Overview: A strategic card game about military deployment, bluffing, and resource management inspired by the Ashlock Wars.


Setup

  • Each player starts with 10 resource points (coins, tokens, etc.)

  • Deal each player 7 cards to start

  • Players can see their own cards but not their opponent's


Card Types & Values

  • Scouts (Value 1-2): Cheap, low risk, good for bluffing

  • Infantry (Value 3-5): Solid backbone troops

  • Cavalry (Value 6-8): Strong units, costly to deploy

  • Siege Weapons (Value 9-10): Powerful but expensive and obvious

  • Special Cards: Ambush, False Intelligence, Reinforcements (rare, various effects)


Round Structure

Phase 1: Deployment (Secret)

  1. Each player selects 1-3 cards from their hand to play face-down

  2. Players announce what they're deploying (can lie!)

    • Example: "I'm deploying cavalry and infantry" (might be true, might be all scouts)

  3. Players commit resources equal to what they claim to deploy

    • Minimum 1 resource per card

    • If bluffing, you can underpay (risky!) or overpay (sells the bluff!)

Phase 2: Reading Your Opponent (Optional)

Before revealing, either player can attempt to read their opponent:

  • Perception Check vs opponent's Deception DC

    • Success: You get a hint about their deployment (GM gives vague info: "They seem confident" or "You sense hesitation")

    • Critical Success: You learn one specific card type they played

    • Failure: No information

    • Critical Failure: You misread them and they know it

After reading attempts, either player can fold and forfeit the round, losing only their committed resources.

Phase 3: Reveal

  1. Both players flip their cards simultaneously

  2. Calculate total army value

  3. If someone under-resourced their deployment: Caught bluffing! Automatic loss of round + lose double the resources they should have spent

  4. Highest total value wins the round

  5. Winner takes all resources wagered that round

  6. Both players draw back up to 7 cards (or as many as remain in deck)


Bluffing Mechanics

Successful Bluff:

  • Play low-value cards (scouts) while claiming high-value deployment

  • Opponent folds before reveal → You win without showing cards

  • Opponent calls and you still win somehow → Extra psychological damage

Failed Bluff:

  • Opponent calls your bluff and you lose → Lose double resources

  • You fold when you actually had the winning hand → Wasted opportunity

Deception Check: When making bold claims about deployment, GM may call for Deception check:

  • DC 15: Basic bluff (claiming one tier higher than reality)

  • DC 20: Major bluff (scouts as cavalry)

  • DC 25: Outrageous bluff (empty deployment as full siege)

Opponent's Perception check opposes your Deception.


Strategy Elements (Games Lore)

Players can make Games Lore checks to:

  • Recall historical strategies (DC 15): Gain +1 to next Deception or Perception check

  • Read the meta-game (DC 18): Predict likely deployment based on resources spent

  • Calculate odds (DC 20): Know the probability of certain cards remaining in deck