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THINK
DECK
Much like the ancient art of TAROT card reading, using the
THINK DECK is an art, not a science. Breathe a little, let your
mind wander, and see little bits of magic hiding in suggestion.
The hardest reads are often the most imaginative, if you’re
ready to consider new horizons.
You won’t be lifting any star fighters from the swamp, but may-
be you’ll stumble into some innovative ideas for your next ses-
sion.
-HANKERIN FERINALE
1
THE QUESTION
Shuffle the cards. Once your mind is settled, cut the deck. Now place in your
mind a question about creating material for your upcoming game. Visualize with
absolute certainty. Keep it, clarify it. Ask this question with honest curiosity. If
you’re a game master, it will be a matter of seconds before you have a question
(or a thousand) ready.
Nothing is more important in using the THINK DECK than this question, embla-
zoned in your imagination as you draw and interpret the cards. It is the power
of suggestion, the hidden force that imbues the cards with epiphany. The more
specific your question before you draw, the better your results will be.
“I’m creating a new monster for tomorrow night’s game. What could it be?”
“I need an idea for a room in the castle that really challenges players.”
“I’m writing a new adventure. What are the big themes that make it cool?”
“What major events could give a new campaign mystery and gravity?”
A good way to focus your mind on this creative question is to continually shuf-
fle your THINK DECK as you consider your design challenge. Have your journal
ready to record your draw, more importantly to record your interpretation of
that draw. Believe in the process. In time, practicing the art of THE QUESTION
will not only help you use the THINK DECK, but it will hone your creative abili-
ties as a whole.
Now that you have your QUESTION, it’s time to use the nuts and bolts of the
THINK DECK to get some answers. Read on.
2
TYPES OF DRAWS
Take your THINK DECK in one hand, and with the other draw and flip one card
at a time, dropping them in a row from left to right. Depending on the nature of
your QUESTION, draw 3, 4, 5 or 6 cards as described below.
ROOM is a word used to mean one encounter or scene in your game. It could
be a cavern filled with creatures, a collapsing castle dungeon, or climactic battle
atop a jagged cliff.
A CAMPAIGN is the largest thing you can imagine in tabletop game design. It’s a
huge, living thing with multiple adventures. When designing a CAMPAIGN, keep
your expectations loose and focus on wider themes. The players in your game
are bound to muck things up.
You’re ready to begin. Now let’s look at how to READ what cards may come...
3
READING TIMERS AND TARGETS
As you get familiar with the THINK DECK, you’ll see the ‘oddballs’ in the deck
showing large numbers over a 4-sided die symbol and a 20-sided die symbol.
These are TIMERS and TARGETS, respectively. They’re unique, and plug directly
into building mechanics and excitement in your INDEX CARD RPG game play.
READING TIMERS: As many of you may already know, TIMERS are a pivotal ele-
ment of ICRPG game play. They keep things moving, build suspense, and add a
variability to the timing of things in any game. When you draw a TIMER card in
your THINK DECK, consider these interpretations:
READING TARGETS: TARGETS are used in ICRPG to set a difficulty level for a
block of game play. Players will be rolling against this number. When you draw a
TARGET card in your THINK DECK draw, it simply indicates what difficulty the el-
ement you are considering will be. This may seem obvious, but selection of dif-
ficulty is a perennial challenge for game masters. Simply letting the THINK DECK
make this choice washes your hands of guilt, and keeps you being creative. If a
TARGET seems brutally high for your players, don’t fret! Consider subsequent
cards as ways for players to bring that TARGET down with heroic deeds.
As a final note, consider the simple table utility of the TIMER and TARGET cards.
During a session of ICRPG, players are always asking about the current TIMER
and TARGET. These bold, easy-to-see cards can be used as a way to keep those
key numbers on display.
For much more on TIMERS and TARGETS see the INDEX CARD RPG CORE book.
4
READING TYPES
The first thing you may notice in your THINK DECK is that the card ranks have
names. These are broad indicators for a huge array of possible concepts and
elements in your game. As you read your draw, you can not only interpret what
each card represents, but invest creatively in its rank, meaning the higher the
card’s rank, the more dangerous, powerful, or significant that element is in an-
swering your QUESTION. Use the guide below as a starting point.
• LESSER FOE: Minions, mooks, rat-people, space goblins, and other insignif-
icant enemies are a staple of all good RPG play. This card evokes them. If
LESSER FOE is drawn first, the next card indicates how many appear. If draw-
ing more than one LESSER FOE, they are in an organized group with a leader,
specialist, or giant variation mixed in.
• LESSER OBSTACLE: Smoke clouds, bramble patches, debris, rubble or flimsy
fencing can tangle or slow heroes as they struggle against their enemies or
fight to move ahead. Interpret the obstacle’s location, or appearance in an
encounter, by its location in the draw. Do players blast through to reach the
action, or discover the obstacle when the battle concludes? Also consider
interpreting whatever card follows LESSER OBSTACLE as an indication of its
solution or easiest avoidance.
• DOORWAY: Many times, players are fixated with absolute intent on seeing
what’s behind the next door, be it a dungeon or a starship. If this card ap-
pears, a door or portal is in view. If the DOORWAY is drawn first, subsequent
cards show what lies beyond. If drawn last, it is the goal or end point of a
scene. If drawn in a CAMPAIGN it could signify a dimensional gate, worm-
hole, or path to realms of legend.
• LONG - RANGE: This abstract card suggests a chase, long voyage or battle
with ranged weaponry. Spread everything out, and force heroes to cope.
Distance can take the form of a large battle space, a gaping canyon, or light
years across the stars. This card, following a FOE card, can also be read as a
descriptor of that enemy’s fighting style or attacks.
• GREATER OBSTACLE: Giant walls, steel bulkheads, pillars of fire, poison gas
or impenetrable force fields demand a solution if players wish to proceed.
Interpret this card just like LESSER OBSTACLE, but escalate your difficulty,
danger, or work required to pass.
5
READING TYPES
• ALLIES: Not every card is some new danger. The ALLIES card brings in a sur-
prise helper, loyal friend, or clutch insurgent to aid the heroic task at hand.
If drawn last, consider it as a friend in need of rescue. If first, it could be a
‘quest-giver’ or character offering reward. If drawing multiple ALLIES, con-
sider a visit to town, reprieve, or rest for heroes.
• DEADLY PERIL: At rank 9, it’s time to bring out the terrors. This card evokes
a bottomless pit, wave of magma, or cataclysmic explosion. Can it be sur-
vived? Does the peril reveal itself at the beginning or end of a scene? Can
it be stopped, canceled or avoided at all, or is it intrinsic to the action? A
DEADLY PERIL of DIAMONDS is truly a terrifying draw. Environmental perils
are always more deadly than simple monsters or enemies.
• REVELATION: Possibly the most unique card of all conjures a newly revealed
secret or shocking twist in your game’s story or lore. When this card is in
your draw, it’s time to lay it all out for players to revel in legendary truths.
The starship is actually a living organism! The dungeon was built by YOU
in an alternate dimension! Your benefactor is actually your jailer! Consider
cards adjacent to REVELATION as clues to how it can be uncovered by curi-
ous players, or elements of its new truth.
6
READING TYPES
• TRICKSTER FOE: Some enemies are far more dangerous, not by claw and
tooth, but by deception, stealth, or confusion. These enemies can be more
complex to imagine, especially on-the-fly. Interpret nearby cards as descrip-
tors, or clues to who or what this foe may be. TRICKSTER FOES steal player
equipment, lay traps, pose as friends, vanish in puffs of smoke, or use ceil-
ings to move. TRICKSTER FOES always flee before being killed, vanishing to
peck at players again and again.
• ROLE PLAY FOE: At a high level of play, combat and danger are just as excit-
ing as conversation, negotiation, and persuasion. This foe will yield to play-
ers only by role play. It’s important to keep this foe out of reach, safe behind
troops or barriers, during the exchange. Imagine a King who has declared
the heroes fugitives, or a dark lord constricting players with an invisible wall
of force until they divulge their secrets. Dragons can be portrayed as ROLE
PLAY FOES at a high enough level of power, because they cannot be over-
come any other way than trickery and word play.
• SUPREME FOE: No enemy, monster, or titan is more dangerous than this.
A rampaging demon lord, undying king or giant iron colossus threatens to
destroy all the heroes have struggled to achieve. A juggernaut. If drawn in a
CAMPAIGN, consider making the SUPREME FOE an ongoing world-destroyer
or unstoppable demigod. Don’t be afraid to over-challenge players here by
dwarfing their power level. A SUPREME FOE must be terrifying, almost im-
possible to defeat. Consider interpreting a nearby card as its only weakness.
• DOOM: This card evokes a disembodied cataclysm, an apocalypse, a death-
to-all climax... total ruin or inevitable decline. When DOOM is drawn, all
other cards simply describe what form the DOOM will take. It is not a thing
to fight, but to flee. It is not a thing to overcome, but to prepare for. If REV-
ELATION and DOOM are drawn together, you have a terrible prophecy. Feel
completely unrestrained when interpreting DOOM. If drawn during play as
the contents of a ROOM or ENCOUNTER, your players should be trembling
with fear, running for their lives, or preparing for endgame. Never let DOOM
be unfeared. It must have teeth if it is to lend the gravity it deserves to your
draw.
7
READING SUITS
THINK DECK uses classic card suits. Each comes jam-packed with implied theme.
When you apply the theme of a SUIT to a TYPE, you can see far more specific
results in your draws. By this pairing, you’ll start to see your ideas taking action-
able shape right away.
8
REaDING INVERSION
The more comfortable your hands become with your THINK DECK, you’ll begin
to notice more and more ‘accidental details’ of your draws. The most notable
of these is inverted cards. Unlike poker cards, THINK DECK cards can appear up-
side-down, as in TAROT. This is a critical detail, if you choose to read it as such.
If inversions annoy or distract you, just align all cards before drawing.
9
DRAW IN PLAY
Another way to use your THINK DECK is during play, rather than a design, plan-
ning, or idea tool. Here are a few ideas of how to use the deck to mix up the
action, bypass time-consuming book use, or simply stir the pot.
10
DECK OPTIONS
THINK DECK is available in its finest form with a tuck box and easy-glide premi-
um cards from DRIVE THRU RPG. If you want to create your own THINK DECK,
the card files are all included with this PDF. It can be a bit of work to do all the
printing, cutting and sleeving, but yields a usable deck with attention to detail.
As an even easier option, you can use a standard poker deck as your THINK
DECK. This, after all, is how the THINK DECK was originally conceived. It takes
a bit of time to memorize/learn the card scheme, but remember that reading
THINK DECK draws is like TAROT: an art, not a science! Let the cards flow, imbue
them with gravity, and you’ll be under way!
The following scheme is how THINK DECK maps directly to a 52 card poker deck.
Thanks for reading, far-seer. I hope you have as much fun with THINK DECK as I
do. There is magic in cards, if we let ourselves see it.
11
3 lesser foe 3
4 lesser obstacle 4 5 DOORWAY 5 6 long - range 6