Saturday, March 7, 2026

Daggerdeck: Playing Daggerheart with cards

If you forgot or don’t have d12 dice, you can play a game of Daggerheart that uses playing cards in place of d12s.  This post details a few alternative ways to roll Duality Dice with cards, from basic rolling to fun mini-games--I call it Daggerdeck, a simple add-on to Daggerheart.

When I return from vacation, I will upload a formatted Daggerdeck rules doc to Itch, PWYW, that has a few more examples of play (future link here). If you playtest these rules yourself and have questions or feedback, please comment down below. And before I get started, I want to acknowledge again that the idea for these cards-as-dice mechanics came from the inimitable Dadstep, over at the To Be Resolved blog. Enjoy!

Game 1: Simple rolls

If you remove the Kings from a deck of playing cards, drawing a card is just like rolling a d12 (Ace=1, 2-10, J=11, Q=12).  The odds are exactly the same, on average, for a given number to come up.  


So here’s how to play Daggerheart without any dice:

  • Step 1: Get a standard 52-card deck, removing any Jokers. One or two decks of cards will do for the table, but if each player and GM has a shuffled deck of cards, you won't have to re-shuffle as often.  

    • While playing, discard any Kings that appear, in a separate pile.  Replace them by drawing from the deck.  


  • Step 2: Each time a player needs to roll Duality Dice, they deal themselves a hand of 2 cards face up. This pair of cards is their roll.  


Total up the roll by adding the two card values.  To determine if they rolled with Fear or Hope, players use these rules: 

  1.  If both cards are red, they roll with Hope.

  2.  If both cards are black, they roll with Fear.

  3.  If red and black are drawn, the red is Hope, the black is Fear: higher wins.


Example 1: Player deals a Jack of Hearts (value=11, red) and an Ace of Spades (value=1, black).  Their total is 12 on their Duality Roll, with Hope (red>black).


  • Step 3: If you have advantage/disadvantage, draw and place a third card near your pair, sideways.  If it is greater than 6, subtract 6 from its value (so a 7 → 1, etc.).  Then add or subtract the card value from your roll total.


  • Step 4: Put played cards in a discard pile next to the deck. When a player is out of deck cards, shuffle the discards.


Game 2: Three-roll draw

This version of rolling Duality Dice with cards injects a bit of strategy into the game–players deal themselves a hand of three cards, which represent pre-rolled dice.  Players can choose which card to play and make interesting choices (do I want a high roll with that Queen of Spades, even if it means I get Fear?).  There are also optional twists to the game that make it even more fun.


  • Step 1: Get a standard 52-card deck, removing any Jokers. One or two decks of cards will do for the table, but if each player and GM has a shuffled deck of cards, you won't have to re-shuffle as often.  

    • In this game, KEEP any Kings that appear.  Kings are wild, but the deck chooses the value, not the player.  When they are dealt, draw another card from the deck to replace them in the hand.


  • Step 2: From the deck, each player deals themselves a hand of 3 cards. Players should hide their hand of cards from other players.  


  • Step 3: Each time a player needs to roll Duality Dice, they play one card from their hand, and turn over a second card drawn from the top of the deck.  This pair of cards is their roll.  


Total up the roll by adding the two card values.  To determine if they rolled with Fear or Hope, players use these rules: 

  1.  If both cards are red, they roll with Hope.

  2.  If both cards are black, they roll with Fear.

  3.  If red and black are drawn, the red is Hope, the black is Fear: higher wins.


  • Step 4: If you have advantage/disadvantage, draw and place a third card near your pair, sideways.  If it is greater than 6, subtract 6 from its value (so a 7 → 1, etc.).  Then add or subtract the card value from your roll total.


  • Step 5: Put played cards in a shuffle pile next to the deck. When a player is out of cards in their Hand, they deal themselves three more from the deck.  The deck is reshuffled from the shuffle pile when it runs out of cards.



Players knowing that they may roll poorly or well ahead of time can be justified in game by saying they know if they feel tired and down, or feel like a million bucks.  Don’t you always have a good feel for if you are up to a task?   If you are exhausted, can you gather your energy for one big push?  


Twists:  Twists are optional, and are rated on a scale of changing gameplay.  One star = minimal changes, two or more stars = noticeable changes. 


Twist #1: Play Two.*  This twist allows the player some control over getting a good result when they need it, at the cost of worse luck later.  


If there are two cards that add up to 12 in their hand (for example, a Jack and Ace, or a 5 and a 7), a player can play two cards from their hand at once, separately.  They place the cards face up on the table and a bit apart: one card is played to the left, one to the right. 


The player then draws two cards from the deck; the first is added to the left card to make a pair, and the second to the right card to make a pair.  


The player then chooses which pair of cards on the table to use for this Duality Dice roll.  The other pair returns to their hand, to be played later.  


Twist #2a:  Play a Double (Hope).** This twist allows a player to have instant luck, but at the cost of spending Hope.  


If a player has a two-of-a-kind in their hand (for example, two sixes, of any suit), they can spend 2 Hope to play their two-of-a-kind pair for their roll.  They place the two cards face up on the table, touching.  

  • If a pair of Kings is played, it is an automatic double.  The player draws one card from the deck to determine the value of the double (for example., if a six is drawn, the King double becomes a double of sixes, with a total of 12).  


 GMs: If you allow this twist, the chance of a critical roll is doubled.  Players could also use this Twist to pass moderate checks by choice, if they have the cards, but that will only happen in a fraction of dealt hands.  So this twist comes with a cost, spending Hope.


Twist #2b:  Play a Double (Risk).** This twist allows a player to have instant luck, but at the real risk of a bad-to-middling roll instead.  Either use Twist 2a, or 2b, but not both.


If a player has a two-of-a-kind in their hand (for example, two sixes, of any suit), they can play their two-of-a-kind pair for their roll.  They place the two cards face up on the table, touching.  

  • If a pair of Kings is played, it is an automatic double.  The player draws one card from the deck to determine the value of the double (for example., if a six is drawn, the King double becomes a double of sixes, with a total of 12).  


The odds of a two-of-a-kind when you have three cards are roughly 2x the odds of rolling a double with dice.  So this twist comes with a real risk. 


The risk: The player must draw two additional cards from the deck and flip them over.  If  the total value of the deck pair is higher than the total value of their double (a pair of 8s is 16, etc.), they lose the benefits of the double!  Instead, players total up the double like a regular roll, and roll with Fear.  


With this cost, it’s risky to play any double that’s less than a 7: the odds are against you that it will stay a double. 


GMs: If you allow this twist, the chance of a critical roll is doubled.  Players could also use this Twist to pass moderate checks by choice, if they have the cards, but that will only happen in a fraction of dealt hands.  This is why, to offset this benefit, all failed doubles roll with Fear.  If you think this is too harsh, let the deck  hand’s cards determine Hope or Fear.


Twist #3: Cards on the table.***   Instead of players holding their cards in their hand where others cannot see them (or otherwise hiding them), they lay them on the table face up.  This may be the default for play in some online set-ups.  This twist is equal in terms of odds of different rolls, but players will change their choices and strategize around poor or high rolls they see coming for their party. 


Knowing that a fellow player may roll poorly can be justified in game by saying they look uncertain or beleaguered, or visibly need to recover their energy after a big effort.   Similarly, a good hand can be thought of as a player brimming over with vitality and good vibes, clearly having a run of good fortune.  And as always, players may still find disappointment, or hidden reserves, in the Deck. 


Twist #4: Choosing Advantage.*** This twist allows a player to spend 1 Hope to avoid drawing a card from the Deck for their advantage/disadvantage (A/D) rolls.  Instead, they can play a card from their hand sideways as their A/D card.  


The catch to this twist is that the GM can also spend 1 Fear to determine the advantage/disadvantage card for any draw.  They play a card from their hand, overruling the existing A/D card.  Players cannot play over the GM’s card.


Game 3: Five-roll draw

This version injects more strategy into the game–players start with a hand of five cards, which represent pre-rolled dice.  Players can choose which card to play and make interesting choices (do I want to try for a high roll with that Queen of Spades, even if it means I get Fear?).


  • Step 1: Get a standard 52-card deck, removing any Jokers. One or two decks of cards will do for the table, but if each player and GM has a shuffled deck of cards, you won't have to re-shuffle as often.  

    • In this game, KEEP any Kings that appear.  Kings are wild, but the deck chooses the value, not the player.  When they are dealt, draw another card from the deck to replace their value and suit.  


  • Step 2: From the deck, each player deals themselves a hidden hand of 5 cards to hold, and deals two more cards face down in front of them (face down cards are called Hole cards).  


  • Step 3: Each time a player needs to roll Duality Dice, they play one card from their hand, and turn over a second card drawn from the top of the deck.  This pair of cards is their roll.  


Total up the roll by adding the two card values.  To determine if they rolled with Fear or Hope, players use these rules: 

  1.  If both cards are red, they roll with Hope.

  2.  If both cards are black, they roll with Fear.

  3.  If red and black are drawn, the red is Hope, the black is Fear: higher wins.


  • Step 4: Put played cards in a shuffle pile next to their deck. When a player is out of their face-up cards, they deal themselves more from their deck and replace any missing Hole cards.


  • Step 5: Once a player runs out of deck cards, they reshuffle their their deck.  


Players knowing that they will roll poorly or well ahead of time can be justified in game by saying they know if they feel tired and down, or feel like a million bucks.  Don’t you always have a good feel for if you are up to a task?   If you are exhausted, can you gather your energy for one big push?  


Twists:  Twists are optional, and are rated on a scale of changing gameplay.  One star = minimal changes, two or more stars = noticeable changes.  If you have been reading all the rules to this point, only Twists 1 and 2 differ from those in Game #2.  


Twist #1: Play Two.*  This twist allows the player some control over getting a good result when they need it, at the cost of worse luck later.  


If there are face-down Hole cards remaining in front of them, a player can play two face-up cards from their hand at once, separately.  They place the cards face up on the table and a bit apart: one card is played to the left, one to the right. 


The two face-down cards in their Hole  are then flipped over, one at a time.  The first is added to the left card to make a pair, and the second to the right card.  


The player then chooses which pair of cards on the table to use for this Duality Dice roll.  The other pair returns to their hand, to be played later.  


Face down cards are not refreshed until all face-up cards in a player’s hand have been played.


Twist #2a:  Play a Double (Hope).** This twist allows a player to have instant luck, but at the cost of spending Hope.


If a player has a two-of-a-kind in their face-up hand (for example, two sixes, of any suit) AND two Hole cards remaining face down, they can spend 3 Hope to play their two-of-a-kind pair for their roll.  They place the two cards face up on the table, touching.  

  • If a pair of Kings is played, it is an automatic double.  The player draws one card from the deck to determine the value of the double (for example, if a six is drawn, the King double becomes double sixes, with a total of 12).  


GMs: If you allow this twist, the odds of a two-of-a-kind when you have five cards are roughly 5x the odds of rolling a double with dice.  Players could also use this Twist to pass moderate checks by choice, if they have the cards, but that will only happen in ~20% of dealt hands.  So this twist comes with a cost, spending Hope.


Twist #2b:  Play a Double (Risk).** This twist allows a player to have instant luck, but at the real risk of a bad-to-middling roll instead.  Either use Twist 2a, or 2b, but not both.


If a player has a two-of-a-kind in their face-up hand (for example, two sixes, of any suit) AND two Hole cards remaining face down, they can play their two-of-a-kind pair for their roll.  They place the two cards face up on the table, touching.  

  • If a pair of Kings is played, it is an automatic double.  The player draws one card from the deck to determine the value of the double (for example, if a six is drawn, the King double becomes double sixes, with a total of 12).  


The odds of a two-of-a-kind when you have five cards are roughly 5x the odds of rolling a double with dice.  So this twist comes with a real risk.  


The risk: After playing their double, the players flip over their two face-down Hole cards.  If either card in the Hole pair is higher than the number of their double (a pair of 8s is number 8, etc.), they lose the benefits of the double!  Instead, players total up the double like a regular roll (a pair of 8s would be 16), and automatically roll with Fear.


With this cost, it’s risky to play any double that’s less than a 9: the odds are against you that it will stay a double, and instead become a low-to-medium roll with Fear.


GMs: If you allow this twist, the odds of a two-of-a-kind when you have five cards are roughly 5x the odds of rolling a double with dice.  Players could also use this Twist to pass moderate checks by choice, if they have the cards, but that will only happen in ~20% of dealt hands.  This is why all failed doubles could roll with Fear.  If you think this is too harsh, let the Hole hand’s cards determine Hope or Fear.


Twist #3: Cards on the table.***  Instead of players holding their cards in their hand where others cannot see them (or otherwise hiding them), they lay them on the table face up.  This may be the default for play in some online set-ups.  This twist is equal in terms of odds of different rolls, but players will change their choices and strategize around poor or high rolls they see coming for their party.


Knowing that a fellow player is likely to roll poorly can be justified in game by saying they look uncertain or beleaguered, or visibly need to recover their energy after a big effort.   Similarly, a good hand can be thought of as a player brimming over with vitality and good vibes, clearly having a run of good fortune.  And as always, players may still find disappointment, or hidden reserves, in the Deck. 


Twist #4: Choosing Advantage.*** This twist allows a player to spend 1 Hope to avoid drawing a card from the Deck for their advantage/disadvantage (A/D) rolls.  Instead, they can play a card from their hand sideways as their A/D card.  


The catch to this twist is that the GM can also spend 1 Fear to determine the advantage/disadvantage card for any draw.  They play a card from their hand, overruling the existing A/D card.  Players cannot play over the GM’s card.




Saturday, February 28, 2026

Landscapes of Fear, part 4: Shadows ahead

Today, foreshadowing danger.  The next few posts in this series are my take on the path of fear for adventure games: how GMs can threaten and surprise players, maintaining player agency even as they lose control over events.  

Step 1 (last post): Making players care about failing.

Step 2 (today’s post): Foreshadow overwhelming danger, both immediate and future.

Step 3: Place dangerous, tempting choices in their path.

Step 4: Reward dangerous choices with unpleasant surprises.

Step 5: Keep the surprises coming, slowly spiral events out of their control.

 Step 6:  Allow failure, and recovery from failure. 

As always, keep reading if you want the longer version.  

Dread and uncertainty

Fear is fueled by three main things: uncertainty, surprise and loss of control, and high stakes.  If you have already pulled off the first trick, making them care about failing, then all you need to do next is arrange some mood lighting and cheap tricks to sell the upcoming horror.  To arrive at uncertainty, foreshadow strangeness and terrible danger. 

Trick #2: Foreshadowing threats

“Fear is the beginning of wisdom.”

–William Tecumsah Sherman

“You may take the most gallant sailor, the most intrepid airman or the most audacious soldier, put them at a table together - what do you get? The sum of their fears." 

–Winston Churchill

I think, as an adult, you have likely seen a horror movie.  So you already know that, to make players afraid, a GM should be hinting at Bad Things To Come.  Both in the next room, and at the End of the dungeon, and stuff coming several months (maybe) from now.  

Think of these as the little touches of the unknown, signals that tell PCs that the out of ordinary is occurring.  A GM should make players uncertain about their relationships, their choices, and their understanding of the world.  Good examples are Omens in Mythic Bastionland (done sequentially, starting with mysterious Signs and often ending in battles), encounter chains, or a crowd of NPCs that mutter and go quiet when the PCs enter the inn.

Foreshadowing works near and far.  Have local NPCs drop disturbing facts, and PCs run across signs of scary monsters regularly.  In addition, show distant glimpses of pursuers and dark events.  Near threats heighten tension, and faraway threats give players time to choose how to react.  A party should always know its enemies are out there, hunting them, waiting for a time to strike.  

If the PCs are exploring, make the terrain unfriendly and unpredictable.  Resource depletion can create dread, if the GM foreshadows the horror of running out of food or torches or air.  When traveling a desert, they find a merchant caravan, dead of thirst.  Random corpses are great object lessons, and disgust and pity are a GM’s friend.  

If the players are not reacting to GM hints, they should give them another sign of dark events, coming closer.  If they don’t respond, we escalate with a hint closer to home.  Still no response?  We attack them with a distracting force at the front, and send in a raid to the rear, to steal or damage something they like.  Hit and run.  Pull them into the story.  Put them at the center of the action, and light a match to the long fuse of the powderkeg.

A example where I pulled this off: 

In my current 5e game, my players robbed a jewel from a tomb beneath a giant statue.  As they exited, it stood up, shooting lasers at them.  Immediate foreshadowing: the eye rubies began glowing.  Near-term foreshadowing: as they escaped, dodging laser fire and flying over the jungle, they heard it crashing through the woods.  Long-term foreshadowing: It followed them through the night, to the beach, bursting out in the middle of a three-way fight.  They sailed away, only to see it walk towards them, down into the water.  To this day, months later, they continue to expect it will pop out like the Kool-Aid Man.  Oh yeah!

An example where I failed to pull this off:

In my first time as a DM, the players saved the Mayor’s daughter from some goblin bandits.  She wasn’t a nice person, but they hadn’t a clue.  Then, when she was safe at home, she betrayed them, telling the Mayor that they made advances towards her.  The players were banned from town: they found it funny, instead of feeling threatened by a sign of things being Amiss.  They went to the next town and moved on.  

Takeaway—how best to get players to notice and respond to GM foreshadowing?  

Good foreshadowing is

  • A CONTRAST to normal events (birds flying backwards, fish fighting each other to death, a trail of maggots through the woods).

  • HARD TO IGNORE (the ground shakes violently when you poke it, the monster is thundering after you, the mayor’s daughter doesn’t have a shadow).

  • REPEATED REPEATED (at least 2-3 times until they pick up on it, preferably several different hints).

  • UNSETTLING (a light touch of powerlessness in the face of ominous events). While the players can interact with the foreshadowing element, they can’t easily stop the horror from advancing–visions dissolve, NPCs mysteriously get away when chased, and thundering giants appear invincible (at first, anyways).

One more: foreshadow truly terrifying things.  Titans, mighty spells, vast conspiracies, body-stealing brain eaters, mimic plagues, cannibalism curses, soul-sucking revenants–shit that the players are NOT ready for.  SHOW THEM these things wreaking havoc, on NPCs and landscapes and anything they care about.  

A GM should foreshadow all sorts of threats, from small irritants to dread menaces the players think they can't handle. They should talk up the small threats and let the big threats speak through their footprints, to avoid using fear to push players towards or away from different courses of action. When my neophyte players offed the Black Wyrm of Brandonsford, they crowed for weeks.  They 'knew' the dragon was beyond them–it broke the bitter hunter at the tavern, destroyed the witch’s garden, and stalked the forest, leaving behind destroyed trees and poisoned ground.  Inspired by this excellent starter module, I fill my weekly game full of kaiju and terrible threats that the party has to avoid or overcome, by hook or by crook.  That’s what makes them heroes.  

Do it right, and players will thank the GM

It’s been said before. Players need information to make meaningful choices.  Meaningful choices don’t have obvious solutions.  Once players choose, their actions must change the world.  Never gate a hint behind a roll or an expected action, and never give a hint that demands the players do one specific thing.  

By giving players frequent hints about upcoming dangers, distant and near, and by giving them space to respond as they see fit, GMs both support player agency and heighten their fear.  Even more than in horror RPGs, players in adventure games expect to have the ability to choose their response.  So if they run, it must be their choice, not an expectation.  They will enjoy choosing to flee for their lives.

GMs can go too far with hints, in that they accidentally tell the players what will happen through repeated or obvious hints, and players feel they have no control over the outcome.  So, when providing omens and hints, GMs should practice a poker face, be vague and inscrutable about events (what does three fish fighting in a pond even mean?  Is the statue invulnerable?), and keep players guessing.  

If a GM makes a hint and the players guess what’s coming, they should change it up sometimes.  Maybe the Goblin King doesn’t make an appearance.  Maybe the Mayor’s daughter is just fine, and the PCs have been tricked.  Maybe the island IS a titanic bullette, but it ignores the party as the tsunami of its rising washes them away.

Things that (will) make them run

If the GM’s foreshadowing fails to impress (or be remembered), the PCs should always be free to turn and fight, or to strike out into the dark without a torch, or push on into the desert.  A GM should keep it fair, but remember they warned the PCs about the risk. They should be ready to allow the dice to kill the PCs, or, if they want to send a message instead, to batter the party down and leave them for dead.1      

Nothing teaches a PC to fear faster than to be treated as an insignificant bug, when terrifying foreshadowing is allowed to pay off.  Maybe they are buried by a sandstorm, or bouncing off walls in the dark, or left for dead by a foe’s massive strike, not even worth finishing off.  Maybe their character sheet has been attacked, and they lost something precious for their temerity.  Maybe one of them is dead. Any way that they reap what they sow, players will quickly learn to feel threatened.  They will tremble at the thought of a giant statue, steadily walking under the ocean towards them. 


______

Want to read more? This is an accidental series on building landscapes of fear around players in adventure games, which is distinct from fear in horror games.  

Part 1: Fear of monsters is central to society. If NPCs fear, the players will too. 

Part 2: Fear is an easy shortcut to player engagement.

Part 3 The first step to fear: making PCs care about failing.  OSR and traditional RPG play cultures often fall short at this task.


1 This latter option is especially useful, and fair, when the GM is unsure that the players remember the foreshadowing.