I found myself playing constantly: when I was bored, procrastinating, or just in need of something to do with my hands. One night, while on a call with a friend, I excitedly streamed my gameplay to her. “I wish I could play more than just these few levels,” I complained. “There’s no way they built out this whole system for such a small part of the game.”
She laughed in disbelief. “That’s literally just Balatro. How have you never heard of Balatro?”
Embarrassed, I bickered with her for a few seconds and then promptly rushed to Steam to download the full game. Ever since, I’ve logged… well, let’s just say a probably unhealthy number of hours in Balatro.
After all, the friend who told me about Balatro was also the DM for our late D&D campaign and a player in my gone-but-not-forgotten Call of Cthulhu campaign. Ever since moving for college (and some friend group break-ups along the way), I’ve missed playing TTRPGs with her. We’re always looking for new ways to play and, perhaps more importantly, new players. However, most people who’ve never played any TTRPGs don’t have D20s lying around, and games like D&D aren’t exactly the most accessible or exciting for newcomers. So what might make the start-up cost lower and process faster?
Well, as I was thumbing through a crisp new deck of butterfly-themed cards I bought as a little park souvenir yesterday (my mom insisted), I realized a standard deck of playing cards could be a great option. They’re equally (if not more) widely available than six-sided dice and just as easy to use and understand, but their variety of suits and ranks also allows for more customization and nuance.
I’m convinced I’ve heard of a homebrew TTRPG system like this before, but I think it was in a Tumblr post, and I can’t find it with a Google search. However, I did find some full-fledged games that use playing cards (thanks to forum users here and here, as well as this comprehensive list that I will definitely be referring to in the future)!
In Castle Falkenstien, each suit represents different skills and magic types, while ranks act as skill modifiers. Outside of combat, players have hands of four cards, meaning they can view their successes (or lack thereof) ahead of time and choose which card to play. This system also limits their actions; for example, if you have a hand of clubs in a situation that requires charisma (represented by spades), you’re out of luck. However, this can also inspire creative problem-solving and fun scenarios: Maybe you can’t talk your way out of the situation, but you can try fighting your way out!
This now-archived Reddit post outlines a similar ruleset, although each suit represents different skills (more akin to D&D skills). Face cards are used for randomized character creation, while number cards are used for skill checks. Unlike in Castle Falkenstien, players only draw 1-3 cards at a time, depending on their skill level (as determined by the face cards). Taking damage gives disadvantage to a skill associated with a face card.
To me, where this rules-lite system really shines is in its optional rules. The use of face-down cards as a dungeon map with random encounters calls to mind dice stacking mechanics in some homebrew dice-based games, and the optional Joker rules remind me, of course, of Balatro.
Perhaps one of the most exciting parts of Balatro is discovering the rules and perks added by each new Joker, and it’s always reminded me of Mao, a card game introduced to me by my high school choir director. Not explaining the rules of Mao is the whole point of the game, so it would feel almost sacrilegious to post them here, but, point being, the idea of a card-based TTRPG with hidden rules and a similar feeling of discovery is interesting to me. While perhaps the point of a card-based TTRPG is to be rules-lite, the opposite—a ton of rules and number-crunching, which usually isn’t my thing in RPGs, but I love it in Balatro—could also play into the roleplay aspect and inspire wacky social scenarios like those that might arise in systems like Castle Falkenstien.
However, like in most TTRPGs, the majority of these rules would come into play in combat. Players and NPCs would draw numbered cards for initiative. Then, the GM would blindly deal cards to each player and themself, with the hand size depending on the amount of players, and players would take turns playing poker hands. This could be played like a real game of poker, in which the winning hand is victorious and earns points that represent health, combat progress, damage to enemies, etc. Alternatively, like in Balatro, players could simply play poker hands to meet a point goal (damage to the enemies) set by the GM within a certain number of rounds (before they die to enemy attacks). Points could be tallied on paper as in most RPGs, or physical chips, dice, or even real money could be used.
I like the idea of using suits to represent different skills, and I think The Anywhere RPG (the Reddit post I discussed before) has a good balance—although hearts might not be very useful in combat, unless you’re playing the equivalent of a D&D bard or warlock. However, I also like the alternative idea of using suits to represent unintended consequences, whether positive or negative. I’m imagining a system similar to Star Wars RPG (FFG)’s narrative dice, in which players can succeed but with setbacks, or fail at their intended goal but succeed in something else.
For example, if a character is trying to sneak around in an action RPG, a Ten of Spades would be a great success (in most situations) because of its rank, but the suit might mean the character gets slightly injured in the process. As another example, in a sci-fi RPG, a Three of Hearts might mean failure for a dreadnought captain trying to navigate through an asteroid belt, but at least their alien crush thinks they look super hot as the ship is crashing.
I don’t have anything near a full system built out, especially for the poker-based combat, but maybe I’ll create one in a future post. For now, I’m going to brainstorm and enjoy testing out some existing card-based RPGs… if I can convince any of my friends to join me. Come on, you don’t even have to buy dice!