Perfect Draw! Quick-Play Players' Kit - v1.7

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Quick-Play

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.

In these stories, the game itself is an extension of the characters and


their struggles. Their fights tell the story of conflicts between each other’s
personality and ideals; their decks serve as a reflection of their core beliefs
and self. Perfect Draw! uses open-ended card creation, action-oriented
moves, and mechanics which centre the characters’ struggles to help
create these kinds of impactful conflicts.

What is the Perfect


Draw! Quick-Play Kit?
The goal of this quick-play
kit is to create an easy way
for people interested in
Perfect Draw! to try the
game before purchasing
the book. Inside this kit are
three pre-made characters,
an adventure designed for
these characters, and all
the rules you’ll need to
play.

To run the adventure,


you’ll need one player to take the
role of the Judge, and two or three
others to take the role of players. The
judge will control the world, playing
the role of NPCs and mediating the
game, while the players will act as
the protagonists using one of the
pre-made characters included
later in this kit.

Everyone should read the


Player’s Kit; then, the Judge should
take the time to read the Judge’s Kit
as well.

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.

All Players have access to each of the General


Moves and (while in a card game) Card Combat
General Moves in addition to abilities gained from
their Playbooks, if any. Players take the role of the
protagonists of the story, having the power to define how
their characters act and affect the world around them.

The Judge will act as the world, as well as the non-player


characters within that world. The Judge is responsible for helping guide
the story for the Players; describing what they see as they encounter new
situations, facilitating gameplay, and describing and playing the NPCs the
Players may interact with.
Resolution
When a Player describes an action taken by their character that has
potential for interesting complications, the Judge may ask them to use a
Move (Players may also suggest to the Judge that they’d like to try and use
a Move; the Judge has the final say as to whether it’s necessary.) Moves
often require rolls; when a player is asked to roll, they roll 2d6 (two six-
sided dice). If a player is asked to “roll +[Something]”, they roll and add the
value of the noted attribute. (For instance, if you were asked to roll+Passion,
you would roll two six sided dice, then add the value of your “Passion” stat
in your Playbook to the result.)
Baggage
During play, players will often be asked to Take Baggage. In Perfect Draw!,
baggage represents the core struggles that your character is dealing
with, and has a number of effects. When you take baggage, you describe
a problem the player character is having and write it down. Usually, this
problem will have something to do with the situation you gained the
baggage in, though this doesn’t always have to be true.

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.

During combat itself, the player


may do any of the things
allowed during their turn, this
includes drawing a card from
their deck, playing a card,
playing a staple, and attacking
with any warriors they control.
Additionally, players may utilise
Card Combat General Moves
during the games. (They still have
access to General Moves, as well.)
Players dictate exactly what Card
Combat General Moves they use and
how they affect the fight itself. On the
enemies’ turn, the Judge uses moves
described in the “The Opponent’s
Turn” section of the Judge’s Kit to
represent their plays and how they
attempt to win.

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.

If it wouldn’t be interesting or relevant for your character to fail at their


action, there’s no need to use any of the moves at all; it simply happens.
Otherwise, roll to find out what happens, using whichever move best fits
the circumstance.

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).

If a Player makes a general move outside of combat


and it is relevant to any baggage, they take -1
to the roll for each relevant piece of
baggage (this cannot reduce the overall
roll modifier below -1). If the move relates
to serious baggage, the roll modifier
is instead set to -1, ignoring any
bonuses that character might
have.

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.

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.

Reveal a New Possibility


When you help someone overcome an issue they couldn’t complete
themselves, describe how you help them, and roll+Passion. Apply any
baggage-related penalties.
On a 10+, you reveal a new opportunity to them. Describe this possibility
you create, and how it aids them.
On a 7-9, you still reveal a new opportunity to them, however, the Judge
describes what this possibility is instead.
On a 6 or less, your plan fumbles and gets in the way; gain baggage.

Brandish Your Skills


When you use your expertise in difficult circumstances, describe how
you make use of your expertise, and roll+Skill. Apply any baggage-related
penalties.
On a 10+, your skills pull through; you succeed proficiently and without
issue.
On a 7-9, problems arise; select one complication from the list below.
 Things don’t work out the way that you intended; describe how
 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 fumble your attempt and make things harder in the
process; 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.

Convey Your Ideals


When you attempt to convince someone to act against their own
ideals or desires, state your convictions, then roll+Friendship. Apply any
baggage-related penalties.
On a 10+, you’ve successfully made them listen to your words. Select only
one complication from the list below.
On a 7-9, you can still convince them, but select two complications
instead.
 You must first show them the value of your convictions in a card
game
 You need to help them with something before they can do what
you ask
 While they may be willing to do as you ask, they interpret it in their
own manner; the Judge will describe how
 They ask you to make a compromise for them to agree with you
 They need time; they won’t help you just yet, but will in the future
On a 6 or less, they don’t care or don’t trust you; 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.

Take a Moment To Recuperate


When you take a prolonged rest away from any danger or strife, each
player may choose one option from the following list to describe how they
spend their time.
 Define a new baggage. Describe what has changed to make this
relevant.
 Create a new card and add it to your deck. If you make a new {Ace},
remove a card with {Ace} from your deck.
 Remove a card from your deck. This can not be your {Ace}.
 Replace a staple in your staples list with another from the generic
staples list.
Additionally, each player should take a chance to check their baggage and
see if any are no longer relevant. If they have been resolved, remove it and
gain experience. (This is not possible for serious baggage.)
Then, the Judge may describe in what way an enemy’s plans or another
potentially troublesome part of the world has progressed in the meantime,
without the players’ intervention.
The players may then choose to each pick an option once more, repeating
this process any number of times. For each time they repeat, the Judge
may describe an additional way that a threat has had the chance to
progress without the chance for interference.

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!

Winning a Card Game


Players win a card game by reducing their
opponent’s life to zero. The opponent
wins if the player’s life is brought to zero
instead. A character’s starting life is
contingent on the significance of the
battle, as detailed in the Starting a
Card Game segment later in this
section.

Some card effects may also


grant players or NPCs additional
ways to win the game - these
should be specified on the card itself.

If the opponent no longer has any


reasonable way to win using
their gimmick, the Judge may
allow the player battling them
to describe how they win from
this point forward.

Drawing the Game


On rare occasions, it’s possible for two
or more competitors to win or lose at
the card game at the same time. This
could be because they both went to 0
life, or because another win condition
was reached by both competitors at
the same time. When this happens, the
game is declared a “Draw”.

In a draw, both competitors either need


to fulfil anything defined as the stakes of
the battle, or neither of them do.

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.

Starting a Card Game


When a player or group of players first initiate a card game with an NPC
opponent, the players first shuffle their respective decks, then decide
together with the Judge whether the battle is Filler, Significant, or a Finale.
The significance of the battle defines how much life competitors will
have, how many cards players draw at the beginning of the game, how
many times NPCs can use response moves (actions that interrupt their
opponents’ plays), and what threat moves they can use (narrative actions
that increase the stakes of battle).

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.

If a battle is Significant, competitors start with 3 life and 2 random cards


from their deck in their hand. NPCs can use response moves twice, and
can use lash out against losing and reveal your backup plan once each as
threat moves.

If a battle is a Finale, competitors start with 4 life and 3 random cards


from their deck in their hand. NPCs can use response moves three times,
can use lash out against losing twice and reveal your back up plan once.

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.

Starting Starting Response Lashing Backup


Life Cards Moves Out Plans
Filler 2 1 1 1 0
Significant 3 2 2 1 1
Finale 4 3 3 2 1

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.

Ending A Card Game


When a card game finishes, any stakes of the fight
resolve; for instance, if a character made a deal based
on whether they won or lost the game, they are now
required to fulfil the appropriate end of the bargain.

Then, each player (whether involved or uninvolved in


the card game) should check their baggage list. If any
baggage has been resolved or is otherwise no longer
relevant, resolve it and mark experience. This is not
possible for serious baggage.

Finally, any players involved in the fight mark experience


on their character sheet.

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.

A Warrior Card will usually be represented by a living entity such as a


person, an animal, or an alien being. However, anything with the ability to
reasonably attack, defend, or otherwise exert force upon the world, such
as a machine or supernatural force, can be a Warrior Card.

Warrior Cards have a “Strength”. There are three levels of strength a


Warrior Card can have:
 {Weak} A Warrior without any exceptional combat ability beyond
what a regular person might possess. Opponents lose no life when
taking damage from {Weak} warriors.
 {Normal} A Warrior that can stand its own in a fight, with combat
abilities far above that of a normal person. Opponents lose 1 life
when taking damage from {Normal} warriors.
 {Strong} A Warrior with combat abilities surpassing that of an
army of normal people. Opponents lose 2 life when taking damage
from {Strong} warriors.
During the owner of a warrior’s turn, that warrior may choose to
attack. (By default, a Warrior Card may only attack once per turn.) If the
opponent has no warriors in play, then that opponent can be attacked
directly, making them lose life depending on the warrior’s strength. Note
that if an opponent controls only items, warriors may still choose to
attack that opponent directly; otherwise, they may only target a warrior
or item for their attacks. Warriors do not have to attack all at once; cards
can be played and effects can be activated in between their attacks.

A {Strong} warrior will always defeat a {Normal} warrior if it attacks or


is attacked by that warrior, unless stated otherwise by a card’s effect;
the same is true for a {Normal} warrior defeating a {Weak} warrior.
When a warrior is defeated, it is removed from the field and put into the
graveyard. When a warrior attacks another warrior of equal strength, the
player rolls Decide the Outcome of a Clash to discover which warrior is
defeated.

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.

As with warriors, Item Cards can be attacked and defeated. If an item is


defeated, it is put into the graveyard.

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).

Invocations often represent an action being undertaken or a spell being


cast, but can represent many things, such as an event or the presence of
something supernatural.

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.

Warriors created by staples are tokens by default, meaning they are


played directly onto the battlefield, with have no effects unless otherwise
stated. They’re not added to your deck afterwards, and don’t go to the
graveyard once destroyed (they are instead removed completely from
the game).

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.

Additionally, certain card text may allow


additional actions to be used as part of your
turn. The details for this should be specified on
the card itself.

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.

Begin Card Game Combat


When you initiate card game combat with one or more opponents, first
define the stakes of the battle for each player; then, check each player’s
list of baggage.
For each relevant baggage for this battle, that player gains 1 Advantage.
Finally, decide on whether the fight is a Filler, Significant, or Finale fight,
and decide the order of competitors’ turns. The first competitor then
begins their turn.
Remember that warriors cannot attack if it is the first turn of the game,
and that players do not draw a card if it is the first turn of the game.

Play your {Ace} Card


When you’re behind in a game and play a card with the {Ace} keyword,
describe how this card makes you feel reassured in yourself.
Gain 1 Advantage. You can only gain this benefit once per card game.

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.

Take Control of the Game


At any point during card combat, you can spend 1 Advantage to do one
of the following actions:
 Draw 1 additional card at the beginning of your turn.
 Place a card of your choice from your deck at the top of your deck.
 Stay at 1 life when you would have lost your last life (you may Risk
Everything to Win in response to losing your last life).

Decide the Outcome of a Clash


When two cards of equal strength battle each other, take a moment to
describe what their clash looks like. Roll+your Tension.
On a 10+, your card wins the clash.
On a 7-9, both cards are of equal strength and neither wins over the
other. Decide whether they both win the clash, or if neither do.
On a 6 or less, your opponent’s card wins the clash.
When a warrior wins the clash, the opposing card is destroyed.
When an item wins the clash, it can’t be destroyed in this clash.
Players can spend 1 Advantage to raise the result of this roll from 6 or less
to 7-9, or from 7-9 to 10+.

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.

Protect Against A Response


When your opponent uses a response move, roll+your Tension.
On a 10+, you counter the response, allowing you to continue as you
planned.
On a 7-9, you can choose to spend 1 Advantage to counter the response.
On a 6 or less, their response goes through successfully.

Draw The Perfect Card


When you would draw a card, you can choose to spend 1 Advantage
instead. If you do, Create a Card and add it to your hand instead of
drawing.

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.

Reflect After A Card Game


When you finish card game combat, each player involved in the battle
marks experience. Then, each player (whether involved or not) should
check their baggage list.

If any baggage has been resolved or is otherwise no longer relevant,


remove it from the list and mark experience. (This is not possible for
serious baggage.)

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.

For instance, if two teams (one with three competitors, and


another with two) were playing against one another, the turn
order would be:

Team A, Player 1 -> Team B, Player 1 ->


Team A, Player 2 -> Team B, Player 2 ->
Team A, Player 3 -> Team B, Player 1 ->
Team A,Player 1 -> Team B, Player 2 -> etc.

And so forth. This means that teams with less


competitors will have each of those competitors
taking their turn more often, on average, than
an opposing team with more competitors.

When a warrior attacks, it may attack any


competitor not on their team.

Competitors may not attack an opponent


until that target has taken at least 1 turn.
If there are more than two teams, if one
team loses all of its life (or loses by an alternate
method), they lose; they are no longer in the
game, and become a part of the audience.

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.

Each competitor will take a turn sequentially; either


clockwise or counter-clockwise, depending on the
group’s preference.

When a warrior attacks, it can


attack any other single
competitor. Competitors
can not attack an
opponent with a warrior
until that opponent has
taken at least 1 turn. When
a competitor loses all of
their life (or loses by an
alternate method), they lose;
they are no longer in the game,
and become a part of the
audience.

Joining Ongoing Games


It’s not all that uncommon for scenarios to
occur where a player would join a game
that’s only partway through. This can be
an exciting game moment, but can also
cause a number of issues with the maths
and balance of fights. No matter what, it’s
usually the easiest and most dramatic
option to allow the joining player to take
the next turn when they enter. When
determining how to adjust life totals
and starting cards in hand, your options
depend on the type of multiplayer battle,
as shown below.:

In a Team Battle, nothing should change.


The teams keep the same amount of total
life, and the new player can enter the
game as they would normally. If they enter
during the opponent’s turn, they can’t be
attacked until their first turn.

In a Free For All, the entering player should


take a penalty to their starting life total
and starting cards in hand so that their
life and hand size are each equal to the
lowest amount of that among the active
competitors.

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
na Guerrero,
havegamthe determination
e des ign at Shuffle Citand anthe
d I gumption
study card to
grades are
overcome them! y Un iveryour
sity! My
reallyLearning
bad, but Ifrom
know tha friends
t one
daystep
every I canofbec the
omeway, and
the ver never
y bes accepting
My as t the re is.
a loss goathe
l is tofinal
takestep. You’ll
on and win be the best
Shuffl
there e Citwas.
ever y InvEventually. the annual
itational Tourney
prove to the world that I’m the so I can
Kid whoshi
ieved I am. animenin
staExample wantsg to be the
rvery dadArchetypes:
my best, bel
Knuckleheaded protagonist,
Determined best friend.

Passion Skill Friendship


23
X -1 1
Select one stat and increase its value by one.
Name: Elena Guerrero
Pronouns: She/Her
Look
-
Hair: Scruffy, Long, Haircut by mum,

-
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.

Premade Character: Elena Guerrero


22
Create Your Deck
Deck Archetype: Building Block Battalion (B.B.B.)
(Suggestions: Toy Robots, Star Knights, Spell Artists)
Select one reason this deck is important to you:
 It represents a skill or interest of yours that you used to hide or are
possibly still hiding to this day
 It was given to you by someone you looked up to, and represents how
they saw you

- - - - - - - -
 It was made by you personally and is filled with little touches that are
-
entirely yours


Describe your deck’s gimmick: Smaller warriors that team up


(Suggestions: Smaller warriors that team up, Playing aggressively with warriors that gain
effects when they deal damage, Warriors that swap out for one another)
Create four cards for your deck. One of these cards is your {Ace}. Describe
why your Ace is important to you in particular:
B.B.B Star Soldier reminds me of myself as a child.

Answer One Question for Each Section


Your Struggles: Your Friends:
 Who is someone you used to idolise, and
-
- - help --
 Another player is your best friend; how
how did they betray your expectations of
them? -
-
about -you. -
did they
-
you
-
most? Ask them the same

 Who introduced you to the game, and  You’ve sworn to protect another player;
why does it matter that they’re better than M
why did
y be you do this? Ask them how they
styou.
friend Aggie gave me he
you at it? rely
to thone Sh r ticket
uffle City Intovitanother
---  Who is trying to teach you to be better Ri
 You
sing Stwant
arstodivprove ational player
Tournethat
y
--- at the game, and what do they expect in you’re
he capable;
lpedadmit
ision
why? . sk them howthey
them it.and to ta(A
Ask them why
I
- e
return? won’t ke baggage).
m
Garfield is helping
 
My professor,ngDerr. at card games, but needs me
stro
comebaggage.
beGain .
to get good grades
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.

When Trainers Eyes Meet


When you challenge someone to a card
game battle, you can initiate the fight
immediately, no matter the circumstances.

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.

B.B.B Star Soldier B.B.B Toybox B.B.B B.B.B


Support Copter Build Instructions
Warrior | {Normal} Item | {Normal}
{Ace} Warrior | {Normal} Invocation
When this is played
{Teamwork} and at the start of {Teamwork} Draw 3 cards.
each turn, create a All other warriors You can only use this
{Piercer} 1 {Weak} warrior. you control are card if it’s the last
{Followup} All warriors have {Strenghened}. card in your hand.
{Teamwork}.

Example Custom Cards


You can use these cards whe
n you ’re asked to Create a
Card.
B.B.B B.B.B
Backup Squadron Explosives Planter B.B.B
Tactical Officer
Invocation Warrior | {Normal} Warrior | {Weak}
Create four {Weak} {Teamwork}
warriors with {Teamwork}
{Teamwork}. Target oppone
{Fumbles}. nt You may play an
additional staple or cast
an additional invocation
the turn you play this.

Otherwise, you can


the quick-play kit. use the Volatile or Custom Card Creation rules from

2525
The Prodigy Premade
TheI’m
fact ofadthe matter
theTech
Conr
best there
Mar tin,
is. my CEOis of
Anyone
simple: you’re just
Maindenies
who phase it is
nolog ies. In company we use the lates
either
techtoo ignorant
to desig or too
n innovativ headstrong
e card for ttheir
games and card
owngam e toolsPlaying
good. . this game is as easy as
breathing
While othetorsyou,
mightand
chance to show not you’ll never turn down a
admit it, I’m the
best card gamer who’s
in all ofon top.
Shuffle City. I’ ll use
my domiArchetypes:
Example nance to over comeupmyrich
Stuck corp orat
kid, e rival
Too cool ,for
Dimensio
school lonernal
withMec hanics.
hidden skills, Seven-time tournament
winning pro

Passion Skill Friendship


1 23
X -1
Select one stat and increase its value by one.
Name: Conrad Martin
Pronouns: He/Him
Look
-
Hair: Stylish, Well groomed, Naturally
beautiful,

-
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

Answer One Question for Each Section


Your Struggles: Your Friends:
----- - - -
 Describe an enterprise that you own and
 Another player is your rival: when did they
-
-----
-
beat you
- -
spectacularly? Ask
-
control. What does a competitor do better
them how they
- -
than you?
did so.
 What family member matters to you
 Another player is an old friend: how did
se Tech at aies;
nolog
Mymost? What
company
age?
is did
Maithey
nphainstil in you
es and card
young you meet?
A girl
disagree
nam Ask them what the two of you
on.ed Elena beat me during the
wemak e high tech card gam first anni versarywas
tourstruggling:
ney I ran what
for mydid
eWhat supernatural
. Our comp entity
etito isorDim
r you force nal
ensiohave  Another player
com pany
gam
you tools
discovered? What doto prodwant
uce fromper
chea you do to .help
I insist that
them? Askitthem
was awhat
fluke and
they
Mec hanics, who are able
them? wantyou.
owe to prove it. (Ask them how they
and more diverse products for the foolish beat me and to take baggage.)

mas ses. 

Gain baggage. You and that player each gain baggage.

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
-

anything of you in return for their work, so


-

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

baggage related penalties: They are physically strong. They will


help in dangerous situations and protect you,
nph s

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
28
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.

Chained Titan - Truename Speaker Curse Speaker Unchaining Key


Prometheus
Warrior | {Normal} Warrior | {Normal} Item | {Normal}
Warrior | {Strong}
{Ace} When this is played, if When this is played, As long as you control
you control Prometheus, if you control Prometheus, once per
{Overwhelm} gain 3 life. Prometheus, destroy turn, draw a card.
At the beginning of target warrior or Also, Prometheus can
your turn, lose 1 life. item. attack twice each turn.
When Prometheus is
destroyed, return it to
your hand.

Example Custom Cards


You can use these cards when you’re asked to Create a Card.
Acolyte of Final Word Ship of Theseus
Prometheus Speaker
Invocation
Warrior | {Normal} Warrior | {Normal} Discard your hand.
{Overwhelm} Gain 1 life. Draw that many
cards.
This warrior counts While Prometheus is
as “Prometheus” while on the field, that card {Followup}
on the field. has {Inconspicuous}.

from
Otherwise, you can use the Volatile or Custom Card Creation rules
the quick-play kit.

29
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

Passion Skill Friendship


-1 1 X
23
Select one stat and increase its value by one.
Name: Agathe Stamatis (Nickname: Aggie)
Pronouns: She/Her or They/Them
Look
-
Hair: Eccentric, Accessorised, Subcultural,

-
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.

30
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


Describe your deck’s gimmick: Advantages from winning Clashes


(Suggestions: Advantages from winning clashes, Dice roll randomisation with big payoffs on a
“6”, Drawing cards and gaining advantages from drawing)
Create four cards for your deck. One of these cards is your {Ace}. Describe
why your Ace is important to you in particular:
It used to be my sister’s favourite card before she disappeared

Answer One Question for Each Section


Your Struggles: Your Friends:
 Someone is following you. Who are they,  Another player helped you at your
and why haven’t they revealed themself to lowest: what was this moment? Ask them
you? how they helped.
-
- --
- Someone close to you joined the wrong  You and another player met through
---
--crowd: what crowd, and why are they someone. Who? Ask them why that
-
- important to you? someone is now gone.
 A group of people disrespect and bully
- ---
-
 Another player is a fan of yours: what did
- ---
-
you: When were they your friends, and what you do to get famous? Ask them why they
made
I’m aware
not that of it yet, but my sister
change?
- like you.
 ed an underground organi
sation called
join sed me eve r since our  The CEO of Mainphase Technologies,
e rai
“NET DECK.” Sh she disappeared as part
parents died, but Conrad Martin is a big fan of mine;
Sponsorships his company
fromeach helped me
of joining the group.
Gain baggage. You and that player gain baggage.
succeed in streaming. (Ask them why they
like me and to take baggage)
Baggage
I need to find my sister o o
Relying on MT Sponsorships o o
o o
o o
o o
Fill in o if the baggage is serious.

31
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.

Gift Card X Helping Hand


When another player uses Overcome Your
Before any other player starts a Card Game, Weakness and is able to remove baggage
you may share with them a card from your because you believed in them and helped
deck, and add it to their deck. Before you them, you gain a non-serious benefit of your
start a card game, other players can share a choice.
card with you. Start with that card on the top
of your deck. All cards are returned to their
owners’ decks after the game. Guardian Angel
Someone is out to protect you; whether it’s
a shady society, an old friend, or something
My Friends are my Power more mysterious. Whenever you get into
When you Begin Card Game Combat you trouble, you can roll+Friendship. Apply any
start with an additional Advantage for each baggage related penalties.
player that has baggage related to the On a 10+, they come to help and grant you a
combat. new opportunity.

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
32
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.

Spirit Samurai Spirit Samurai Spirit Samurai Crossroads Killing


Masamare Mubanshee Hideyokai
Warrior | {Normal} Invocation
{Ace} Warrior | {Strong} Warrior | {Normal}
Target warrior
Masamare may always {Piercer} 2 When this is played, battles another
roll to Decide the draw a card. target warrior.
Spirit Samurai
Outcome of a Clash, Mubanshee can’ t (If they would roll to
even against cards it attack the opponent clash, they are both
couldn’ t otherwise. directly. destroyed instead.
Whenever a Spirit You may choose two
Samurai wins a clash, opposing warriors
draw a card. with this effect.)

Example Custom Cards


You can use these cards when you’re asked to Create a Card.

Armour of Spirit Samurai Cursed Blade


the Spirit Samurai Hanztu Muramasa
Item | {Normal} Warrior | {Normal} Item | {Strong}
Choose a warrior When Hanztu wins a Each turn, target
you control; it is clash, destroy another warrior you control
{Strengthened} and warrior the opponent can always choose to
gains {Blocker} while you controls Decide the Outcome of
control this item. a Clash, even against
cards it couldn’ t
otherwise.

Otherwise, you can use the Volatile or Custom Card Creation rules
the quick-play kit. from

33
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.

Volatile Card Creation


Volatile Card Creation is intentionally an extremely fast and loose process.
When you’ve used the Draw the Perfect Card move in the middle of a
battle, using other card creation methods can slow down the game.
Volatile Card Creation gives you a method to make cards quickly without
sacrificing the effect you want to have on the card game itself.

To create a card, describe to your Judge the type of card you’re


looking to create. You should give it a name, decide what card type it is,
how strong it is, and what effect you want the card to have.

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.

34
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.

Defining Your Card


The first step to making your card is deciding the type of card you want
to make, and its strength if applicable. Details regarding how different
types of cards and strengths work in a card game can be found in
Chapter 2’s Types of Cards section.

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:

Warrior Item Invocation


{Weak} 3EP 4EP
3EP
{Normal} 2EP 3EP (invocations do not
have strengh)
{Strong} 0EP 1EP

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.

35
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.

Next you’ll need to answer a number of questions about the effect to


decide how much EP the effect costs:
 Does the effect lean into my gimmick? -1EP (Once per card)
 How powerful is the effect? +1EP for each instance of powerful
 How Versatile is the effect? +1EP for each instance of versatile
 Is the effect Consistent? +1EP
If you’ve described multiple separate effects for your
card, you should ask these questions for each effect
separately.

Give your new card a name that makes sense


for your deck or the ongoing narrative. Try and
describe what it looks like when you first use it
in a card game.

Does the Effect lean


into my Gimmick?
During character creation,
players will specify a gimmick for
their deck. In the Rising Stars
adventure, these have been
specified for the premade
characters already. This
gimmick will describe the
overall playstyle of the deck
and what it wants to do. So
long as you can convince
the judge that the effect
meshes with your gimmick,
then you can answer “yes”
for this question and reduce
the cost of your effect by -1EP.
Note that you can only say that
an effect leans into your gimmick
once per card.

36
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.

Calculating How Powerful an Effect is


Some effects may have variable outputs depending on luck, the state of the game, or
other complications. Here are a couple of general rules to follow when calculating the
power of effects:
 If your effect has some aspect of randomness (such as by making you flip a
coin), you should base how Powerful it is on the average case.
 Always assume that a warrior or item will stay on the board for 2 turns when
calculating how powerful it is.
 Always assume both you and your opponent have either 2 warriors and 1
item or 1 warrior and 2 items (whichever would make it cost more EP).
 Always assume you have 2 cards in hand, it is turn 2, and both you and your
opponent have either 2 or 5 life (whichever would make it cost more EP).
In other scenarios, do what makes the most sense based on reasonable game
judgement and the average case.

37
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.

Knowing whether a card is likely to give you options can sometimes be


dependent on how the game has progressed, but if you would have
a choice under the following conditions then you should consider it
Versatile:
 Both you and your opponent have either 2 warriors and 1 item or 1
warrior and 2 items (whichever would make it cost more EP).
 You have 2 cards in hand, it is turn 2, and both you and your
opponent have either 2 or 5 life (whichever would make it cost more
EP).
In other scenarios, generally assume that there will be two of something
unless it is for one reason or another rare.

For more obscure effects, consider what you think is likely


to be the average situation when you use the card and
whether you have a choice in that case.

Effects can become Versatile 2 or more if they’re


likely to give the user 3 or more options. In this
way, an effect is considered more versatile for
each option the player is likely to have after
the first.

Your effect will cost +1EP for each instance of


Versatile it has. Feel free to edit your effect so
that it isn’t versatile anymore if possible (such as by
adding a restriction so you would only have one
target in the average case).

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)

38
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 good under multiple possible conditions and without


any setup, then it is considered Consistent. Ask if there is any reason you
might not, should not, or could not play the card with this effect, other
than having other cards in your hand that are a better option at the time.
If none of these scenarios are reasonably likely to come up in a card
game, then the effect is Consistent.

Note that while asking whether an effect is Powerful or Versatile


generally assumes an average scenario for when measuring them, when
you decide whether an effect is Consistent, you should consider any
scenarios that are likely to come up during a game (such you and your
opponent controlling no warriors, or you being at 1 life).

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).

Types, Attributes, and Tribes


Many card games feature categories which cards fall into. For example, Yu-Gi-Oh! has
attributes and types, and Magic: The Gathering has colours and tribes. This is useful
because it allows cards to have specified effects such as “Destroy a FIRE card” instead
of having it able to affect all cards. This can help make an effect no longer Versatile or
no longer Consistent depending on how it’s included. It can also be used as a way to
introduce weaknesses to certain cards (such as making a card named “Undead Horde”
always lose clashes against LIGHT warriors).

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.

When deciding if an effect is no longer Versatile or Sonsistent due to type-based


clauses, consider how meaningful that restriction is. For instance, if all the warriors in
your deck are rats, having an effect that “only works on rats” would functionally always
work so long as you controlled a warrior, and thus not restrict the card as much as
requiring you to have a warrior would do.

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.

You can give your card a weakness / significant weakness. These


give you an additional 1EP and 2EP respectively to work with. However
they also mean giving your card detriments of one kind or another.
Weaknesses are described in the Giving Your Cards Weaknesses section
below.

Giving Your Cards Weaknesses


To add a weakness, you must add an additional effect to your card,
unique from any clauses already making effects non-Versatile or non-
Consistent. This can be a new effect, or a modification of an existing
effect.

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.

Additionally, if the Judge agrees that the weakness is significant


(impeding gameplay in a heavy and notably detrimental way), you can
add 2EP instead. A good way to tell if a card should be considered a
significant weakness is if it is roughly equivalent to Powerful 2 or more.

40
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:

Mailing List: https://www.backerkit.com/call_to_action/a58d2ae5-d937-


48b3-8e73-1410e35aaca3/landing

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

Everway Silver Anniversary Edition by Jonathan


Tweet, Richard Thames Rowan, and Jesse
McGatha, published by The Everway
Company, LLC (http://everway.com)

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