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Children's Card Games
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===Conflicts=== When you come into conflict, either via card games or in general peril, the GM sets the stakes. These stakes are what happens if you win a conflict or lose a conflict. If you start a Children’s Card Game in the Shadow Realm, the stakes are very obvious. You lose, you get your soul stolen. You win, you get to keep your soul and the other guy loses his. Sometimes the stakes are a little less well defined. Your GM sets the stakes of your card game or other challenge and such things are decided by the roll of a single d10 with success being victory and failure meaning you have to accept the loss. If a conflict calls for playing by the rules or physical challenges, roll Card Games. If a conflict calls for a character playing dirty or calling into question their cleverness, then roll Bullshit. If a conflict calls for someone relying on their friends or being social somehow, whether with diplomacy or subterfuge, roll Friendship. Playing a card game is a special case, going by a turn by turn basis. It starts with the players rolling Card Games to determine who has the Advantage. The winner starts off with one Advantage box marked. If both players succeed, then the one who rolled the highest wins. If the tie persists, then neither of them get the Advantage. Players go turn by turn with the one that scored Advantage going first, describing actions and each player gets one roll using either Bullshit or Card Games. If they succeed, then their action goes off and they mark of an Advantage box. If the player fails, then their action is somehow spoiled and they clear off a marked off Advantage box. When you mark off all 5 Advantage boxes, you can go for the final roll which lets you mark off the Victory box. At that point, you either succeed or fail and accept the consequences of the conflict.
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