Playing Card TTRPG
A genre agnostic pick-up-and-play TTRPG using a standard deck of playing cards, made for Nordic Game Jam 2020.
Role: Designer (solo)
Context: Nordic Game Jam project
Timeframe: 5 hours
Status: Nordic Game Jam 2020 submission
What I delivered
Designed the core resolution mechanic, with a focus on an abstract representation of human capability using cards.
Designed playable classes based on suits and face cards, giving distinct roles without traditional character sheets.
Created narrative abstractions for suits as an alternative to granular stats - enough structure to guide play while staying genre-flexible.
Wrote a succinct rules document intended to be learned quickly by new players (minimal setup, fast start).
What to Notice in Document
Fast onboarding: Players can start with a deck of cards and a short rules read, without system prep.
Meaningful choices with simple components: Decisions emerge from what you hold, when you commit cards, and cooperative actions with other players.
Genre flexibility without losing structure: The suit abstractions provide guidance while leaving room for interpretation.
Context
Player Goal: Have an idea for a story to play with friends, but no interest in learning a complex RPG system; start quickly and keep the rules light while still supporting meaningful decisions.
Core Loop: Set the scene → draw cards → attempt actions by playing cards against the storyteller’s challenges → resolve outcomes and consequences → continue the story.
What makes it distinct: It’s designed around accessibility and interpretation: any table can play with a deck of cards, and the suit-based narrative abstractions let the system support many genres without rewriting rules.
Design goals
Pick-up-and-play: An RPG you can start in minutes using an accessible medium (a standard deck).
Use the deck meaningfully: Leverage suits, ranks, face cards, and hand management to create real gameplay decisions (not just randomization).
Support distinct roles: Create recognizable classes/archetypes without heavy character sheets or long progression rules.
Support any story: Create rules that encourage and support any genre of storytelling.
Constraints
Hard time limit (~5 hours): built alongside exam work, so scope had to be minimal and rules had to do a lot with very little.
Component constraint: the system had to work with regular playing cards (no custom deck, no special accessories), which forced elegant abstractions.