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  • HEXHUNT
  • 📓Of Sword & Sorcery
    • Character
      • Abilities and Perks
      • Character Generation
      • Health Points
      • Alignment
      • Classes
        • Warrior
        • Priest
        • Witch
        • Pariah
      • Starting Money
    • Equipment
      • Weapons
      • Armour
      • Camping
      • Clothing
      • Containers
      • Cooking
      • Specialist Kits
      • Tools
      • Transportation
      • Writing
      • Market Goods
    • Combat
      • Combat Sequence
      • Initiative
      • Attacking and Damaging
      • Actions, unengaged
      • Actions, engaged
      • Facing
      • Morale
      • Terrain
      • Mounted Combat
      • Alternate Combat Rules
      • Monster Tactics
      • To Hit Matrix
    • Magic
      • Zeal
      • Soulstone
      • Corruption
      • Spellcasting
      • Spells
      • Revealing
      • Brewing
      • Spellbinding
      • Enchanting and Blessing
  • 📕Of Crypts and Wilderness
    • Gameplay
    • Units of Measurement
    • Mechanics
      • Deck and Cards
      • Checks and Saves
      • Movement
      • Encumbrance
      • Hunger and Thirst
      • Weather
      • Humours, Diseases, Surgery
    • Actions
      • Delve Actions
        • Search
        • Loot
        • Listen
        • Enter
        • Sup
        • Respite
      • Exploration Actions
        • Survey
        • Forage
        • Fish
        • Hunt, Track, Set Traps
        • Cook
        • Harvest
        • Graze Animals
        • Rest and Encamp
        • Mountaineering
    • Events
      • POI Events
        • POI Incidents
        • POI Objects
        • POI Monsters
      • Overland Events
        • Incident
        • Object
        • Monster
    • Missions
      • Tasks
      • Quests
      • Hunts
      • Contracts
    • Factions
    • Retainers
    • NPCs
    • Divination
    • Coinage and Trade
    • Tomes and Scrolls
    • Company Rules
    • Domain Rules
      • Construction
    • Maritime Affairs
    • Appendix A
      • Traps
      • Treasure
      • Secret Doors
    • Appendix B
      • Alchemical Materials
      • Armour
      • Beverages
      • Camp Equipment
      • Charms
      • Cloth
      • Clothing
      • Concoctions
      • Container
      • Cooking Equipment
      • Corpse, Carcass
      • Dairy
      • Essences, Perfumes
      • Field Rations
      • Flowers, fresh and dried
      • Fruit
      • Gemstones
      • Grain, feed
      • Herbs, spices, nuts
      • Liquids
      • Lumber
      • Meat
      • Metals, Metalloids
      • Minerals, Stones,Pigments
      • Misc. Tools
      • Mould, Fungi
      • Mundane Items
      • Oils
      • Oils, Spirits
      • Seasonings
      • Specialist Kits
      • Spellbound Items
      • Stones, bricks
      • Talismans
      • Tomes, scrolls
      • Transportation
      • Trinkets
      • Valuables
      • Vegetables
      • Vitriols
      • Waters
      • Weapons
      • Writing Materials
  • 📘Of Men & Monsters
    • Men
      • Humans
      • Abhumans
    • Monsters
      • Beasts
      • Legendary Monsters
        • Bugbears
        • Ogres
        • Giants
        • Trolls
        • Dragons
        • Demons
    • Appendix C
      • POI Generation
    • License
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  1. Of Crypts and Wilderness
  2. Mechanics

Deck and Cards

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Last updated 2 years ago

The game is played using a standard deck of cards with two jokers removed.

At the beginning of each session, shuffle the deck, and place them face down. This is called the play deck (or simply deck). Then take the top 10 cards from the deck, and place them onto a separate place, face down, with only the tenth card turned face-up. This is called the discard pile (or simply pile). This is where all the used-up cards will go.

For every watch (four hours) spent in-game, draw a card from the deck, and interpret its suit as an . When all the cards in the deck are drawn, it concludes the in-game week. This is called a run (of the deck.)

In addition, there's a third position for the cards; your hand; i.e. the cards that your character obtains as you play.

You begin the game with zero cards in your hand. As you embark on , and complete them successfully, you gain cards from the discard pile; i.e. you draw the top card from the pile. Your hand size is six, meaning that you cannot have more than six cards in your hand. (But with each you recruit, your hand size expands by 1). The cards in your hand can be used in a few ways:

  • Instead of rolling a die, you may discard one card whose value will be used as the roll.

  • After each run of the deck, if you have cards left in your hand, you can trade them with one silver coin per card (if you're in wilderness), or one silver coin per card value (if you're in a settlement).

Once the run of the deck is complete, you must discard your hand; i.e. you must have zero cards in your hand if you start a new week.

In addition, for every six HPs you lose, your hand size decrases by one.

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