Perfect Draw! Quick-Play Players' Kit - v1.7
Perfect Draw! Quick-Play Players' Kit - v1.7
Perfect Draw! Quick-Play Players' Kit - v1.7
Players’ Kit
1
What is Perfect Draw!?
Perfect Draw! is a tabletop role-playing game built on the Powered by the
Apocalypse framework. Combining trading card game mechanics with
collaborative storytelling, the game looks to create narratives based on
card-game toy anime such as Yu-Gi-Oh!, Duel Masters, and CardFight!
Vanguard.
2
Basics of Play
Perfect Draw! has two primary roles: the
Player(s), and the Judge. At the start of the
game, players will select Playbooks that
define their character by determining initial
stats and granting unique abilities. For this
quick-play guide, players will instead choose
one of the three included premade characters.
When you use a move and have any amount of relevant baggage you’ll
apply -1 to the roll for each. If you have any amount of relevant serious
baggage, you’ll set the value of the roll modifier -1 instead, ignoring any
bonuses the player might have.. Finally, when you Resolve Baggage (such
as by confronting its source or it no longer being an issue), you’ll gain
experience.
3
Card Game Combat
When a card game is initiated, both the
Player(s) and the Judge follow the rules
specified in the Card Game Combat
section of this book. As you start the game,
if you have any baggage that is relevant
to the fight, you gain Advantage.
This resource can be useful for
powerful effects in the middle
of the card game.
Stats
Characters in Perfect Draw! have three primary
stats. These stats help quantify what aspects of life your character excels in
and where they may have room for improvement.
Passion: Represents your character’s will and resolve to attain their
goals; their energy and determination.
Skill: Represents your character’s intellect and talent regarding both
the game and the world beyond that; their ability and proficiency.
Friendship: Represents your character’s empathy and their
connections to the world and other people; their caring and social skills.
Depending on how high or low each stat is on the player’s character sheet,
different moves will be either more or less likely to go well for the player.
4
General Moves
General Moves are a set of actions all Players have access to and act as
the primary form of resolution within Perfect Draw!.
Players aren’t required to say that they are performing a specific move;
they just say what they do in character, letting the Judge decide whether
a roll of a move is required. It’s okay (and even encouraged) for players
to recommend and suggest certain moves; in the case of moves such
as Become Vulnerable, Resolve Baggage, and Overcome Your Weakness,
these are the most likely ways for these moves to occur. However, it is
ultimately up to the Judge to decide whether a move or roll is actually
required.
Some moves may ask you to gain baggage. Baggage acts as hurdles
or conflicts for your character to overcome; this can be anything from a
wounded hand to a crush on someone to being embroiled in a conspiracy.
When you gain baggage, define what that baggage is, then add it to your
character sheet in the baggage section (or upgrade existing baggage
to serious baggage, if appropriate.) Baggage carries both pros (such as
acting as a source of gained experience and other resources) and cons
(such as impairing relevant rolls).
5
Enter a Dangerous Situation
When you do something reckless or are forced into a dangerous
situation, state your objective, and roll+Passion. Apply any baggage-
related penalties.
On a 10+, you succeed without creating any issues for yourself, protecting
yourself and attaining your goal in the process.
On a 7-9, you succeed, but at a cost. Select one complication from the
list below:
You’re hurt or forced to sacrifice something along the way.
Describe how this happens and why it matters in the here and now
You only delay the problem, letting it become worse in the future
You create a new immediate problem in the process
On a 6 or less, you fail and suffer for it; gain baggage.
66
Investigate Your Surroundings
When you investigate an area or an ongoing situation, describe what
you do to uncover this information and roll+Skill. Apply any baggage-
related penalties.
On a 10+, ask two questions from the list below. The Judge answers
truthfully.
On a 7-9, only ask one question.
What don’t I understand about ?
What happened at ?
What could we do to stop ?
Why is happening?
On a 6 or less, you make a mistake in your investigation; gain baggage.
7
Understand Someone’s True Feelings
When you empathise with someone to understand their situation
and feelings, describe what you do to uncover this information and
roll+Friendship. Apply any baggage-related penalties.
On a 10+, ask two questions from the list below. The Judge answers
truthfully.
On a 7-9, only ask only one question.
What do you desire most at this moment?
What is similar about you and me?
What can we do to help you?
What reason do you have to do what you’re doing?
On a 6 or less, you misunderstand in some way; gain baggage.
88
Overcome Your Weakness
When you attempt to overcome your weakness so you can push past
your own limitations, choose an appropriate baggage from your sheet.
Check whether the baggage has fulfilled any of the following conditions:
I am facing the source of my baggage head-on
Overcoming this baggage is necessary to help someone or
something dear to me
Someone close to me has put effort into believing in me and
helping me overcome this baggage.
So long as you have fulfilled one condition for normal baggage, or all three
conditions for serious baggage, describe what you do to overcome it;
additionally, for serious baggage, describe how this marks a permanent
change for your character.
Then, choose one of the following benefits. If you resolve serious baggage,
gain the serious benefit instead.
Use your newfound strength to overcome the immediate threat:
Gain +1 to the next roll you make.
Serious: Instead, define a threat. Gain +1 to all your rolls until the threat
is resolved. This lasts as long as you are actively confronting the threat.
Confront someone or something otherwise difficult or nigh-
impossible to face: The Judge defines how this becomes possible,
and the conditions of the confrontation.
Serious: You may instead create the perfect conditions to confront
your target. Describe what these conditions are and the benefits of
succeeding in your confrontation.
Get what you want out of the situation: Declare something that
your character wants to avert or avoid coming to pass. Note that
doing so needs to be possible within the bounds of the fiction, without
clashing with characters’ traits or motivations. The chosen situation can
no longer happen; the Judge describes how.
Serious: Instead, declare something your character wants to happen
that is possible in the situation. It happens; the Judge describes how.
In addition to the benefit you chose, remove the baggage from your
character sheet and mark experience. If you resolve serious baggage,
instead immediately level up (do not remove any experience marks).
9
How Card Games Work
In real life there are a huge number of different trading card games that all
have unique mechanics of their own. When playing Perfect Draw! however
we assume that there is only one trading card game, or at least only one
that’s important to the world.
The way the card games works as described in this chapter is considered
an abstraction. In fiction, players might draw many more cards, summon
many more warriors, or use card types that don’t exist in this book.
However, when we initiate card game combat in Perfect Draw! we use
the rules of this chapter to represent that game. Feel free to talk about the
fictional card game in whatever way you want!
10
Spaces in a Card Game
During battle, players will use
cards in a number of ways to
help overcome their opponents.
These are generally represented
by physical cards that players will
interact with and use during the
course of combat. In a card game,
there are four primary spaces a card
can reside in:
The Deck: A player’s deck is made up of
the cards created during character creation,
and/or through moves that create a card. Each
of the pre-made characters in this quick-play
kit has a complete ready-to-use deck pre-made
for them. Cards in the deck cannot be interacted
with until they are drawn, unless another effect explicitly
states otherwise. If you draw a card from the deck when
your deck is empty, you may shuffle your graveyard into your
deck before you draw. When you do this, you lose 1 life.
The Hand: The hand makes up the majority of cards the player can
play each turn. Within the fiction of the game, your player character
holds more cards than you the Players physically do; this includes cards
such as their Staples and cards used within the fiction to Counter your
Opponent’s Play. Cards are added to the hand by drawing them from
the deck, or by way of card effects.
The Field: When a card is played, it is put onto the field. While on the
field, its effects become active, and it may take actions based on its
card type. When an invocation is played to the field, it is immediately
put into the graveyard.
The Graveyard: When a card is destroyed or discarded, it goes
to the graveyard. Cards in the graveyard cannot be interacted with
unless an effect states otherwise.
Effects can create more spaces for cards to exist beyond these four; the
rules for that space should be specified by the appropriate cards.
11
If a battle is Filler, then competitors begin the battle at 2 life and 1 random
card from their deck in their hand. NPCs can use a response move once,
and lash out against losing once as their threat move.
Then, decide who takes the first turn. Generally, this will be the competitor
who initiated the battle: however, rock-paper-scissors, a coin flip, or
anything else is also a valid method of deciding.
Finally, resolve how much Advantage the participating players start with.
Players gain 1 baggage for each instance of relevant baggage they have
to the card game at hand.
Before the battle begins, if the player has spent time preparing for this
fight, then they can choose to Create a Card following the card creation
rules in Chapter 3 and shuffle it into their deck.
12
Types of Cards
In Perfect Draw!, players have a deck made of cards. These cards are
represented physically by cards you will create over the course of the
game. Cards come in various types that define the way they function.
Warrior Cards
The most common type of card in Perfect Draw! is Warrior Cards. These
cards act as continuous forces on the board, able to attack your enemies
and defend you against oncoming threats within the game. They serve a
similar role to Monster Cards in Yu-Gi-Oh!, Creature Cards in Magic: The
Gathering, and Minions in Hearthstone.
13
Items
Items are similar to Warriors, but cannot attack, and can’t defeat an
opposing warrior when they Decide the Outcome of a Clash. Additionally,
if only items are on one side of the battlefield, the opposing competitor
can still attack the item’s owner directly with warriors.
Items represent non-living things that nonetheless have power over the
battlefield. Usually, this will mean a literal item, such as a weapon or a
pillar of magical power, but an item can also include things such as a
place or an idea.
Invocations
Invocations are cards that don’t create permanent fixtures onto the
battlefield. They don’t have a strength rating, and they go to the
graveyard immediately upon being played.
When you cast an invocation, you may forgo your ability to play a staple
this turn to play the invocation in addition to another card. This allows
you to play one card of any kind (Warrior, Item, Invocation) alongside that
invocation, rather than one card and one staple. You may only do this as
many times as you can play a staple this turn (usually only once).
Staples
Staples are a unique type of card that aren’t contained within your deck
and cannot be created; instead, your character gains their staples based
on their Playbook and a selection from a list of generic staples. The
premade characters in this quick-play kit already have a set of staples
selected from the generic staple list. Staples are generally much weaker
than the cards you will make for your deck, but make up a series of
generic effects that can help pull your deck together.
During the player’s turn, they can play one staple, in addition to their one
card per turn. Players can not play the same staple they played last turn.
14
The Player’s Turn
During the player’s turn, there are various actions they can take:
Draw a Card: You can choose to draw a card. This can be done only
once per turn. When you would draw a card, you can choose to Draw
The Perfect Card instead as described later in this chapter. You do not
draw a card if this is the very first turn of the game. If you would draw
a card while no cards are in your deck, you may instead shuffle your
graveyard into your deck and then draw. When you do this, lose 1 life.
Play a Card From Your Hand: You can play a single card from your
hand onto the field. This can only be done once per turn. Alternatively,
you may instead choose to discard a card from your hand to play an
additional staple.
Play a Staple or Invocation: You can use a single staple from your
staple list. You can not use the same staple you used last time you
used a staple. If you have an invocation in hand, you may play that
instead of casting your staple for the turn.
Attack With Warriors: Each warrior on the turn player’s field may
make an attack (you do not have to attack with all of them). If the
opponent has no warriors in play, they can be attacked directly;
otherwise, one of the warriors or items must be attacked. Items do
not prevent direct attacks if only items are on the field. If a warrior
attacks a warrior or item that is has less strength
than it, it defeats that warrior or item; if they
have the same strength, they instead
Decide the Outcome of a Clash. When
attacking the opponent directly,
warriors deal different damage when
attacking directly based on their
power:
{Normal} warriors deal 1 life
worth of damage.
{Strong} warriors deal 2 life
worth of damage.
{Weak} warriors do not
damage players’ life.
Warriors cannot attack during the first
turn of the game.
15
Card Combat General Moves
Card Combat General Moves or CCG Moves are moves dedicated for use
during combat; all Players involved in a battle have access to them during
card game combat. Unlike General Moves, most CCG moves are either used
intentionally by the player, or as a mechanical consequence of the game. In
combat, the Judge will typically be busy running the NPC opponent, so players
should keep track of the CCG moves available to them.
Several CCG Moves reference your Tension and your Advantage. These are
both mechanics exclusive to Card Game Combat that dictate the emotional
and mechanical flow of the battle:
Your Tension is equal to however many “Combat Tension” questions
you’ve been able to cross off during this battle. Your Combat Tension
questions are in your Playbook.
Your Advantage is a resource used to leverage certain key moments
in the card game. You gain it at the start of the fight based on how much
baggage you have, and can gain more throughout the fight through the
Risk Everything to Win move.
Otherwise CCG Moves act exactly the same as General Moves.
Along with the Players’ Kit and Judges’ Kit, this quick-play kit comes with
a “Printables” PDF file which includes a one-page reference for each of the
general moves and how they’re used.
16
16
Risk Everything to Win
When it looks like you may lose and you put everything on the line to
win the battle, do one of the following and roll+your Tension.
Reveal a truth about yourself or the world certain to make your life
harder in the future.
Destroy or lose something precious to you that will be difficult, or
potentially even impossible, to retrieve or mend.
Create an obstacle by your own hands that will make it difficult to
complete your character’s goals.
Put yourself in real danger; defining real and permanent changes to
your body, freedom, or personhood.
On a 10+, gain baggage and gain 2 Advantage.
On a 7-9, gain baggage and gain 1 Advantage instead.
On a 6 or less, just gain baggage.
17
17
Counter Your Opponent’s Play
When an opponent uses a game action or a card activates an effect,
spend 1 Advantage and describe how you attempt to counter the effect.
Roll+your Tension.
On a 7+, you counter the effect or game action.
On a 6 or less, you fail to counter the effect. You cannot attempt to
counter the same effect a second time.
This card is added to your deck after the battle, and remains part of
it unless removed by other means (such as by the Take a Moment to
Recuperate move).
So long as you have a card with {Ace} in your deck or graveyard, you
can spend 2 Advantage to create a new {Ace} instead. When you do this,
remove a card with {Ace} from your deck or graveyard and create a new
{Ace}, adding it to your hand. Then, create a new non-{Ace} card and
shuffle it into your deck.
18
18
Multiplayer Battles
Battles involving multiple players have two main formats they can appear
in. Both are described here.
Team Battles
When a battle begins with multiple competitors and they are each on
clear and separate teams, a team battle begins instead of a regular
battle. Team battles are made up of two or more teams, each containing
any number of competitors on each side.
A team has a single life pool shared by all members of that team. Each
competitor in a team draws cards as usual.
The amount of life the team has and the number of cards each
competitor draws at the start of the game are determined by the
significance of the battle as with regular battles. Whenever any
competitor on a team takes damage, the team as a whole loses life as
appropriate.
Like battles between two individuals, turns alternate between each of the
opposing teams; however, each turn is relegated to a single competitor
on that team, cycling between the members with each of that team’s
turns.
19
Free For All
When a battle begins with multiple competitors, all intent on fighting one
another without teams established, a free for all begins. A free for all is
made up of any number of competitors, each representing themselves
alone.
20
Keywords
As with many card games, Perfect Draw! utilizes keywords as a way to
speed up play and highlight certain playstyles. Some of these keywords
feature on cards in the premade characters’ decks or enemy combatants
from the Rising Stars adventure in the Judge’s Kit.
Keywords, along with a few other pieces of rules text, are marked with
{curly brackets} in this rulebook. This denotes additional rules text to the
card effect beyond its shorthand, such as what is shown in the example
keywords here.
Overwork Strengthened
When you play a card from your hand When a warrior or item is {Strengthened},
with {Overwork}, you cannot play a card its strength tier goes up by one (from
from your hand as part of your actions {Weak} to {Normal}, or {Normal}
next turn. to {Strong}. If a {Strong} card
is {Strengthened}, instead give
Similarly, if you play a staple with it {Overwhelm} while it remains
{Overwork}, you cannot play a staple as {Strengthened}
part of your actions next turn.
Overwhelm Underwhelm
When a warrior or item with
When a warrior or item with {Overwhelm} {Underwhelm} would Decide the
would Decide the Outcome of a Clash, it Outcome of a Clash, it always loses.
always wins.
Sniper [x]
Piercer [x] When this warrior with {Sniper} [x] attacks
When this warrior with {Piercer} [x] a player directly, it deals [x] extra damage.
defeats another warrior or item in battle,
it deals [x] damage to that warrior’s
controller. Inconspicuous
A warrior or item with {Inconspicuous}
cannot be the target of attacks from
Teamwork opponents’ warriors unless it is the only
When a warrior with {Teamwork} attacks, possible non-player target.
it can attack alongside any number of
other warriors that also have {Teamwork}
and up to one warrior that doesn’t. When Blocker
in a pool of this kind, two {Weak} warriors When another warrior or item is attacked,
attack as if they were a {Normal} warrior, a warrior or item with {Blocker} can
and two {Normal} warriors or four {Weak} intercept, redirecting the attack to them
warriors can attack as if they were a instead.
{Strong} warrior, and so on.
Any attacking based effects (such as Fumble
{Overwhelm} or {Piercer}) are gained When you {Fumble} an opponent,
from warriors with {Teamwork}. describe a specific action they could
take, a type of card they could play, or a
Followup kind of game action they could perform.
When you play a card with {Followup}, you Once between now and your next turn, If
may play an additional card from your the opponent does as you said, players
hand this turn. may Counter Your Opponent’s Play and
NPCs may Use a Response Move without
spending advantage or using their limited
Pressure [x] response moves.
While a card with {Pressure} [x] is on the
battlefield, you roll with an additional
+[x] whenever you roll+your Tension.
Invocations that give {Pressure} [x] may
specify how long the effect lasts for.
21
The Resolved Premade
No matter
My namethe is Eleobstacles that you face, you
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Knuckleheaded protagonist,
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-
Clothes: School, Well padded, Graphic tee,
-
Game Tools: Second hand, Shoddy,
Common,
Other: I wear a jacket with a star pattern
to represent my goal to become someone who
shines as bright as a star.
Experience:
Once each box has been ticked, advance.
Major Advancement:
Advancement: Once you have selected three
When you advance, take one of these advancements, you may also select these
options: options upon advancing instead:
Take an ability from your Playbook Take an ability from your Playbook
Take an ability from another Playbook Take an ability from another Playbook
Add a new staple to your Staple List Add a new staple to your Staple List
Increase one of your stats by one Create a new {Ace} card (You may
now gain the benefits of the Play your
Tick the box of the option you picked. You {Ace} card move twice per game)
cannot take an option with all boxes ticked.
Complete your character’s final goal.
Retire your character.
- - - - - - - -
It was made by you personally and is filled with little touches that are
-
entirely yours
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You and that player each gain baggage.
Baggage
My grades are terrible o o
I need to prove I’m the best o o
o o
o o
o o
Fill in o if the baggage is serious.
2323
Abilities
Select three abilities from the list here:
The Determination to Win X Your Mentor- fessor Garfield
Pro-
When you meet someone or someone does You have a mentor, or group of mentors;
something to hurt you, you can choose to someone who wants to help you overcome
make that character your adversary. You can problems and improve yourself. Choose one
only have one adversary at a time. Write resource your mentor can give you:
-
their name below: Information, Backup, Technical skill, Tech,
Magic,
You gain +1 on rolls made to confront or in
battle against your adversary. When you beat When you ask them for this resource, they’ll
grant it to you. However, to gain access again
them, erase their name above; they are no after that, you’ll need to first complete a
longer your adversary. mission for them. Your Judge will tell you the
mission.
Heart of the Resolved
You can Reveal a New Possibility even when Pet Cards
you’re alone. When you do this, reveal a new
possibility for yourself. You have a card that matters to you deeply;
although it may be simple, you could never
X Unbreakable Will
not put it in your deck. Choose one of your
staples: it gains {Ace}. You may use that staple
You can always ignore up to one non-serious two turns in a row. You can benefit from the
baggage when applying baggage related Play your {Ace} card move an extra time each
penalties to rolls you make. game.
X Headstrong Luck
Whenever you Brandish Your Skills in the
middle of a dangerous situation or to help
someone, roll+Passion instead of +Skill.
rGeanuE:loCcP24
dh t m
Combat Tension Questions
Have you lost at least Has your opponent used Has something or someone you
half your life in this your baggage to gain an care about more than yourself
card game? advantage over you? been put at risk?
Staples
Operation Star Reinforcements B.B.B Missile
{Overwork}
Gain +1 to your Create two
combat tension {weak} warriors. Destroy target
until the end of warrior or item.
your next turn.
Add two staples from the generic staples list. Rename all staples.
Cards in my Deck
You can add any of the cards in your deck here so you can reference them even while your in
the middle of card game combat. Otherwise feel free to use this space for notes or ideas.
2525
The Prodigy Premade
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winning pro
-
Clothes: Suit, Fashionable, Stand out,
- - -
Game Tools: Top of the line, One of a kind,
Official,
Other: All of the game tools I use come from
my company. I don’t actually need my glasses,
but they have a secret heads-up display that
analyses card games I’m in.
Experience:
Once each box has been ticked, advance.
Major Advancement:
Advancement: Once you have selected three
When you advance, take one of these advancements, you may also select these
options: options upon advancing instead:
Take an ability from your Playbook Take an ability from your Playbook
Take an ability from another Playbook Take an ability from another Playbook
Add a new staple to your Staple List Add a new staple to your Staple List
Increase one of your stats by one Create a new {Ace} card (You may
now gain the benefits of the Play your
Tick the box of the option you picked. You {Ace} card move twice per game)
cannot take an option with all boxes ticked. Complete your character’s final goal.
Retire your character.
26
Premade Character: Conrad Martin
Create Your Deck
Deck Archetype: Speakers of the Chained Titan
(Suggestions: Demigod Dragons, Lords of Undeath, Pactbound Witches)
Select one reason this deck is important to you:
You’ve used it since you were little, and it helped you get to where you
are today
-
-You found- -
it mysteriously -
somewhere, -
and you still-
don’t know where it
-
came from
It represents your privilege, and embodies how you believe you’re
better than other people
Describe your deck’s gimmick: Relies on the power of one overwhelming warrior
(Suggestions: Become a warrior myself and take on threats by my own hand, Making
sacrifices to do overpowered effects, Relies on the power of one overwhelming warrior)
Create four cards for your deck. One of these cards is your {Ace}. Describe
why your Ace is important to you in particular:
It is the most powerful card in my deck; it represents my skill & knowledge
Baggage
My company is 2nd place o o
I must get revenge on Elena o o
o o
o o
o o
Fill in o if the baggage is serious.
27
Abilities
Select three abilities from the list here:
X My Pride, My Soul, My... Subordinates
You get +1 to all rolls directly involving your You have a group of followers. These followers
{Ace} card, both inside and outside of a card may be fans of yours, employees, bodyguards,
game. or something else appropriate. Your followers
When using your {Ace} card outside of a card are always close at hand when needed.Select
game, justify how it was useful to the move one option to describe them:
before gaining the bonus. They are numerous. They have the talent
and knowledge to aid you, so long as you
X Screw the Rules, I Have Money
meet their demands
They are dedicated. They won’t ask
You have a source of extreme wealth. If you
-
want something done that can be bought long as they aren’t put in danger
and you have the time, roll+Skill. Apply any
Mai nologie
Tech
On a 7+, you get what you wanted. if you meet their demands
On a 6 or less, something has happened
ase
with your wealth. Your Judge will tell you Elegant Egotist
what. Gain baggage; you can’t use this
move again until that baggage is resolved. You can always ignore baggage when making
rolls to prove you’re better than someone who
Sore Winner has defeated, overcome, or embarrassed you
in the past.
When you beat someone in card game
combat, you can force them to grant you one
of the following additional benefits, alongside My Second Ace
the existing conditions for winning: Once per card game, when you have a card
Answer a single question to the best of with {Ace} on the field or you played a card
their knowledge with {Ace} this turn, you may discard a card
from your hand to play an additional copy of
Publicly acknowledge your superiority that {Ace} as your card per turn.
Fulfil a simple request that doesn’t put
them in danger
X Arrogant Advantage
When you show someone how you’re
better better than them, you can Convey
Your Ideals, rolling with +Skill instead of
+Friendship.
andMo:CrecPhtmi
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Combat Tension Questions
Have you lost at least Has your opponent used Has something or someone you
half your life in this your baggage to gain an care about more than yourself
card game? advantage over you? been put at risk?
Staples
Flame of Revoke Name Pecked by Eagles
Knowledge
Target warrior or Deal 1 damage to
Search your item an opponent target competitor.
controls loses its
deck for a card effects until the
with {Ace}. Add end of turn.
it to your hand.
Add two staples from the generic staples list. Rename all staples.
Cards in my Deck
You can add any of the cards in your deck here so you can reference them even while your in
the middle of card game combat. Otherwise feel free to use this space for notes or ideas.
from
Otherwise, you can use the Volatile or Custom Card Creation rules
the quick-play kit.
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The Glowing Premade
Something
My name is about
Agathe you pulls
Stamati people
s, but most together;
people
just callit’s
maybe meyour
Aggie!unique skills orstreamer
I’m a popular your general
and
influencer known
sociability. Eitherasway, people
“AggieW gravitate
ins” online. I’m going
to Shuffleyou,
towards Citywhile
Universit
youy to studynot
might videobeproducti
able on.
to
push
My goalforward bymy
is to find yourself, you can with
sister Lisandra Stamatis. the
help
She of others.
raised me after our parents’ death and then
went missing Example
3 years ago. She has to
Archetypes: be star
Rock out there
who
somewhere and I think
plays card my friends
games, and fame
Beacon might
of friendship,
be able to helpEmpathetic
find her... friend who puts others first
-
Clothes: Transgressive, Branded, Over
Complex,
-
Game Tools: Expressive, Odd, Highly
customised,
Other: The skull on my shirt and hat are
my icon online and I’ve had these custom made
for my streams.
Experience:
Once each box has been ticked, advance.
Major Advancement:
Advancement: Once you have selected three
When you advance, take one of these advancements, you may also select these
options: options upon advancing instead:
Take an ability from your Playbook Take an ability from your Playbook
Take an ability from another Playbook Take an ability from another Playbook
Add a new staple to your Staple List Add a new staple to your Staple List
Increase one of your stats by one Create a new {Ace} card (You may
now gain the benefits of the Play your
Tick the box of the option you picked. You {Ace} card move twice per game)
cannot take an option with all boxes ticked. Complete your character’s final goal.
Retire your character.
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Premade Character: Agathe Stamatis
Create Your Deck
Deck Archetype: Spirit Samurai
(Suggestions: Idols of The World UNITE!, Partners In Crime, Shining Angels)
Select one reason this deck is important to you:
- - - - - -
A friend or sibling you haven’t seen in a long time helped you make
-
this deck
You found it in a moment of need, and it helped you get through a
hard time
It represents your connection to others, or to something people often
neglect
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Abilities
Select three abilities from the list here:
X Celebrated Expertise
-
AggieWins Social Butterfly
You have a particular expertise that helps When you meet someone new, you
you stand out in the world and acts as the may decide you already know them.
lens for how you connect with people. Select Roll+Friendship. Apply any baggage related
one: penalties.
-
Fashion, Singing, Streaming, Acting, Magic
Tricks, Robotics,
On a 10+, you’ve been friends for a long
time. Describe something you know about
them.
When you would Brandish Your Skills in a way
related to this expertise, you may always On a 7-9, you’ve met before. The Judge will
treat the roll as if you rolled 10. Explain how describe something you know about them.
you use your skill in a flashy and powerful On a 6 or less, you have a bad history with
way to solve your problem. After using this, them. The Judge will describe how. Gain
you cannot do this again until you complete baggage.
a battle.
X
On a 7-9, they come to help, but they’ll be
Hopeful Companion unable to help you again until you next
complete a battle.
So long as you’re together with a friend, when
you Enter a Dangerous Situation, you can roll On a 6 or less, they come to help, but
with +Friendship instead of +Passion. instead make the situation more difficult.
Gain baggage.
taeShgmi:AsrCcPd
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Combat Tension Questions
Have you lost at least Has your opponent used Has something or someone you
half your life in this your baggage to gain an care about more than yourself
card game? advantage over you? been put at risk?
Staples
Spirit Kosho Prepare Tactical Forte
for Battle
Create a Target warrior can
{Normal} Draw two cards, attack twice this
warrior with then discard two turn
your choice cards
of {Blocker},
{Teamwork} or
{Sniper} 1.
Add two staples from the generic staples list. Rename all staples.
Cards in my Deck
You can add any of the cards in your deck here so you can reference them even while your in
the middle of card game combat. Otherwise feel free to use this space for notes or ideas.
Otherwise, you can use the Volatile or Custom Card Creation rules
the quick-play kit. from
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Adding Cards to Your Deck
In the world of Perfect Draw!, peoples’ decks are not merely something
used to play card games, but also a way to express themselves; making
one’s own unique deck is a fundamental part of the game.
For this quick-play kit, each of the players have had a deck premade
for them to fit their character - with that said, one of the most exciting
parts of Perfect Draw! is the ability to make your own cards and add
them to your deck. When you’re asked to create a card, you add it directly
to your hand (or shuffle it into your deck, if you didn’t make it during a
battle), so it’s one of the best and most exciting tools players have to
answer problems while in Card Game Combat.
In the complete version of the game there are three ways that you can
make cards - Custom Card Creation, Premade Card Creation, and
Volatile Card Creation. While playing the Rising Stars adventure, we
recommend that if you choose to make a card, you should either use one
of the “Example Custom Cards” listed on your playbook, or the Volatile
Card Creation rules listed below. With that said, if you want to create a
custom card, the Custom Card Creation rules are included starting on the
next page.
Then, your Judge will decide whether that sounds like a fair card.
Generally Judge should be fairly lenient in Volatile Card Creation. If
they think there are any issues, the Judge might ask you to make some
changes. Once you both agree, you can add the card to your hand or
deck based on how you’ve created the new card.
Once you finish the session, remove the card from your deck. Then,
make a new version of this card with the Judge following either the
Premade or Custom Card Creation rules. If a card game is currently in
progress involving the new card, wait to replace it for the time being and
remove it from your deck next session.
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Custom Card Creation
Creating a custom card can be a somewhat involved process, but it is
also extremely open-ended and allows you to create almost any effect
you can imagine. The steps for creating a custom card are:
Decide what type of card it is (Warrior, Item, Invocation), how
strong it is (Weak, Normal, Strong), and whether it’s your {Ace}. This
process is detailed in the Defining Your Card section.
Describe any effects you’d like your new card to have. This and the
following are defined in the Giving Your Card Effects section.
Figure out whether the effect leans into your decks gimmick.
Figure out how powerful the card effect is.
Figure out whether the effect you’re creating is versatile.
Figure out whether the effect you’re creating is consistent.
Add Weaknesses or edit the card as necessary. This process is
detailed in the Refining Your Card section.
Custom Card Creation can be a long and involved process; if you’re
creating a card with Draw the Perfect Card and can’t make the
card you’ve planned using the Premade Card Creation tools, it’s
recommended you use the Volatile Card Creation rules for now.
Depending on the kind of card you choose to make you’ll begin with
different amounts of EP (Effect Points). The more EP you have, the more
powerful effects you’ll be able to make in the Giving your Card Effects
section. However, cards with more EP tend to be weaker in one way or
another. The amount of EP you get from different options is listed here:
If the card you’re creating is your {Ace}, you’ll get +1EP during the effect
creation process and give that card the {Ace} keyword.
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Giving Your Card Effects
Now that you have an amount of EP, the first step to giving your card an
effect is to decide what you want the card to do. As long as the effect
makes sense for the card game, you can do it. Some examples of effects
are “When this warrior attacks, deal 1 damage to the opponent,” “While
this item is on the field, your {Weak} warriors become {Normal},” or
“When you cast this invocation, destroy a warrior an opponent controls”.
Write it down or describe it to your Judge.
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How Powerful is the effect?
Effects in Perfect Draw! are considered powerful if they have a
meaningful effect on the game or boardstate. You can tell if an effect is
powerful if it:
Grants additional card advantage: By letting you draw a card,
letting you play an additional card, destroying an opponent’s card,
etc.
Brings you closer to winning: By creating a {Normal} warrior,
creating two {Weak} warriors, {Strengthening} each of your other
warriors until the end of the turn, dealing 1 damage to your opponent,
etc.
Makes it harder for your opponent to win: By gaining 1 life, giving
significant protection to an important warrior or item, etc
Changes the rules of the game: By making your opponent unable
to attack this turn, changing what is allowed to happen in the game
this turn, etc
Presents a problem that needs to be resolved: By letting you win
in 2 more turns, making winning impossible, etc
For each instance of the advantages listed here, the effect has one
instance of Powerful. For example, if you dealt 1 damage directly to
the opponent or created a {Normal} warrior, it would be considered
Powerful 1. However, if you instead dealt 2 damage or created a {Strong}
warrior, it would be considered Powerful 2 instead.
Your effect will cost +1EP for each instance of Powerful it has. Feel free to
edit your effect so that it isn’t as Powerful anymore if necessary.
If you’re ever unsure about how powerful a card is, talk to your Judge and
work out what makes the most sense to the both of you. Dont worry too
much about being exactly correct, it’s perfectly okay to come back later
if something feels over- or under-powered.
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How Versatile is the effect?
Generally, effects are considered Versatile in Perfect Draw! when they’re
likely to give you the option to do multiple things when you use them, or if
the same card can be used in multiple different ways.
Choice Effects
Note that if your effect allows for a choice, you only need to
cost it an amount of Powerful equal to the mode that’s the
most powerful of them. For example, if an effect allowed
you to either gain 2 life or destroy a warrior an opponent
controls then it would be counted as Powerful 2 to match
the “gain 2 life” effect. However, you would also cost the
options for if either of them are versatile or consistent. In this
case, because the user can destroy any of the opponent’s
warriors, the effect of the choice would also be considered
versatile (making it cost a total of 4EP: Powerful 2, Versatile,
Versatile)
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Is the effect Consistent?
Unlike asking whether the effect is Powerful or Versatile, it’s impossible
for an effect to be anything more than Consistent 1. This is because the
question of whether your effect is Consistent is considered binary under
Perfect Draw! rules.
If your effect is considered Consistent, then the effect costs +1EP. Feel
free to change the effect to make it no longer consistent (such as by
adding a prerequisite to the effect).
When creating an effect that targets only a certain type of card (such as Fish, Rock,
Young, or Robotic), base whether a target is valid based on what makes sense (and
rule of cool, where appropriate). For example, if you target a card named “Gladiator
Fish” with an effect that only affects Water warriors, you can assume it’s a valid target
because fish are typically aquatic creatures.
If the players or Judge at your table want to include card categories such as types
in their game, it can be worth discussing it beforehand and defining what sorts of
categories exist so that all parties can plan for it and integrate it into their deck designs.
39
Refining Your Card
Now that you know how much EP the effects you want to give your
card is going to cost, you need to refine your card until the total cost of
its effects matches the amount of EP the card gave you. If you haven’t
exceeded your card’s allotted EP, then you’re done and you can add the
card to your deck. Otherwise, if you’ve used more than the amount of
available EP, you’ll need to make some compromises to make the effect
work. There are two ways you can do this:
You can edit your card’s type, strength, or effect. For example, if your
effect costs 4EP, you could change your card from a {Normal} Item to
a {Weak} Item. Alternatively, you could modify the effect so that it is no
longer consistent and only costs 3EP.
Work with the Judge to design what this detrimental effect looks like. The
weakness might be based on your gimmick, or simply a downside that
would be interesting and impactful on your card. A good way to gauge
if an effect has given enough of a weakness is if it is roughly equivalent
to something that would be considered “Powerful.” The weakness must
always be a meaningful downside, meaning that if your deck could treat
it as an upside of any kind (such as forcing you to discard when you care
about having cards in the graveyard), then it doesn’t count. However, if
adding the weakness means the effect now leans into your gimmick,
then the effect can cost -1EP less as normal.
If this has been fulfilled, you gain an additional 1EP above the usual
amount.
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Where Can I Find More From
Perfect Draw?
We’re hard at work to finish the complete version of the game with
recommendations for play, more playbooks, a customisable premade
card system, and more. If you’d like to stay updated on the game and
when the complete version will be available, you can follow our mailing
list or join our Discord here:
Discord: https://discord.gg/XZ59NVuN9V
Credits
Double Summon
Games
Designer:
Nora Jean Haynes
Editor:
Iris Cassandra Saintclaire
Art Contributions
Character Art:
Thunderderder (http://www.fiverr.
com/thunderderder)
Logo Design & Layout:
Nora Jean
Haynes
Special
Thanks
Cassandra Rose, Richard Thames
Rowan, Jane Kira.
Apocalypse World by D. Vincent
Baker, Meguey Baker
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