;br /&gt;
&lt;br /&gt;
These are unassigned Traits, exta cards the GM can call into play at anytime, for any reason, but only once during the course of a single Town.&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99261</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99261"/>
		<updated>2009-01-07T20:11:55Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Demonic Influence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another example: For an initiation conflict, you&#039;re supposed to roll 4d6 + 4d10. 4d6 is a significant trait, so draw cards for it (as you&#039;ll see, that&#039;s two cards). 4d10 is strong AND significant, so draw for that too (in this case, it&#039;s four more and you keep the best two).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
=== Playing the Cards ===&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are treated as a troublesome trait: draw two more cards and keep the worst one. If you are doing something truly desperate, or bringing in a really significant object or tool, that counts as &#039;&#039;&#039;significant&#039;&#039;&#039; as well as troublesome: draw four cards and keep the two lowest.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
==== Experience Pile ====&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
==== Fallout Pile ====&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict (seee below) or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: As an alternative for the Jack of Spades as the card that indicates you&#039;re Dying, draw another card anytime a character has a Jack as their highest fallout card. If the suit of this card matches the suit of the Jack, the character is Dying.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10 - significant and strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;5d10 - significant and strong + draw an additional card&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The clumsy piano player - troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Traits ===&lt;br /&gt;
&lt;br /&gt;
These are unassigned Traits, exta cards the GM can call into play at anytime, for any reason, but only once during the course of a single Town.&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99259</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99259"/>
		<updated>2009-01-07T19:45:41Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Fallout Pile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another example: For an initiation conflict, you&#039;re supposed to roll 4d6 + 4d10. 4d6 is a significant trait, so draw cards for it (as you&#039;ll see, that&#039;s two cards). 4d10 is strong AND significant, so draw for that too (in this case, it&#039;s four more and you keep the best two).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
=== Playing the Cards ===&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are treated as a troublesome trait: draw two more cards and keep the worst one. If you are doing something truly desperate, or bringing in a really significant object or tool, that counts as &#039;&#039;&#039;significant&#039;&#039;&#039; as well as troublesome: draw four cards and keep the two lowest.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
==== Experience Pile ====&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
==== Fallout Pile ====&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict (seee below) or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: As an alternative for the Jack of Spades as the card that indicates you&#039;re Dying, draw another card anytime a character has a Jack as their highest fallout card. If the suit of this card matches the suit of the Jack, the character is Dying.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10 - significant and strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;5d10 - significant and strong + draw an additional card&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The clumsy piano player - troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Traits ===&lt;br /&gt;
&lt;br /&gt;
These are unassigned Traits, exta cards the GM can call into play at anytime, for any reason, but only once during the course of a single Town.&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99258</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=99258"/>
		<updated>2009-01-07T19:42:23Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Playing the Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another example: For an initiation conflict, you&#039;re supposed to roll 4d6 + 4d10. 4d6 is a significant trait, so draw cards for it (as you&#039;ll see, that&#039;s two cards). 4d10 is strong AND significant, so draw for that too (in this case, it&#039;s four more and you keep the best two).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
=== Playing the Cards ===&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are treated as a troublesome trait: draw two more cards and keep the worst one. If you are doing something truly desperate, or bringing in a really significant object or tool, that counts as &#039;&#039;&#039;significant&#039;&#039;&#039; as well as troublesome: draw four cards and keep the two lowest.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
==== Experience Pile ====&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
==== Fallout Pile ====&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10 - significant and strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;5d10 - significant and strong + draw an additional card&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The clumsy piano player - troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Traits ===&lt;br /&gt;
&lt;br /&gt;
These are unassigned Traits, exta cards the GM can call into play at anytime, for any reason, but only once during the course of a single Town.&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Muse:Musette_Playtest_1:Story_Content&amp;diff=97673</id>
		<title>Muse:Musette Playtest 1:Story Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Muse:Musette_Playtest_1:Story_Content&amp;diff=97673"/>
		<updated>2008-12-19T00:08:22Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Step 5: Tell the Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Step 5: Tell the Story==&lt;br /&gt;
&lt;br /&gt;
The story sheet is complete and available in the middle of the virtual table here: [[Muse:Musette Playtest 1:Story Outline Sheet]]. The Desire sheets have been created. Everybody draws an additional card. The changes are available here: [[Muse:Musette Playtest 1:Cards]]. Bob will start telling the story. Remember two important rules of thumb:&lt;br /&gt;
&lt;br /&gt;
# Keep Narrations down to 1-2 paragraphs if you can&lt;br /&gt;
# People may interrupt on their turn, and this will basically allow them to go back and delete anything up to whichever point they wish in the previous narration.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It is dark, and the moon is in the sky. All is quiet in the vineyard until a column of armed men can be seen approaching. They walk with the march of soldiers. As the line of soldiers continues, the eye can&#039;t help but pierce the gloom and notice a strange detail. The local terrain is too difficult for tanks or even jeeps. This is why the soldiers walk. And yet, 3 of the soldiers struggle to drag a heavy wheeled cart. This cart contains 3 large cigar-shaped objects. Missiles, perhaps?&lt;br /&gt;
&lt;br /&gt;
As the soldiers march onward, one of them approaches the leader and mutters a loud whisper, &amp;quot;Georg! The radio chatter... it sounds like the Russians have found us already and they&#039;ve scrambled some helicopters!&amp;quot; Georg swears into the night. They only have a few kilometers left to go to reach shelter from eyes in the sky. And now the time for stealth is already past. For in the distance he can hear the sounds of helicopters chopping the air with their rotors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I support No for Georg using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Bob&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not too far away, standing in the cold night amidst grapevines heavily laden with fruit, a young woman shivers and wraps her arms around herself. Though she appears to be staring out into the darkness, Maria is actually probing the night with other senses, listening for sounds of men approaching, sniffing the wind to recognize the smell of kerosene or unwashed boots--she has been blind since birth. In the night breeze she strains to keep her teeth for chattering, not only from the cold, but also from worry, for the events of the last week seem to be moving closer and closer to her peaceful valley.&lt;br /&gt;
&lt;br /&gt;
She has not chosen this particular farmstead arbitrarily--she knows that Georg will come by this road, and hopes to greet him with some hot milk and a bowl of freshly picked grapes. &#039;&#039;He should be here any minute&#039;&#039;, she thinks. &#039;&#039;I must convince him to stay, to lie low, while war and destruction erupts around us in the dark.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Maria, using a card from my hand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quick, Georg, think!&#039;&#039; Georg thinks to himself. &#039;&#039;How do we get out of this alive?&#039;&#039; Georg collects himself mentally and turns to his lieutenant, &amp;quot;Tell the men to scatter. We will reassemble in 3 days on the usual channel. The package will come with me.&amp;quot; The lieutenant nods and relays the order to the men, who double-time it in all directions. Luckily for Georg, he just remembered that an old flame of his lives in this valley. Quite nearby, in fact, if memory serves. The men lugging the missiles arrive next to Georg. &amp;quot;Where do we go now, sir?&amp;quot; one of the men asks. &amp;quot;Follow me! It&#039;s time for a drink with an old girlfriend of mine...&amp;quot; Georg replies. The two soldiers give each other a confused look and then quickly follow their captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Maria, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Surrounded by the hum of machinery, Yuriy rides in the Tactical Command unit of an armoured assault vehicle provided by American funds. Displays flicker around him, showing troop movements, radar scans, and the widening field of his command. The atmosphere is tense; Yuriy rides in silence, meditating, gathering his thoughts for the frantic moments that could ensue at any moment. His second-in-command, Bukhuti, normally a calm and controlled man, obliviously chews on his fingernails, the gentle chomping sound in stark contrast to the hum, whirr, and ping of the machinery around them.&lt;br /&gt;
&lt;br /&gt;
The coming minutes, hours, or days--who could know?--threaten terrible, vicious fighting, brother against brother. Yuriy hates the prospect with every fiber of his being. Sitting here in this American vehicle, riding in stealth to carry out an attack on a people he shares family ties stretching back for centuries, he feels more like a traitor than a saviour. However, Yuriy has no choice: his daughter, Maria, is somewhere nearby. Against his tactical and strategic instincts, against his years of training and experience, Yuriy has decided to begin the attack in this area of Abkhazia. It is not a tactically sound choice, and it pains him that his men trust him too much to question it. But he does not feel that there is a choice in his heart: he must find Maria. His best efforts to do so have brought him nothing; but she cannot have left the immediate area of operations. Yuriy &#039;&#039;will&#039;&#039; find her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Yuriy, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Terry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maria is awoken in the middle of the night by a knock at her door. She gets up groggily, and puts out a hand to keep herself from falling. She must have fallen asleep while waiting for Georg again--that&#039;s three nights in a row. Or is it four? She rushes down the steps of her small farmstead and opens the door. The visitor speaks, &amp;quot;Hello, Maria, I need your help.&amp;quot; &#039;&#039;It&#039;s Georg!&#039;&#039; she thinks, as her heart swells with emotion. She hadn&#039;t been sure if he&#039;d accept her invitation, but it looks like her wait hasn&#039;t been in vain. Perhaps she can still stop this madness, this mutual genocide.&lt;br /&gt;
&lt;br /&gt;
But soon her happiness turns to sorrow as her heart drops into the soles of her bare feet. There are &#039;&#039;others&#039;&#039; with Georg. &amp;quot;What&#039;s going on?&amp;quot; she asks. &amp;quot;What do you think?&amp;quot; Georg responds, &amp;quot;the Georgians are after us and now my men--my... &#039;&#039;friends&#039;&#039;--and I need to hide.&amp;quot; Maria feels a cold chill go down her spine, confirming her earlier subconscious realization, &#039;&#039;things are already farther along than I had feared,&#039;&#039; she thinks--but there&#039;s still hope. &amp;quot;Come in Georg. Your... friends... are welcome too, so long as they can keep their guns to themselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Maria, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Bob&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bukhuti glances over at Yuriy. The General is sitting, seemingly calm, relaxed, yet his eyes betray some inner turmoil.  &#039;&#039;I&#039;ve followed this man for years,&#039;&#039; thinks Bukhuti. &#039;&#039;He&#039;s never let us down, his tactics, his decisions, impeccable, even in the heat of battle. But, now, why is he taking us here?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And that is when it all becomes clear to Bukhuti: his trusted leader, the brilliant General, has been bought out. &#039;&#039;The Americans have gotten to him. Or someone has.&#039;&#039; It&#039;s the only possible explanation. Bukhuti realizes he&#039;s been chewing on his nails. &#039;&#039;Shit!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With his left hand, he checks the pistol strapped to the inside of his boot. &#039;&#039;Ah, but what will that do? More likely, I&#039;ll have to call in some favours from years back, from my old Russian friends. My former cell-mates.&#039;&#039; Bukhuti shudders at the thought, a tremor running through his body he finds it hard to imagine Yuriy could have missed. Yet, still, the General looks straight ahead, seemingly trapped in his own thoughts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Yuriy, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The door closes, and Georg lets out a shaky breath. &#039;&#039;That was a close one.&#039;&#039; He comes out of hiding and greets Maria, &amp;quot;Thank you... for what you did. You didn&#039;t have to protect us like that.&amp;quot; Maria scoffs, &amp;quot;What? Some dog of a Georgian soldier knocks at &#039;&#039;my&#039;&#039; door at the crack of dawn and asks me if I&#039;ve seen any &#039;&#039;strange men&#039;&#039; about, and you expect me to help him?&amp;quot; She smiles lazily. &amp;quot;I want a peaceful resolution to all this... but that doesn&#039;t mean I&#039;m any friend of Georgia&#039;s.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Georg turns to look at his men. Typical of soldiers, now that the danger is gone they&#039;ve dozed off again instantly. With Maria&#039;s help, the three of them together had taken the time to hide the missiles in the cellar last night--good enough to beat a casual inspection. Looking at his men, Georg has second thoughts about his plan for the first time since he hatched it. Stealing the nukes was easy--too easy. But is he willing to use them? Even against Georgia? And will his gamble cost him his men&#039;s lives? Or his own? Or Maria&#039;s?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Maria, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The full moon, a white beacon of stunning brightness, hovers in the sky, casting its spotlight glare over rolling hills, grasslands, and canyons. On a sandy ridge, exposed for a moment by that mystical light, a lone figures staggers through low, dry grasses and thorns. The man is unarmed, limping, his shirt soaked with blood. He has escaped death--for now--but if he is to stay alive, he knows he must keep moving.&lt;br /&gt;
&lt;br /&gt;
Rushing across the ridge, his feet sliding frantically through the sand, he stumbles forward at a half run. He can hear the beat of Georgian &#039;copters not far away, streaking through the night, and some distant gunfire, explosions. &#039;&#039;Soon, they will be here.&#039;&#039; Below him, a darkened valley looms. The air hitting his nostrils is moist, soft, for the first time since he left his home two months ago. For a moment, he imagines he can smell wine.&lt;br /&gt;
&lt;br /&gt;
At the very least, there are no sounds of war here. He needs to find some agent of resistance, some brave souls, if any be left, for he carries an important secret. Only an hour or so away, his unit lies decimated, bodies burnt, cars reduced to twisted metal, by a surprise attack. But he can do something yet, if he makes it through the night. Not far away, a series of caverns holds a cell of Russian soldiers turned terrorists, pirates. They are hungry, both for food and for blood. Maybe he can find some way to reach them, o organize some resistance to this surprise attack.&lt;br /&gt;
&lt;br /&gt;
Below, a single light beckons. Stumbling through a vineyard, the man heads for this beacon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Georg, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Terry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the last tank round finds its home in the apartment building, the structure gives a shudder and half-crumbles to the ground. &#039;&#039;That&#039;s the last target,&#039;&#039; Bukhuti tells himself, &#039;&#039;finally.&#039;&#039; As a soldier, he&#039;s always found targeting civilians to be distasteful. This atrocity is the worst he&#039;s ever personally been involved in. Tanks shelling apartment building basements. Ambushes laid to blow up fleeing cars. By his count, he&#039;s murdered over a dozen civilians himself today.&lt;br /&gt;
&lt;br /&gt;
Later that night, Bukhuti paces back and forth in his tent for close to an hour. His face is a roadmap of the conflict in his heart: what to do? Continue with this obvious madness, or help put a stop to it. What is Yuriy thinking? With or without American backing, these war crimes are not going to go unnoticed. Bukhuti finally makes his decision, and makes a call to his old russian cellmate Pyotr. Pyotr is ex-KGB and has some good connections. He can stir up the hornet&#039;s nest at the Kremlin with all due haste, and put a quick stop to this madness--and hopefully foil whoever Yuriy is working for at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Yuriy, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Bob&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even as Bukhuti makes his phone call, a group of soldiers stand outside, smoking American cigarettes. Dust collects on their uniforms: dust from crumbling buildings, homes destroyed, perhaps even ashes from the former inhabitants of those homes. &lt;br /&gt;
&lt;br /&gt;
They are waiting, happy to have a brief rest, but confused as to why they&#039;re waiting here, out in the street, outside the town&#039;s mail office. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The General&#039;s been in there for almost an hour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aye. Must be checking his mail!&amp;quot; Awkward laughter.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You think his wife sent &#039;im a pair of her panties?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shut up, asshole. Gorya here is a known snitch--aren&#039;t you, Gorya?--and he&#039;s gonna take that straight to the General!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The soldiers continue their chatter for a few more minutes. Inside, Yuriy sits at a desk, sorting through envelopes until he finds the one he was looking for. It&#039;s his own letter, to Maria, sent a week ago. It didn&#039;t get any further that this town, it seems, but someone&#039;s scribbled a different address on the envelope. It sounds like a farm, or an orchard, or something, not too far away. Yuriy has the local geography pretty much memorized: there&#039;s a steep cliff, riddled with caves, to the North, and then a deep valley. &#039;&#039;That&#039;s where this place would have to be&#039;&#039;, thinks Yuriy. &#039;&#039;Well, not much longer now. I&#039;m coming, Maria.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Yuriy, using a card from my hand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Yuriy&#039;s armored column advances into the valley, Bukhuti can&#039;t help but feel a bit of unease. &#039;&#039;This is a perfect ambush point... the General must know that... right? Or am I just being paranoid?&#039;&#039; No sooner than the thought passes through his head, Bukhuti hears--and feels--a sharp explosion as the vehicle ahead of him blows to pieces. &#039;&#039;Oh shit! But that can&#039;t be Pyotr&#039;s work, this is too soon!&#039;&#039; A look through the window confirms it--bandits. Well-armed bandits. Bukhuti doesn&#039;t have much longer to worry about this new development, as his vehicle is next on the chopping block.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Yuriy is furiously screaming orders to his men. With two vehicles down and his first in command dead, this battle is not starting off on the right foot. Where in the hells did &#039;&#039;bandits&#039;&#039; get their hands on anti-armour weapons?&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an aide is in a meeting at the Kremlin. &amp;quot;Are you sure the source is credible?&amp;quot; asks the President. &amp;quot;Y-yes sir, Pyotr is one of our better agents, 83% accuracy.&amp;quot; This combined with the other evidence, leads the president&#039;s thoughts to an inescapable conclusion. The president turns to his generals and distinguished cabinet members, and speaks, &amp;quot;Comrades, the Americans have gone too far this time. We are now at war with Georgia. Make Mother Russia proud!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Yuriy, using a card from my hand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Georg stands on the doorstep of Maria&#039;s cottage, bandolier over his shoulder, an antique hunting rifle in his hand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Georg! Wait! The sun isn&#039;t even up yet!&amp;quot; Maria rushes down the stairs, moving perilously quickly, one hand on the banister, her skin picking up splinters from the uneven wood. &lt;br /&gt;
&lt;br /&gt;
Georg turns around to face her, his face stern. Maria reaches the bottom of the stairs, her hands reaching out to grasp nothing but air, until she finds him. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;ve got millet I can boil, and fresh eggs...&amp;quot; &lt;br /&gt;
&lt;br /&gt;
As her hands alight on the bandolier, she freezes, drawing her hand back as though it was burnt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Georg...&amp;quot; Her voice catches a little, pained. &amp;quot;No... Don&#039;t do this, my love. Please, I beg you. There is no need. The Russians will come, they&#039;re bound to, and you can&#039;t stop all this alone... no, please!&amp;quot; She sobs, her hands finding Georg&#039;s waist and pulling him towards her. &amp;quot;You don&#039;t need to do this. You can hide here, with me, it&#039;ll be safe...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;d never understand. I have to do this, Maria.&amp;quot; Georg pushes her back, gently, takes a step outside the doorjamb, glancing at his men, waiting outside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No! You can&#039;t... Georg, my &#039;&#039;father&#039;&#039; is leading those men. This isn&#039;t some boys&#039; game... Aaah!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Georg&#039;s face twists in anger. His right hand flies up suddenly, slapping Maria hard across the face. She falls to the floor, her shoulder slamming into the bannister, and gropes wildly for support, tears streaming from her eyes.&lt;br /&gt;
&lt;br /&gt;
Georg slams the door and rushes out. His hands stings, more than he expected. &#039;&#039;Yuriy? Oh, damn. Shit. Goddamn it!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are you staring at, you louts! Let&#039;s move!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Maria, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Terry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awareness comes back slowly to Maria. How long has she been asleep? Or was it unconsciousness? What woke her up? She brings a hand to her face and feels how tender it is, and then her memory of Georg striking her returns with full force. It&#039;s almost as if she can feel the slap all over again, except this time the pain sends a dull ache through her heart as well as her face.&lt;br /&gt;
&lt;br /&gt;
What was it that woke her up again? Oh... the cold. But the birds singing and the breeze blowing in through the door indicate that it&#039;s broad daylight outside, and the door is open. She realizes that she&#039;s still lying down next to the open door, with her nightgown gaping half open for the world to see. What&#039;s that smell? The darkness that&#039;s covering her... it&#039;s a shadow!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well hello there, love!&amp;quot; says a male stranger&#039;s voice, &amp;quot;what do we have here? A beautiful flower for me to pluck...&amp;quot; With a growing sense of horror, Maria can hear the laughter of several other men behind this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Yuriy (since there might not be much of his daughter left for him to save), using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Bob&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Around the same time, early morning, and not too far away...&lt;br /&gt;
&lt;br /&gt;
Georg cheers as his stolen anti-vehicle rounds explode amidst the column of Georgian vehicles. His men, hidden in the bushes on the side of the valley, pass the binoculars back and forth, grinning and slapping each other on the back.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ve got them surrounded,&amp;quot; Georg says. &amp;quot;Time to go down there and ask them to stand down. Then, we deliver our ultimatum.&amp;quot; He grins, and his men fall silent for a moment, then grin back, dirty faces shining with determination.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pack up the Little One. If they don&#039;t meet our demands, be ready to launch her upon T&#039;bilisi. Georgia will pay a high price for this, one way or another.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Georg, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yuriy wipes sweat off his brow. &#039;&#039;That was a close one.&#039;&#039; But fortunately his tactical brilliance won the day and saw him through that unexpected, but altogether predictable, ambush. Besides which, with those fancy American toys he&#039;d been given he really couldn&#039;t lose. With amusement, he remembers how he had drawn out the bandits with a false surrender and then watched them writhe in pain after he triggered the amazing MIllimeter wave Pain (MIP) device. What a great toy--causes extreme pain to anyone caught in the invisible beam, at a range of over 100m. The bandits had been caught completely by surprise and then rounded up as POWs. &#039;&#039;I&#039;ll have a chat with their leader just as soon as I finish this awesome cigarette.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yuriy is still smoking his victory cigarette when his phone rings. He picks it up--it&#039;s a picture message. What he sees makes his face go white as a sheet in an instant. His daughter, her face bruised, tied to a chair. The cigarette drops to the floor, unnoticed. When the phone rings a moment later, he jabs the &amp;quot;talk&amp;quot; button with the speed and ferocity of a panther...&lt;br /&gt;
&lt;br /&gt;
Yuriy ends the call. &#039;&#039;Those bastards. I recognized where they were, they kidnapped my daughter in her own house. They also look like more of this bandit bunch. No telling how they connected her to me, time to go--&#039;&#039; Yuriy is interrupted in his thoughts yet again by another phone call. He answers--this time it&#039;s Mission Control. &amp;quot;&#039;&#039;What?&#039;&#039;&amp;quot; he yells into the phone, &amp;quot;The Russian army is here already?&amp;quot; With a cry of rage he flings the phone onto his tent and rushes to speak with his new Major.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Yuriy, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Georg opens his eyes, gingerly. His eyelids are swollen, caked with blood. All he can see is dirty, dusty floor. Some dark blotches: his own blood, no doubt. As awareness returns, so does the pain. His arms, legs, ribs, his head--all pounding with intense pain, joints aching under the strain of being tied to a chair. Georg remembers the blow of the baton that sent him flying, knocking over the chair. &#039;&#039;I must&#039;ve fainted. And they just left me like this.&#039;&#039; He is in some kind of cave, somewhere underground. It&#039;s cold and damp, though his body feels feverish. How did he get here? Ah, yes, the unexpected turn of events...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Did I talk? Are my friends safe?&#039;&#039; A moment of confusion as memory returns: slowly, too slowly. Georg begins to remember, and as he does, he feels a bit of pride, a touch of hope. &#039;&#039;My friends are safe, and so is the stolen warhead. I didn&#039;t rat them out! The bastards hit me too hard, too fast.&#039;&#039; Gradually, the rest of his mental abilities return as well, gears slowly spinning up, one thought after another running through his head, as though trying to reestablish its own ability to function.&lt;br /&gt;
&lt;br /&gt;
Memory, however, is an unforgiving thing: the next thing Georg remembers is the temporary headquarters he was dragged through. On the wall, a map. A map with red markers all over it. Markers for ballistic strikes. One in particular looms in his mind: the one over &#039;&#039;Laz Kortu&#039;&#039;. Laz Cortu, that small ruin of a place. Laz Cortu: not a gang camp, not a rebel headquarters, not even a black market zone. Laz Cortu, where 300 of his family&#039;s and his friends&#039; families&#039; eldest, youngest, and least hale are hoping to weather the storm. A small gathering of the elderly, women, children, the infirm... and Georg&#039;s entire clan. His little sister, Nadja, barely old enough to walk...&lt;br /&gt;
&lt;br /&gt;
Georg groans, twisting against the chair, and falls over on his side. The momentary pain almost causes him to pass out again. And the footsteps are approaching: they know he&#039;s awake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Georg, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Terry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Step 4: Determine Player Goals==&lt;br /&gt;
&lt;br /&gt;
Paul, if it&#039;s ok with you, I can just randomly determine goals for everyone. I&#039;ll email you the results and we can keep them offline so as not to ruin the game. Does that sound good?  Or do you have an alternate suggestion?&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, sounds good! We won&#039;t be able to make it a fully competitive game, anyway, since we can see each other&#039;s hands, and the &amp;quot;hidden&amp;quot; cards in the Desires (unless you have an idea for handling this, like some kind of code and key system--we could have a Gmail conversation, for instance, and both not promise to look at it, for each Desire, where we record which card we &amp;quot;hid&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Just make sure you follow something like the actual procedure, as opposed to just assigning goals randomly, which could turn into everyone having the same goal for a particular desire or something similar.&lt;br /&gt;
&lt;br /&gt;
Since I made the last nomination, Bob will take the first turn! Remember to give everyone one more card, if you haven&#039;t already. :)&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, random goals have been assigned using the correct procedure, and sent by email. For Desires sheets, your idea is very intriguing, let&#039;s give it a try (although it&#039;s probably better to just send the info in an email rather than instant messenger).&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jon, yeah, that&#039;s what I meant: &amp;quot;conversation&amp;quot; is what Gmail calls a bunch of e-mails all with the same subject. I&#039;ve done it already. :)&lt;br /&gt;
:&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Step 3: Filling Out the Story Outline Sheet==&lt;br /&gt;
&lt;br /&gt;
The Story Outline Sheet has been filled out here: [[Muse:Musette Playtest 1:Story Outline Sheet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2: Generate the Story Outline==&lt;br /&gt;
&lt;br /&gt;
We decided on 3 players&lt;br /&gt;
&lt;br /&gt;
Brainstorming for story elements: [[Muse:Musette_Playtest_1:Brainstorm_Sheet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 1: Decide on Genre and Tone==&lt;br /&gt;
&lt;br /&gt;
How about a &#039;&#039;&#039;film noir spy story set in modern Georgia&#039;&#039;&#039;?&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OK. I don&#039;t know much about Georgia, though. Is a vague fictionalized Georgia OK?&lt;br /&gt;
&lt;br /&gt;
Also, &amp;quot;film noir&amp;quot; and &amp;quot;spy film/story&amp;quot; are two very different things to me. Can you give a two or three-sentence kind of &amp;quot;snapshot&amp;quot; of what the genre you&#039;re envisioning is like? And you can go right ahead into the next step after that.&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To me &#039;&#039;&#039;film noir&#039;&#039;&#039; evokes the movie Casablanca--it&#039;s black &amp;amp; white, has lots of close-ups, it&#039;s crime drama, people smoke, it&#039;s set in or around the Great Depression era, it features moral ambiguity and sexual motivation. Try reading the plot of Casablanca for a little bit of inspiration: [[http://en.wikipedia.org/wiki/Casablanca_(film)#Plot]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;spy story&#039;&#039;&#039; involves governments or other organizations (e.g. multinational corporations) spying on each other using agents, satellites, by intercepting communications, etc. It could be low-key (no crazy gadgets) or over-the-top or some mix of both.&lt;br /&gt;
&lt;br /&gt;
Hence a &#039;&#039;&#039;film noir spy story&#039;&#039;&#039; would be a black &amp;amp; white story of smokers, with close-ups and moral ambiguity, incolving organizations spying on each other. I just picked Georgia because it&#039;s become a battleground between super-powers (the US and Russia). I don&#039;t know if this is the real story, but from what I&#039;ve heard it seems that Georgia was encouraged by the US (probably with money and/or military equipment and/or the promise of political aid) to raid its independant pro-Russian provinces. The US wanted to test Russia&#039;s strength, while Georgia wanted its provinces back. Russia responded very decisively by crushing Georgia&#039;s military and showing without doubt that it could have taken over Georgia if it had wanted to. The US was not able to intervene directly because that would reveal its involvement in the affair. There&#039;s a lot of room here for spy stories of various kinds (heck, you could probably have a whole campaign).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I know next to nothing about Georgia, so a vague fictionalized Georgia is fine with me!&lt;br /&gt;
&lt;br /&gt;
Does that sound fine for you? If this seems too politically charged or kind of hard for you to get into, please feel free to suggest other options. This is really just the first thing I thought about... Anyway, I&#039;ve added some brainstormed story elements in [[Muse:Musette Playtest 1:Brainstorm Sheet]]&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although I&#039;m having trouble seeing how a film noir can fit in a middle&lt;br /&gt;
Asian setting like this. But let&#039;s just do it! (Hmmm,  maybe I need to&lt;br /&gt;
watch Casablanca again...)&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Muse:Musette_Playtest_1:Cards&amp;diff=97661</id>
		<title>Muse:Musette Playtest 1:Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Muse:Musette_Playtest_1:Cards&amp;diff=97661"/>
		<updated>2008-12-18T23:51:08Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Georg&amp;#039;s Desire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Georg&#039;s Desire==&lt;br /&gt;
&#039;&#039;To unleash his fury on Georgia and drive it out of Abkhazia for good&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Yes:&#039;&#039;&#039; 2 random &#039;&#039;&#039;Owner:&#039;&#039;&#039; Paul&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No:&#039;&#039;&#039; 2 random  &#039;&#039;&#039;Owner:&#039;&#039;&#039; Terry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maria&#039;s Desire==&lt;br /&gt;
&#039;&#039;To save Georg, her love, from the deepest darkest inclinations of his heart (i.e. his anger).&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Yes:&#039;&#039;&#039; 1 hidden, 2 random  &#039;&#039;&#039;Owner:&#039;&#039;&#039; Jonathan&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No:&#039;&#039;&#039; 2 random  &#039;&#039;&#039;Owner:&#039;&#039;&#039; Terry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Yuriy&#039;s Desire==&lt;br /&gt;
&#039;&#039;To rescue my blind daughter from the midst of erupting hostilities.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Yes:&#039;&#039;&#039; 1 random, 1 hidden  &#039;&#039;&#039;Owner:&#039;&#039;&#039; Paul&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No:&#039;&#039;&#039; 4 random, 1 hidden  &#039;&#039;&#039;Owner:&#039;&#039;&#039; Jonathan&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jonathan&#039;s Cards==&lt;br /&gt;
QD 9S 8H 6S&lt;br /&gt;
&lt;br /&gt;
==Paul&#039;s Cards==&lt;br /&gt;
JD 8D 5C 3C&lt;br /&gt;
&lt;br /&gt;
==Bob&#039;s Cards==&lt;br /&gt;
8C 7S 4C 2S&lt;br /&gt;
&lt;br /&gt;
==Terry&#039;s Cards==&lt;br /&gt;
QH 6H 5D 3S&lt;br /&gt;
&lt;br /&gt;
==Deck==&lt;br /&gt;
Here&#039;s a random deck of cards all in a list. As the cards get drawn, just delete them from the front of the list: &amp;lt;br/&amp;gt;&lt;br /&gt;
2C  10C  2H  10H  JH  KS  AC  9C  KH  4H  JS  5S  QS  AD  6D  9H  KD  6C  10D  JC  4S  5H  7H  3H  2D  3D  10S  KC  7C&lt;br /&gt;
&lt;br /&gt;
==Order of Suits==&lt;br /&gt;
The order of suits is rather unusual, reproduced here for reference:&lt;br /&gt;
:&#039;&#039;&#039;Hearts, Clubs, Spades, Diamonds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
&lt;br /&gt;
1. Jon, I don&#039;t know how much thought you&#039;ve given to handling the cards in actual play (you probably have), but here&#039;s a suggestion:&lt;br /&gt;
&lt;br /&gt;
When we will contribute to Desires, let&#039;s make sure to just write +1 card or something similar, only revealing its value when the Desire is resolved. Otherwise, it&#039;ll totally ruin the game.&lt;br /&gt;
:&#039;&#039;&#039;--Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Ok, that&#039;s a good suggestion. I just realized that we can just write the # of cards for each Desire sheet, and then I can randomly determine which ones get drawn from the deck by throwing a die, for example. If you play from a card in your hand, however, we&#039;ll have to put that card down explicitly.&lt;br /&gt;
::&#039;&#039;&#039;--Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. The &amp;quot;order of suits&amp;quot; thing always makes people laugh (and sometimes &amp;quot;at me&amp;quot; as opposed to &amp;quot;with me&amp;quot;), but inevitably people really like it. It&#039;s easy to remember, even for people not used to card games or standard conventions. There is usually a lot of smiling and laughing whenever I explain it before playing.&lt;br /&gt;
:&#039;&#039;&#039;--Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I&#039;m just very much used to the Spades-Hearts-Diamonds-Clubs suit order that is used in virtually every major card game (Bridge, Hearts, Spades, War, etc. etc.). But in the end the exact order doesn&#039;t matter so long as there is one and it&#039;s consistent. :-)&lt;br /&gt;
::&#039;&#039;&#039;--Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Feel free to delete all this if you&#039;d like to keep this page &amp;quot;clean&amp;quot;.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;--Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Technically, there&#039;s a separate &#039;&#039;discussion&#039;&#039; page for each regular page that you can edit separately. But I don&#039;t really care.&lt;br /&gt;
::&#039;&#039;&#039;--Jonathan&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95193</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95193"/>
		<updated>2008-11-13T23:58:20Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Fallout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
=== Playing the Cards ===&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
==== Experience Pile ====&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
==== Fallout Pile ====&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The clumsy piano player - troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Traits ===&lt;br /&gt;
&lt;br /&gt;
These are unassigned Traits, exta cards the GM can call into play at anytime, for any reason, but only once during the course of a single Town.&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95192</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95192"/>
		<updated>2008-11-13T23:57:37Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Floating Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
=== Playing the Cards ===&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The clumsy piano player - troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Traits ===&lt;br /&gt;
&lt;br /&gt;
These are unassigned Traits, exta cards the GM can call into play at anytime, for any reason, but only once during the course of a single Town.&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95191</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95191"/>
		<updated>2008-11-13T23:52:48Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Fast NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
=== Playing the Cards ===&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The clumsy piano player - troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Dice ===&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95190</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95190"/>
		<updated>2008-11-13T23:51:34Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
=== Playing the Cards ===&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The piano player, troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Dice ===&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95188</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95188"/>
		<updated>2008-11-13T21:13:59Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise or See.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The piano player, troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Dice ===&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95141</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95141"/>
		<updated>2008-11-13T02:04:00Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Fast NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Groups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add one card per additional member, as well as an appropriate trait to represent each particular member (&amp;quot;The piano player, troublesome&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Floating Dice ===&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95140</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95140"/>
		<updated>2008-11-13T02:02:04Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Fast NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 cards + one strong trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 1 card + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 3 cards + one significant troublesome trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* 1 cards + one strong trait&lt;br /&gt;
* 1 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
=== Floating Dice ===&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95139</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95139"/>
		<updated>2008-11-13T01:47:58Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Fast NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6 cards + one strong trait&lt;br /&gt;
* 4 cards + one regular trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 5 cards + one strong trait&lt;br /&gt;
* 3 cards + one significant trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
* one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 7 cards + one significant troublesome trait&lt;br /&gt;
* 4 cards + one troublesome trait&lt;br /&gt;
* 3 cards + one strong trait&lt;br /&gt;
* 2 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 cards + one strong trait + one regular trait&lt;br /&gt;
* 2 cards + one significant trait&lt;br /&gt;
* 2 cards + one troublesome trait&lt;br /&gt;
* one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
=== Floating Dice ===&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95138</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95138"/>
		<updated>2008-11-13T01:47:15Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Rules Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;br /&gt;
&lt;br /&gt;
== Fast NPCs ==&lt;br /&gt;
&lt;br /&gt;
Each line is one &amp;quot;escalation&amp;quot;, regardless of which type of arena it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6 cards + one strong trait&lt;br /&gt;
4 cards + one regular trait&lt;br /&gt;
2 cards + one regular trait&lt;br /&gt;
one regular trait + one troublesome trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type B&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5 cards + one strong trait&lt;br /&gt;
3 cards + one significant trait&lt;br /&gt;
2 cards + one regular trait&lt;br /&gt;
one regular trait + one strong trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
7 cards + one significant troublesome trait&lt;br /&gt;
4 cards + one troublesome trait&lt;br /&gt;
3 cards + one strong trait&lt;br /&gt;
2 cards + one regular trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type D&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
9 cards + one strong trait + one regular trait&lt;br /&gt;
2 cards + one significant trait&lt;br /&gt;
2 cards + one troublesome trait&lt;br /&gt;
one regular trait + one significant strong trait&lt;br /&gt;
&lt;br /&gt;
=== Floating Dice ===&lt;br /&gt;
&lt;br /&gt;
* one troublesome trait&lt;br /&gt;
* one regular trait&lt;br /&gt;
* one strong trait&lt;br /&gt;
* one significant trait&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95135</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95135"/>
		<updated>2008-11-13T00:59:50Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Miscellaneous Conflict Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Conflict Stuff ==&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
==== Demonic Influence ====&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95134</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95134"/>
		<updated>2008-11-13T00:58:42Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonic Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95112</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95112"/>
		<updated>2008-11-12T20:35:05Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Miscellaneous Conflict Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonic Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95111</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95111"/>
		<updated>2008-11-12T20:34:29Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Fallout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile + Demonic Influence.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95110</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95110"/>
		<updated>2008-11-12T20:32:24Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;external&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95109</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95109"/>
		<updated>2008-11-12T20:31:47Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Strong Community */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95108</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95108"/>
		<updated>2008-11-12T20:29:36Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Dogs Play Cards, Too */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95107</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95107"/>
		<updated>2008-11-12T20:28:47Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Miscellaneous Conflict Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
Helping: To help another player&#039;s Raise or See, hand them one of your cards, but turn it sideways. On your next Raise or See, you must turn the card you play sideways.&lt;br /&gt;
&lt;br /&gt;
A card that is turned sideways is worth only half its value (round down).&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95106</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95106"/>
		<updated>2008-11-12T20:26:57Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Long-term */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;br /&gt;
&lt;br /&gt;
== Rules Changes ==&lt;br /&gt;
&lt;br /&gt;
Increasing your Stats in this version of the rules is much more tempting than in regular Dogs play. For that reason, there is one extra rule:&lt;br /&gt;
&lt;br /&gt;
* Your four Stats, added together, may never exceed 9. If your Stats already add up to 9, you must decrease a Stat of your choice whenever you choose to increase another Stat.&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95105</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95105"/>
		<updated>2008-11-12T20:24:06Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 12 points, and a King is worth 14 points.&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95104</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95104"/>
		<updated>2008-11-12T20:23:02Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Belongings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also carry belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95102</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95102"/>
		<updated>2008-11-12T20:22:12Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Complicated History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95101</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95101"/>
		<updated>2008-11-12T20:21:16Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Nuanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Strong Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two regular relationships&lt;br /&gt;
* Two strong relationships&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Complicated Community ===&lt;br /&gt;
&lt;br /&gt;
Distribute 8 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* Two regular traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95100</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95100"/>
		<updated>2008-11-12T20:15:34Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Nuanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Nuanced ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
Then choose one of the following templates, and add the appropriate modifications:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One regular trat&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complicated History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* add 1 point to a Stat of your choice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Community&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One strong, significant relationship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complicated Community&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* add 1 point to a Stat of your choice&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95099</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95099"/>
		<updated>2008-11-12T20:14:48Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Nuanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Nuanced ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
Then choose one of the following templates, and add the appropriate modifications:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One regular trat&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One strong, significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complicated History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* add 1 point to a Stat of your choice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Community&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complicated Community&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* add 1 point to a Stat of your choice&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95098</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95098"/>
		<updated>2008-11-12T20:13:53Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Nuanced */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Nuanced ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
Then choose one of the following templates, and add the appropriate modifications:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One regular trat&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complicated History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* add 1 point to a Stat of your choice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Community&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complicated Community&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* add 1 point to a Stat of your choice&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95097</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95097"/>
		<updated>2008-11-12T20:12:08Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Interesting History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Nuanced ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
Then choose one of the following templates, and add the appropriate modifications:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One regular trat&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complicated History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* add 1 point to a Stat of your choice&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* Two troublesome traits&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Community&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complicated Community&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* add 1 point to a Stat of your choice&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* Two troublesome relationships&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95092</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95092"/>
		<updated>2008-11-12T19:54:15Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Well-rounded */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One strong relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95049</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95049"/>
		<updated>2008-11-11T21:49:06Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one for your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95048</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95048"/>
		<updated>2008-11-11T21:46:52Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, loving, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your tough side: your conviction, whether that&#039;s ice or fire. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one of your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95047</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95047"/>
		<updated>2008-11-11T21:45:19Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, one of your relevant faculties (Acuity or Body) and one for your inner self (Heart or Will), as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where the other two combinations might also make sense. For example, a purely &amp;quot;outward&amp;quot; conflict, like an archery contest, could be Acuity + Body. Dealing with a purely internal issue, like struggling with your own sanity, could be Heart + Will. And some instances could have different interpretations: making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder.  But all this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95046</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95046"/>
		<updated>2008-11-11T21:41:55Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where other combinations might also make sense. For example, making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder. An archery contest could be Acuity + Body. Dealing with your own sanity could be Heart + Will. But this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Muse:Musette_Playtest_1:Cards&amp;diff=95019</id>
		<title>Muse:Musette Playtest 1:Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Muse:Musette_Playtest_1:Cards&amp;diff=95019"/>
		<updated>2008-11-11T05:13:33Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Georg&amp;#039;s Desire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Georg&#039;s Desire==&lt;br /&gt;
&#039;&#039;To unleash his fury on Georgia and drive it out of Abkhazia for good&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Yes:&#039;&#039;&#039; 2 random &#039;&#039;&#039;Owner:&#039;&#039;&#039; Paul&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No:&#039;&#039;&#039; 1 random  &#039;&#039;&#039;Owner:&#039;&#039;&#039; Bob&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maria&#039;s Desire==&lt;br /&gt;
&#039;&#039;To save Georg, her love, from the deepest darkest inclinations of his heart (i.e. his anger).&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Yes:&#039;&#039;&#039; 1 hidden, 2 random  &#039;&#039;&#039;Owner:&#039;&#039;&#039; Jonathan&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No:&#039;&#039;&#039; 2 random  &#039;&#039;&#039;Owner:&#039;&#039;&#039; Terry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Yuriy&#039;s Desire==&lt;br /&gt;
&#039;&#039;To rescue my blind daughter from the midst of erupting hostilities.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Yes:&#039;&#039;&#039; 1 random, 1 hidden  &#039;&#039;&#039;Owner:&#039;&#039;&#039; Paul&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;No:&#039;&#039;&#039; 3 random, 1 hidden  &#039;&#039;&#039;Owner:&#039;&#039;&#039; Bob&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jonathan&#039;s Cards==&lt;br /&gt;
QD 9S 8H 6S&lt;br /&gt;
&lt;br /&gt;
==Paul&#039;s Cards==&lt;br /&gt;
JD 8D 5C 3C&lt;br /&gt;
&lt;br /&gt;
==Bob&#039;s Cards==&lt;br /&gt;
8C 7S 4C 2S&lt;br /&gt;
&lt;br /&gt;
==Terry&#039;s Cards==&lt;br /&gt;
QH 6H 5D 3S&lt;br /&gt;
&lt;br /&gt;
==Deck==&lt;br /&gt;
Here&#039;s a random deck of cards all in a list. As the cards get drawn, just delete them from the front of the list: &amp;lt;br/&amp;gt;&lt;br /&gt;
2C  10C  2H  10H  JH  KS  AC  9C  KH  4H  JS  5S  QS  AD  6D  9H  KD  6C  10D  JC  4S  5H  7H  3H  2D  3D  10S  KC  7C&lt;br /&gt;
&lt;br /&gt;
==Order of Suits==&lt;br /&gt;
The order of suits is rather unusual, reproduced here for reference:&lt;br /&gt;
:&#039;&#039;&#039;Hearts, Clubs, Spades, Diamonds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
&lt;br /&gt;
1. Jon, I don&#039;t know how much thought you&#039;ve given to handling the cards in actual play (you probably have), but here&#039;s a suggestion:&lt;br /&gt;
&lt;br /&gt;
When we will contribute to Desires, let&#039;s make sure to just write +1 card or something similar, only revealing its value when the Desire is resolved. Otherwise, it&#039;ll totally ruin the game.&lt;br /&gt;
:&#039;&#039;&#039;--Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Ok, that&#039;s a good suggestion. I just realized that we can just write the # of cards for each Desire sheet, and then I can randomly determine which ones get drawn from the deck by throwing a die, for example. If you play from a card in your hand, however, we&#039;ll have to put that card down explicitly.&lt;br /&gt;
::&#039;&#039;&#039;--Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. The &amp;quot;order of suits&amp;quot; thing always makes people laugh (and sometimes &amp;quot;at me&amp;quot; as opposed to &amp;quot;with me&amp;quot;), but inevitably people really like it. It&#039;s easy to remember, even for people not used to card games or standard conventions. There is usually a lot of smiling and laughing whenever I explain it before playing.&lt;br /&gt;
:&#039;&#039;&#039;--Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I&#039;m just very much used to the Spades-Hearts-Diamonds-Clubs suit order that is used in virtually every major card game (Bridge, Hearts, Spades, War, etc. etc.). But in the end the exact order doesn&#039;t matter so long as there is one and it&#039;s consistent. :-)&lt;br /&gt;
::&#039;&#039;&#039;--Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Feel free to delete all this if you&#039;d like to keep this page &amp;quot;clean&amp;quot;.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;--Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Technically, there&#039;s a separate &#039;&#039;discussion&#039;&#039; page for each regular page that you can edit separately. But I don&#039;t really care.&lt;br /&gt;
::&#039;&#039;&#039;--Jonathan&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Muse:Musette_Playtest_1:Story_Content&amp;diff=95018</id>
		<title>Muse:Musette Playtest 1:Story Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Muse:Musette_Playtest_1:Story_Content&amp;diff=95018"/>
		<updated>2008-11-11T05:11:54Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Step 5: Tell the Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Step 5: Tell the Story==&lt;br /&gt;
&lt;br /&gt;
The story sheet is complete and available in the middle of the virtual table here: [[Muse:Musette Playtest 1:Story Outline Sheet]]. The Desire sheets have been created. Everybody draws an additional card. The changes are available here: [[Muse:Musette Playtest 1:Cards]]. Bob will start telling the story. Remember two important rules of thumb:&lt;br /&gt;
&lt;br /&gt;
# Keep Narrations down to 1-2 paragraphs if you can&lt;br /&gt;
# People may interrupt on their turn, and this will basically allow them to go back and delete anything up to whichever point they wish in the previous narration.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It is dark, and the moon is in the sky. All is quiet in the vineyard until a column of armed men can be seen approaching. They walk with the march of soldiers. As the line of soldiers continues, the eye can&#039;t help but pierce the gloom and notice a strange detail. The local terrain is too difficult for tanks or even jeeps. This is why the soldiers walk. And yet, 3 of the soldiers struggle to drag a heavy wheeled cart. This cart contains 3 large cigar-shaped objects. Missiles, perhaps?&lt;br /&gt;
&lt;br /&gt;
As the soldiers march onward, one of them approaches the leader and mutters a loud whisper, &amp;quot;Georg! The radio chatter... it sounds like the Russians have found us already and they&#039;ve scrambled some helicopters!&amp;quot; Georg swears into the night. They only have a few kilometers left to go to reach shelter from eyes in the sky. And now the time for stealth is already past. For in the distance he can hear the sounds of helicopters chopping the air with their rotors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I support No for Georg using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Bob&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not too far away, standing in the cold night amidst grapevines heavily laden with fruit, a young woman shivers and wraps her arms around herself. Though she appears to be staring out into the darkness, Maria is actually probing the night with other senses, listening for sounds of men approaching, sniffing the wind to recognize the smell of kerosene or unwashed boots--she has been blind since birth. In the night breeze she strains to keep her teeth for chattering, not only from the cold, but also from worry, for the events of the last week seem to be moving closer and closer to her peaceful valley.&lt;br /&gt;
&lt;br /&gt;
She has not chosen this particular farmstead arbitrarily--she knows that Georg will come by this road, and hopes to greet him with some hot milk and a bowl of freshly picked grapes. &#039;&#039;He should be here any minute&#039;&#039;, she thinks. &#039;&#039;I must convince him to stay, to lie low, while war and destruction erupts around us in the dark.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Maria, using a card from my hand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quick, Georg, think!&#039;&#039; Georg thinks to himself. &#039;&#039;How do we get out of this alive?&#039;&#039; Georg collects himself mentally and turns to his lieutenant, &amp;quot;Tell the men to scatter. We will reassemble in 3 days on the usual channel. The package will come with me.&amp;quot; The lieutenant nods and relays the order to the men, who double-time it in all directions. Luckily for Georg, he just remembered that an old flame of his lives in this valley. Quite nearby, in fact, if memory serves. The men lugging the missiles arrive next to Georg. &amp;quot;Where do we go now, sir?&amp;quot; one of the men asks. &amp;quot;Follow me! It&#039;s time for a drink with an old girlfriend of mine...&amp;quot; Georg replies. The two soldiers give each other a confused look and then quickly follow their captain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Maria, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Surrounded by the hum of machinery, Yuriy rides in the Tactical Command unit of an armoured assault vehicle provided by American funds. Displays flicker around him, showing troop movements, radar scans, and the widening field of his command. The atmosphere is tense; Yuriy rides in silence, meditating, gathering his thoughts for the frantic moments that could ensue at any moment. His second-in-command, Bukhuti, normally a calm and controlled man, obliviously chews on his fingernails, the gentle chomping sound in stark contrast to the hum, whirr, and ping of the machinery around them.&lt;br /&gt;
&lt;br /&gt;
The coming minutes, hours, or days--who could know?--threaten terrible, vicious fighting, brother against brother. Yuriy hates the prospect with every fiber of his being. Sitting here in this American vehicle, riding in stealth to carry out an attack on a people he shares family ties stretching back for centuries, he feels more like a traitor than a saviour. However, Yuriy has no choice: his daughter, Maria, is somewhere nearby. Against his tactical and strategic instincts, against his years of training and experience, Yuriy has decided to begin the attack in this area of Abkhazia. It is not a tactically sound choice, and it pains him that his men trust him too much to question it. But he does not feel that there is a choice in his heart: he must find Maria. His best efforts to do so have brought him nothing; but she cannot have left the immediate area of operations. Yuriy &#039;&#039;will&#039;&#039; find her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Yuriy, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Terry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maria is awoken in the middle of the night by a knock at her door. She gets up groggily, and puts out a hand to keep herself from falling. She must have fallen asleep while waiting for Georg again--that&#039;s three nights in a row. Or is it four? She rushes down the steps of her small farmstead and opens the door. The visitor speaks, &amp;quot;Hello, Maria, I need your help.&amp;quot; &#039;&#039;It&#039;s Georg!&#039;&#039; she thinks, as her heart swells with emotion. She hadn&#039;t been sure if he&#039;d accept her invitation, but it looks like her wait hasn&#039;t been in vain. Perhaps she can still stop this madness, this mutual genocide.&lt;br /&gt;
&lt;br /&gt;
But soon her happiness turns to sorrow as her heart drops into the soles of her bare feet. There are &#039;&#039;others&#039;&#039; with Georg. &amp;quot;What&#039;s going on?&amp;quot; she asks. &amp;quot;What do you think?&amp;quot; Georg responds, &amp;quot;the Georgians are after us and now my men--my... &#039;&#039;friends&#039;&#039;--and I need to hide.&amp;quot; Maria feels a cold chill go down her spine, confirming her earlier subconscious realization, &#039;&#039;things are already farther along than I had feared,&#039;&#039; she thinks--but there&#039;s still hope. &amp;quot;Come in Georg. Your... friends... are welcome too, so long as they can keep their guns to themselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Maria, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Bob&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bukhuti glances over at Yuriy. The General is sitting, seemingly calm, relaxed, yet his eyes betray some inner turmoil.  &#039;&#039;I&#039;ve followed this man for years,&#039;&#039; thinks Bukhuti. &#039;&#039;He&#039;s never let us down, his tactics, his decisions, impeccable, even in the heat of battle. But, now, why is he taking us here?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And that is when it all becomes clear to Bukhuti: his trusted leader, the brilliant General, has been bought out. &#039;&#039;The Americans have gotten to him. Or someone has.&#039;&#039; It&#039;s the only possible explanation. Bukhuti realizes he&#039;s been chewing on his nails. &#039;&#039;Shit!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With his left hand, he checks the pistol strapped to the inside of his boot. &#039;&#039;Ah, but what will that do? More likely, I&#039;ll have to call in some favours from years back, from my old Russian friends. My former cell-mates.&#039;&#039; Bukhuti shudders at the thought, a tremor running through his body he finds it hard to imagine Yuriy could have missed. Yet, still, the General looks straight ahead, seemingly trapped in his own thoughts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Yuriy, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The door closes, and Georg lets out a shaky breath. &#039;&#039;That was a close one.&#039;&#039; He comes out of hiding and greets Maria, &amp;quot;Thank you... for what you did. You didn&#039;t have to protect us like that.&amp;quot; Maria scoffs, &amp;quot;What? Some dog of a Georgian soldier knocks at &#039;&#039;my&#039;&#039; door at the crack of dawn and asks me if I&#039;ve seen any &#039;&#039;strange men&#039;&#039; about, and you expect me to help him?&amp;quot; She smiles lazily. &amp;quot;I want a peaceful resolution to all this... but that doesn&#039;t mean I&#039;m any friend of Georgia&#039;s.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Georg turns to look at his men. Typical of soldiers, now that the danger is gone they&#039;ve dozed off again instantly. With Maria&#039;s help, the three of them together had taken the time to hide the missiles in the cellar last night--good enough to beat a casual inspection. Looking at his men, Georg has second thoughts about his plan for the first time since he hatched it. Stealing the nukes was easy--too easy. But is he willing to use them? Even against Georgia? And will his gamble cost him his men&#039;s lives? Or his own? Or Maria&#039;s?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Maria, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The full moon, a white beacon of stunning brightness, hovers in the sky, casting its spotlight glare over rolling hills, grasslands, and canyons. On a sandy ridge, exposed for a moment by that mystical light, a lone figures staggers through low, dry grasses and thorns. The man is unarmed, limping, his shirt soaked with blood. He has escaped death--for now--but if he is to stay alive, he knows he must keep moving.&lt;br /&gt;
&lt;br /&gt;
Rushing across the ridge, his feet sliding frantically through the sand, he stumbles forward at a half run. He can hear the beat of Georgian &#039;copters not far away, streaking through the night, and some distant gunfire, explosions. &#039;&#039;Soon, they will be here.&#039;&#039; Below him, a darkened valley looms. The air hitting his nostrils is moist, soft, for the first time since he left his home two months ago. For a moment, he imagines he can smell wine.&lt;br /&gt;
&lt;br /&gt;
At the very least, there are no sounds of war here. He needs to find some agent of resistance, some brave souls, if any be left, for he carries an important secret. Only an hour or so away, his unit lies decimated, bodies burnt, cars reduced to twisted metal, by a surprise attack. But he can do something yet, if he makes it through the night. Not far away, a series of caverns holds a cell of Russian soldiers turned terrorists, pirates. They are hungry, both for food and for blood. Maybe he can find some way to reach them, o organize some resistance to this surprise attack.&lt;br /&gt;
&lt;br /&gt;
Below, a single light beckons. Stumbling through a vineyard, the man heads for this beacon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Georg, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Terry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the last tank round finds its home in the apartment building, the structure gives a shudder and half-crumbles to the ground. &#039;&#039;That&#039;s the last target,&#039;&#039; Bukhuti tells himself, &#039;&#039;finally.&#039;&#039; As a soldier, he&#039;s always found targeting civilians to be distasteful. This atrocity is the worst he&#039;s ever personally been involved in. Tanks shelling apartment building basements. Ambushes laid to blow up fleeing cars. By his count, he&#039;s murdered over a dozen civilians himself today.&lt;br /&gt;
&lt;br /&gt;
Later that night, Bukhuti paces back and forth in his tent for close to an hour. His face is a roadmap of the conflict in his heart: what to do? Continue with this obvious madness, or help put a stop to it. What is Yuriy thinking? With or without American backing, these war crimes are not going to go unnoticed. Bukhuti finally makes his decision, and makes a call to his old russian cellmate Pyotr. Pyotr is ex-KGB and has some good connections. He can stir up the hornet&#039;s nest at the Kremlin with all due haste, and put a quick stop to this madness--and hopefully foil whoever Yuriy is working for at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Yuriy, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Bob&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Even as Bukhuti makes his phone call, a group of soldiers stand outside, smoking American cigarettes. Dust collects on their uniforms: dust from crumbling buildings, homes destroyed, perhaps even ashes from the former inhabitants of those homes. &lt;br /&gt;
&lt;br /&gt;
They are waiting, happy to have a brief rest, but confused as to why they&#039;re waiting here, out in the street, outside the town&#039;s mail office. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The General&#039;s been in there for almost an hour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aye. Must be checking his mail!&amp;quot; Awkward laughter.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You think his wife sent &#039;im a pair of her panties?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Shut up, asshole. Gorya here is a known snitch--aren&#039;t you, Gorya?--and he&#039;s gonna take that straight to the General!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The soldiers continue their chatter for a few more minutes. Inside, Yuriy sits at a desk, sorting through envelopes until he finds the one he was looking for. It&#039;s his own letter, to Maria, sent a week ago. It didn&#039;t get any further that this town, it seems, but someone&#039;s scribbled a different address on the envelope. It sounds like a farm, or an orchard, or something, not too far away. Yuriy has the local geography pretty much memorized: there&#039;s a steep cliff, riddled with caves, to the North, and then a deep valley. &#039;&#039;That&#039;s where this place would have to be&#039;&#039;, thinks Yuriy. &#039;&#039;Well, not much longer now. I&#039;m coming, Maria.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Yuriy, using a card from my hand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Yuriy&#039;s armored column advances into the valley, Bukhuti can&#039;t help but feel a bit of unease. &#039;&#039;This is a perfect ambush point... the General must know that... right? Or am I just being paranoid?&#039;&#039; No sooner than the thought passes through his head, Bukhuti hears--and feels--a sharp explosion as the vehicle ahead of him blows to pieces. &#039;&#039;Oh shit! But that can&#039;t be Pyotr&#039;s work, this is too soon!&#039;&#039; A look through the window confirms it--bandits. Well-armed bandits. Bukhuti doesn&#039;t have much longer to worry about this new development, as his vehicle is next on the chopping block.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Yuriy is furiously screaming orders to his men. With two vehicles down and his first in command dead, this battle is not starting off on the right foot. Where in the hells did &#039;&#039;bandits&#039;&#039; get their hands on anti-armour weapons?&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an aide is in a meeting at the Kremlin. &amp;quot;Are you sure the source is credible?&amp;quot; asks the President. &amp;quot;Y-yes sir, Pyotr is one of our better agents, 83% accuracy.&amp;quot; This combined with the other evidence, leads the president&#039;s thoughts to an inescapable conclusion. The president turns to his generals and distinguished cabinet members, and speaks, &amp;quot;Comrades, the Americans have gone too far this time. We are now at war with Georgia. Make Mother Russia proud!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Yuriy, using a card from my hand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Georg stands on the doorstep of Maria&#039;s cottage, bandolier over his shoulder, an antique hunting rifle in his hand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Georg! Wait! The sun isn&#039;t even up yet!&amp;quot; Maria rushes down the stairs, moving perilously quickly, one hand on the banister, her skin picking up splinters from the uneven wood. &lt;br /&gt;
&lt;br /&gt;
Georg turns around to face her, his face stern. Maria reaches the bottom of the stairs, her hands reaching out to grasp nothing but air, until she finds him. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;ve got millet I can boil, and fresh eggs...&amp;quot; &lt;br /&gt;
&lt;br /&gt;
As her hands alight on the bandolier, she freezes, drawing her hand back as though it was burnt.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Georg...&amp;quot; Her voice catches a little, pained. &amp;quot;No... Don&#039;t do this, my love. Please, I beg you. There is no need. The Russians will come, they&#039;re bound to, and you can&#039;t stop all this alone... no, please!&amp;quot; She sobs, her hands finding Georg&#039;s waist and pulling him towards her. &amp;quot;You don&#039;t need to do this. You can hide here, with me, it&#039;ll be safe...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;d never understand. I have to do this, Maria.&amp;quot; Georg pushes her back, gently, takes a step outside the doorjamb, glancing at his men, waiting outside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No! You can&#039;t... Georg, my &#039;&#039;father&#039;&#039; is leading those men. This isn&#039;t some boys&#039; game... Aaah!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Georg&#039;s face twists in anger. His right hand flies up suddenly, slapping Maria hard across the face. She falls to the floor, her shoulder slamming into the bannister, and gropes wildly for support, tears streaming from her eyes.&lt;br /&gt;
&lt;br /&gt;
Georg slams the door and rushes out. His hands stings, more than he expected. &#039;&#039;Yuriy? Oh, damn. Shit. Goddamn it!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are you staring at, you louts! Let&#039;s move!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Maria, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Terry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awareness comes back slowly to Maria. How long has she been asleep? Or was it unconsciousness? What woke her up? She brings a hand to her face and feels how tender it is, and then her memory of Georg striking her returns with full force. It&#039;s almost as if she can feel the slap all over again, except this time the pain sends a dull ache through her heart as well as her face.&lt;br /&gt;
&lt;br /&gt;
What was it that woke her up again? Oh... the cold. But the birds singing and the breeze blowing in through the door indicate that it&#039;s broad daylight outside, and the door is open. She realizes that she&#039;s still lying down next to the open door, with her nightgown gaping half open for the world to see. What&#039;s that smell? The darkness that&#039;s covering her... it&#039;s a shadow!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well hello there, love!&amp;quot; says a male stranger&#039;s voice, &amp;quot;what do we have here? A beautiful flower for me to pluck...&amp;quot; With a growing sense of horror, Maria can hear the laughter of several other men behind this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting No for Yuriy (since there might not be much of his daughter left for him to save), using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Bob&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Around the same time, early morning, and not too far away...&lt;br /&gt;
&lt;br /&gt;
Georg cheers as his stolen anti-vehicle rounds explode amidst the column of Georgian vehicles. His men, hidden in the bushes on the side of the valley, pass the binoculars back and forth, grinning and slapping each other on the back.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ve got them surrounded,&amp;quot; Georg says. &amp;quot;Time to go down there and ask them to stand down. Then, we deliver our ultimatum.&amp;quot; He grins, and his men fall silent for a moment, then grin back, dirty faces shining with determination.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pack up the Little One. If they don&#039;t meet our demands, be ready to launch her upon T&#039;bilisi. Georgia will pay a high price for this, one way or another.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m supporting Yes for Georg, using a random card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Step 4: Determine Player Goals==&lt;br /&gt;
&lt;br /&gt;
Paul, if it&#039;s ok with you, I can just randomly determine goals for everyone. I&#039;ll email you the results and we can keep them offline so as not to ruin the game. Does that sound good?  Or do you have an alternate suggestion?&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yeah, sounds good! We won&#039;t be able to make it a fully competitive game, anyway, since we can see each other&#039;s hands, and the &amp;quot;hidden&amp;quot; cards in the Desires (unless you have an idea for handling this, like some kind of code and key system--we could have a Gmail conversation, for instance, and both not promise to look at it, for each Desire, where we record which card we &amp;quot;hid&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Just make sure you follow something like the actual procedure, as opposed to just assigning goals randomly, which could turn into everyone having the same goal for a particular desire or something similar.&lt;br /&gt;
&lt;br /&gt;
Since I made the last nomination, Bob will take the first turn! Remember to give everyone one more card, if you haven&#039;t already. :)&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, random goals have been assigned using the correct procedure, and sent by email. For Desires sheets, your idea is very intriguing, let&#039;s give it a try (although it&#039;s probably better to just send the info in an email rather than instant messenger).&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jon, yeah, that&#039;s what I meant: &amp;quot;conversation&amp;quot; is what Gmail calls a bunch of e-mails all with the same subject. I&#039;ve done it already. :)&lt;br /&gt;
:&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Step 3: Filling Out the Story Outline Sheet==&lt;br /&gt;
&lt;br /&gt;
The Story Outline Sheet has been filled out here: [[Muse:Musette Playtest 1:Story Outline Sheet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2: Generate the Story Outline==&lt;br /&gt;
&lt;br /&gt;
We decided on 3 players&lt;br /&gt;
&lt;br /&gt;
Brainstorming for story elements: [[Muse:Musette_Playtest_1:Brainstorm_Sheet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 1: Decide on Genre and Tone==&lt;br /&gt;
&lt;br /&gt;
How about a &#039;&#039;&#039;film noir spy story set in modern Georgia&#039;&#039;&#039;?&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
OK. I don&#039;t know much about Georgia, though. Is a vague fictionalized Georgia OK?&lt;br /&gt;
&lt;br /&gt;
Also, &amp;quot;film noir&amp;quot; and &amp;quot;spy film/story&amp;quot; are two very different things to me. Can you give a two or three-sentence kind of &amp;quot;snapshot&amp;quot; of what the genre you&#039;re envisioning is like? And you can go right ahead into the next step after that.&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To me &#039;&#039;&#039;film noir&#039;&#039;&#039; evokes the movie Casablanca--it&#039;s black &amp;amp; white, has lots of close-ups, it&#039;s crime drama, people smoke, it&#039;s set in or around the Great Depression era, it features moral ambiguity and sexual motivation. Try reading the plot of Casablanca for a little bit of inspiration: [[http://en.wikipedia.org/wiki/Casablanca_(film)#Plot]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;spy story&#039;&#039;&#039; involves governments or other organizations (e.g. multinational corporations) spying on each other using agents, satellites, by intercepting communications, etc. It could be low-key (no crazy gadgets) or over-the-top or some mix of both.&lt;br /&gt;
&lt;br /&gt;
Hence a &#039;&#039;&#039;film noir spy story&#039;&#039;&#039; would be a black &amp;amp; white story of smokers, with close-ups and moral ambiguity, incolving organizations spying on each other. I just picked Georgia because it&#039;s become a battleground between super-powers (the US and Russia). I don&#039;t know if this is the real story, but from what I&#039;ve heard it seems that Georgia was encouraged by the US (probably with money and/or military equipment and/or the promise of political aid) to raid its independant pro-Russian provinces. The US wanted to test Russia&#039;s strength, while Georgia wanted its provinces back. Russia responded very decisively by crushing Georgia&#039;s military and showing without doubt that it could have taken over Georgia if it had wanted to. The US was not able to intervene directly because that would reveal its involvement in the affair. There&#039;s a lot of room here for spy stories of various kinds (heck, you could probably have a whole campaign).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; I know next to nothing about Georgia, so a vague fictionalized Georgia is fine with me!&lt;br /&gt;
&lt;br /&gt;
Does that sound fine for you? If this seems too politically charged or kind of hard for you to get into, please feel free to suggest other options. This is really just the first thing I thought about... Anyway, I&#039;ve added some brainstormed story elements in [[Muse:Musette Playtest 1:Brainstorm Sheet]]&lt;br /&gt;
:--&#039;&#039;&#039;Jonathan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although I&#039;m having trouble seeing how a film noir can fit in a middle&lt;br /&gt;
Asian setting like this. But let&#039;s just do it! (Hmmm,  maybe I need to&lt;br /&gt;
watch Casablanca again...)&lt;br /&gt;
:--&#039;&#039;&#039;Paul&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95011</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95011"/>
		<updated>2008-11-11T00:50:20Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Dogs Play Cards, Too */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 3d6 is significant, 3d10 is strong and significant, and 3d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where other combinations might also make sense. For example, making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder. An archery contest could be Acuity + Body. Dealing with your own sanity could be Heart + Will. But this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95010</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95010"/>
		<updated>2008-11-11T00:45:03Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 3d6 is significant, 3d10 is strong and significant, and 3d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where other combinations might also make sense. For example, making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder. An archery contest could be Acuity + Body. Dealing with your own sanity could be Heart + Will. But this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Cards&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95009</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95009"/>
		<updated>2008-11-11T00:44:23Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 3d6 is significant, 3d10 is strong and significant, and 3d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
&lt;br /&gt;
*Stats*&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where other combinations might also make sense. For example, making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder. An archery contest could be Acuity + Body. Dealing with your own sanity could be Heart + Will. But this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Traits*&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
&lt;br /&gt;
*Playing the Cards*&lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95008</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95008"/>
		<updated>2008-11-11T00:42:39Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 3d6 is significant, 3d10 is strong and significant, and 3d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where other combinations might also make sense. For example, making a speech to get a mob of workers to go on strike might be Acuity + Will, even though it&#039;s not murder. An archery contest could be Acuity + Body. Dealing with your own sanity could be Heart + Will. But this is just thinking outloud.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing some desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95007</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95007"/>
		<updated>2008-11-11T00:32:44Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 3d6 is significant, 3d10 is strong and significant, and 3d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where other combinations might also make sense. For example, making a speech to rouse a mob to lynch someone might be Acuity + Will.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing some desperate and stupid, treat it like a troublesome trait instead.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95006</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95006"/>
		<updated>2008-11-11T00:28:36Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Conflicts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 3d6 is significant, 3d10 is strong and significant, and 3d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, as follows:&lt;br /&gt;
&lt;br /&gt;
* Talking: Acuity and Heart&lt;br /&gt;
* Physical: Body and Heart&lt;br /&gt;
* Violence: Body and Will&lt;br /&gt;
* Murder: Acuity and Will&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(I can imagine circumstances where other combinations might also make sense. For example, making a speech to rouse a mob to lynch someone might be Acuity + Will.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
Random factors like improvised tools or equipment are usually just like a regular trait: just draw one more card. If the tool is something that&#039;s not quite right for that purpose, or you are doing some desperate and stupid, treat it like a troublesome trait.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95005</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95005"/>
		<updated>2008-11-11T00:23:06Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
The four Stats are Acuity, Body, Heart, and Will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s general abilities.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These two Stats are about your character&#039;s inner self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 3d6 is significant, 3d10 is strong and significant, and 3d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, as per Dogs rules.&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95004</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95004"/>
		<updated>2008-11-11T00:16:53Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity (Awareness)&#039;&#039; describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 3d6 is significant, 3d10 is strong and significant, and 3d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, as per Dogs rules.&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95003</id>
		<title>Dogs with Cards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dogs_with_Cards&amp;diff=95003"/>
		<updated>2008-11-11T00:16:32Z</updated>

		<summary type="html">&lt;p&gt;Pault: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Dogs Play Cards, Too =&lt;br /&gt;
 &lt;br /&gt;
A set of rules for playing &#039;&#039;Dogs in the Vineyard&#039;&#039; with a deck of regular playing cards (no Jokers). &lt;br /&gt;
&lt;br /&gt;
I believe that all the features of Dogs mechanics are represented faithfully, although there are also bits in there that are inspired by what I know of &#039;&#039;The Princes&#039; Kingdom&#039;&#039; as well as the rules for the Dogs variant &#039;&#039;Afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note: A drawn-out conflict between two people can use up 20-25 cards. If you have more than three players, you&#039;ll probably need two decks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
 &lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acuity and Body&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Acuity&#039;&#039; (Awareness) describes how sharp, perceptive, alert, clever, quick, or knowledgeable you are--your mental faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body&#039;&#039; determines how big, strong, athletic, healthy, muscular, fit or coordinated you are--your physical faculties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heart and Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart&#039;&#039; is your warm side. It tells us how compassionate, charming, empathetic, emotionally intelligent, enduring, and courageous you are--how effective your character is when he or she is being gentle, sensitive, patient, or disciplined.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Will&#039;&#039; is your cold side: your conviction. It tells us how strong-minded, stubborn, tenacious, or unshakable you are--how effective your character is when he or she is being aggressive, brutal, or staring death in the face.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
All Traits are either &#039;&#039;regular&#039;&#039;, &#039;&#039;troublesome&#039;&#039;, or &#039;&#039;strong&#039;&#039;. A Trait may also be &#039;&#039;significant&#039;&#039; (as well as regular, troublesome, or strong). Here&#039;s how to keep track of that:&lt;br /&gt;
 &lt;br /&gt;
* Regular traits receive no special marking.&lt;br /&gt;
* Troublesome traits receive a &amp;quot;-&amp;quot; mark.&lt;br /&gt;
* Strong traits receive a &amp;quot;+&amp;quot; mark.&lt;br /&gt;
* Significant traits receive a &amp;quot;*&amp;quot; (asterisk/star) after their name.&lt;br /&gt;
&lt;br /&gt;
Converting from regular Dogs rules: &lt;br /&gt;
&lt;br /&gt;
* Troublesome Traits are like 1d4 or 2d4 Traits.&lt;br /&gt;
* Regular Traits are like 1d6, 2d6, or 1d8 Traits.&lt;br /&gt;
* Strong Traits are like 2d8, 1d10, or 2d10 Traits.&lt;br /&gt;
* Significant Traits are like Traits that have 3 dice in them, and they can be of any &amp;quot;size&amp;quot;, whether regular, troublesome, or strong. For example, 3d6 is significant, 3d10 is strong and significant, and 3d4 is troublesome and significant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Let&#039;s say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you convert an existing character by the guidelines above, you may need to combine or remove a few Traits: a Dogs character could potentially have twice as many Traits as they should under these rules. You&#039;ll have to use your best judgement in those cases.&lt;br /&gt;
&lt;br /&gt;
To make a new character, choose one of the following templates:&lt;br /&gt;
&lt;br /&gt;
=== Well-rounded ===&lt;br /&gt;
&lt;br /&gt;
Distribute 9 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
&lt;br /&gt;
* One strong relationship&lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
&lt;br /&gt;
=== Interesting History ===&lt;br /&gt;
&lt;br /&gt;
Distribute 7 points between the four Stats. Put at least one point in each.&lt;br /&gt;
&lt;br /&gt;
You get:&lt;br /&gt;
&lt;br /&gt;
* One troublesome trait&lt;br /&gt;
* One regular trait&lt;br /&gt;
* One strong trait&lt;br /&gt;
* One significant trait&lt;br /&gt;
&lt;br /&gt;
And:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome relationship&lt;br /&gt;
* One regular relationship&lt;br /&gt;
* One significant relationship&lt;br /&gt;
&lt;br /&gt;
=== Belongings ===&lt;br /&gt;
&lt;br /&gt;
All characters can also have belongings. By default, you may start with:&lt;br /&gt;
 &lt;br /&gt;
* One troublesome (crappy) possession.&lt;br /&gt;
* One regular (average) possession.&lt;br /&gt;
&lt;br /&gt;
And either:&lt;br /&gt;
 &lt;br /&gt;
* One significant (big) possession, or&lt;br /&gt;
* One strong (quality) possession.&lt;br /&gt;
&lt;br /&gt;
Or just choose whatever you want, as in Dogs. I find having a default is helpful for first-time players, though.&lt;br /&gt;
&lt;br /&gt;
== Conflicts ==&lt;br /&gt;
 &lt;br /&gt;
When a conflict comes up, draw one card for each Stat point that applies, as per Dogs rules.&lt;br /&gt;
&lt;br /&gt;
Also draw cards for any applicable traits, just as you would add dice in Dogs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how Traits work (belongings and relationships work the same way):&lt;br /&gt;
&lt;br /&gt;
* For a regular Trait, draw one card. &lt;br /&gt;
* For a troublesome Trait, draw two cards but only keep the worst one. &lt;br /&gt;
* For a strong Trait, draw two cards but only keep the best one. &lt;br /&gt;
* For a Trait that&#039;s significant, draw twice as many cards, but follow the same rules as usual (e.g. if it&#039;s a regular trait, just draw two cards, but if it&#039;s a troublesome Trait, draw four cards and keep the worst two). &lt;br /&gt;
 &lt;br /&gt;
Aces are low, face cards are worth 11 points (i.e. a face card beats a Ten).&lt;br /&gt;
 &lt;br /&gt;
To &#039;&#039;Raise&#039;&#039;, push forward one card.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;See&#039;&#039;, you must match or beat that card&#039;s value (also with one card).&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Take the Blow&#039;&#039; if you decide to See with two or more cards. Draw that same number of cards from the deck (face down) and set them aside--that&#039;s fallout. You&#039;ll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;Reverse the Blow&#039;&#039; if you can See with a card double the value of your opponent&#039;s Raise. You get to keep that card if you want to use it for your next Raise.&lt;br /&gt;
&lt;br /&gt;
== Fallout ==&lt;br /&gt;
 &lt;br /&gt;
At the bottom of your character sheet, have space for four fallout piles, labelled, and with card ranks listed, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Talking&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Physical&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Fighting&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Guns&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;4 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;7 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;10 and up&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q or K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the conflict&#039;s over:&lt;br /&gt;
&lt;br /&gt;
From each pile, put any cards that are of the rank listed or higher aside, all in one pile on the left. That pile of cards is your Experience pile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, for example, if you have four Physical fallout cards, any of them that are a 7 or higher go into your Experience pile. (Reminder: Aces are low, so you never put those aside.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have two or more red cards in your Experience pile, you get Experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fallout Pile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take the highest ranked card in your Fallout pile and read its value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Highest Card&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Character Is&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Jack of Spades&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dying&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;9, 10, J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mortally Wounded&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;6, 7, 8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Injured&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;3, 4, 5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Long-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A, 1, 2, or none&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Short-term fallout&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dying&#039;&#039;&#039; means you&#039;re done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortally Injured&#039;&#039;&#039; means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Injured&#039;&#039;&#039; means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can&#039;t match your highest fallout card, you&#039;re in need of medical attention!&lt;br /&gt;
&lt;br /&gt;
For a healing conflict, draw the healer&#039;s Acuity + your Body vs. all the cards in your fallout pile.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Note: in regular Dogs, you add Demonic Influence to this, too. If healing conflicts feel too easy, add some cards along those lines. The best way would be to treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;1d10 - regular&#039;&#039;&lt;br /&gt;
* &#039;&#039;2d10 - strong&#039;&#039;&lt;br /&gt;
* &#039;&#039;3d10 - significant&#039;&#039;&lt;br /&gt;
* &#039;&#039;4d10, 5d10 - significant and strong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-term fallout&#039;&#039;&#039;: choose one option from the Long-term fallout list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-term fallout&#039;&#039;&#039;: choose on option from the Short-term fallout list. &lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Conflict Stuff ===&lt;br /&gt;
 &lt;br /&gt;
NPCs and fallout: Remember the option to keep a card for a followup conflict: when an NPC takes fallout we don&#039;t really care about, the GM should give their highest fallout card to anyone initiating a followup conflict.&lt;br /&gt;
&lt;br /&gt;
Cutting your losses: if you give, you get to keep your second best card (still on the table) for a followup conflict. (Note: Maybe it should be just your best card?)&lt;br /&gt;
&lt;br /&gt;
== Fallout Options ==&lt;br /&gt;
 &lt;br /&gt;
=== Experience ===&lt;br /&gt;
&lt;br /&gt;
* add 1 to a Stat&lt;br /&gt;
* add a new regular trait or relationship&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* add a new belonging&lt;br /&gt;
* make a trait significant&lt;br /&gt;
* change a trait&#039;s type (strong, regular, troublesome)&lt;br /&gt;
 &lt;br /&gt;
=== Short-term ===&lt;br /&gt;
&lt;br /&gt;
* spend time alone&lt;br /&gt;
* treat a trait as troublesome for the next contflict&lt;br /&gt;
* subtract one 1 from a Stat for the next conflict&lt;br /&gt;
* (maybe &amp;quot;discard your best card in the next contflict&amp;quot; is easier than &amp;quot;-1 to a Stat&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
=== Long-term ===&lt;br /&gt;
 &lt;br /&gt;
* subtract 1 from a Stat&lt;br /&gt;
* add a new troublesome trait or relationship&lt;br /&gt;
* lose a belonging&lt;br /&gt;
* make something you already have troublesome (trait, relationship, or belonging)&lt;br /&gt;
* make a troublesome trait significant&lt;/div&gt;</summary>
		<author><name>Pault</name></author>
	</entry>
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