Rules v1.3 - 108 cards (46/deck ×2 +16 quests) - 2 players · 20-40 min · First to 5 VP
Each player: Shuffle 46-card deck, draw 5. Gold stays in hand (your bank).
Centre: Shuffle 16 quests, reveal 3. Put deck nearby, leave discard piles.
Start: Player who last read a book goes first. First player already drew 1 (starts 6).
Draw 1 (2 if you have Amulet of Renewal). Underdog's Resolve (v1.3): If you're 2+ VP behind at start of turn, draw +1 extra. Stacks with Amulet (up to 3).
Recruit - Pay Gold by discarding Gold cards, put companion in Party.
Acquire - Same for artifacts.
Complete Quest - If total Power ≥ quest requirement, claim it, gain VP, replace centre quest.
You may Discard 1 to cycle. End Turn to pass.
Power: Sum companion Power + bonuses: Ring 4g +1 all, Healer 2g/2p +1 all (stacks: 2 Healers+Ring=+3 each). Shield 4g quests -1 Power. Underdog is draw, not Power.
Quests 16: 1VP req3-4 Patrol/Village/Scout Ruins/Troll/Library/Goblin; 1VP req5 Courier; 2VP req5-6 Assassin/Bandit/Storm/Enchanted/Haunted; 2VP req7-8 Dragon/Throne; 3VP req9-10 Starfall/Coronation. First to 5 VP wins. Underdog draws keep 4-1 to 5-4 tension.
Early: Rogue/Scout → Mid: Captain/Healer+Ring → Late: Siege/Archer+Sword. Don't buy Sword before 3VP. Time Thief when opponent has 6-7 cards.
Print: Punch 46+46+16 + VP track (0-5) or 10 tokens. Sleeve Gold. Print companions white, artifacts gold tint, quests parchment. 108 = 2×54 sheets.
Feedback (drives v1.4): After 3 games, codes: jvdesignstudio.co.uk/games/call_of_the_cards.html#playtest - Fun 1-5 / Balanced? / Replay? / Broken: Gold/Quests/Thief/Healer. Covers 108.
JVDesignStudio v1.3 2026-09-11 · Engine call-of-cards-engine.js · AI + Local 2P playable