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Dogs with Cards
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== Conflicts == === Stats === 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: * Talking: Acuity and Heart * Physical: Body and Heart * Violence: Body and Will * Murder: Acuity and Will ''(I can imagine circumstances where the other two combinations might also make sense. For example, a purely "external" 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's not murder. But all this is just thinking outloud.)'' === Traits === Also draw cards for any applicable traits, just as you would add dice in Dogs. Here's how Traits work (belongings and relationships work the same way): * For a regular Trait, draw one card. * For a troublesome Trait, draw two cards but only keep the worst one. * For a strong Trait, draw two cards but only keep the best one. * For a Trait that's significant, draw twice as many cards, but follow the same rules as usual (e.g. if it's a regular trait, just draw two cards, but if it's a troublesome Trait, draw four cards and keep the worst two). === Playing the Cards === Aces are low, face cards are worth 12 points, and a King is worth 14 points. To ''Raise'', push forward one card. To ''See'', you must match or beat that card's value (also with one card). You ''Take the Blow'' 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's fallout. You'll have a space on your character sheet to leave talking fallout, physical fallout, etc--separate piles for each. You ''Reverse the Blow'' if you can See with a card double the value of your opponent's Raise. You get to keep that card if you want to use it for your next Raise or See. 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 '''significant''' as well as troublesome: draw four cards and keep the two lowest.
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