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A Carta Game of a Completely Winged Heist

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by
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Bark

a. Seamus Conneely
A good heist requires an immense amount of
careful setup. Details about the security, the target,
the way in and the way out, the crew, the tools
needed, all of those need to be studied and planned
for extremely carefully in order to make success as
likely as possible.

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You have none of that.

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There’s a big fancy estate up on that hill that you
know has to be full of all sorts of goodies.
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There’s you.
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And there’s the cover of darkness.
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You have no idea what you’re heading into tonight,


where anything is, or how you’re going to get away,
but you’re still determined to make a fortune with
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No Map, No Plan.
No Map, No Plan

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A Carta Game of a Completely Winged Heist

by
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Seamus Conneely

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Dedication
To Ronan

I’d ask for you to stop stealing my dice, but then I


wouldn’t have a reason to keep buying more.

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And with my sincerest thanks to the
PocketQuest 2024 Staff and Community.

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Table of Contents
What You’ll Need & Setup 4

Beginning and Playing the Game 5

Prompts 8

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Busted! 20

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Counting the Loot 21

More Than One Thief 22


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Still No Map, Still No Plan 23
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No Map, No Plan is copyright 2024 by Seamus Conneely


(www.cannibalhalflinggaming.com) and is licensed under a Creative
Commons Attribution-ShareAlike 4.0 International License (https://
creativecommons.org/licenses/by-sa/4.0/).
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This work is based on the Carta system (found at https://


peachgardengames.itch.io/carta-srd), from Cat McDonald and Peach
Garden Games, and licensed for use under the Creative Commons
Attribution 3.0 Unported license (http://creativecommons.org/
licenses/by/3.0/).

The Carta logo is © Cat McDonald, and is used with permission.

Card Icons by aussiesim and Delapouite, provided under a Creative


Commons Attribution 3.0 Unported License and available at Game-
icons.net.
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No Map, No Plan is a GMless roleplaying game for one to four
players in which you take on the role of a thief completely winging
the heist of a rich estate with zero preparation or foreknowledge, in
complete violation of the common sense about such things. You’ll
respond to prompts, try to remain stealthy, acquire treasure, and try to
find your way out before you can get caught.

What You’ll Need


• A Deck of 52 playing cards, including the Jokers

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• 1 twelve-sided die (d12)
• 1-4 Markers to represent thieves.
• Tokens to represent Pieces of Treasure.

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• A way to record the events of the game and the responses to
prompts. (optional)

Setup
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1. Remove the Jokers from and shuffle the full deck.
2. Draw 23 cards, keeping them face down, to create the playing deck
you’ll be using for the game. Place the other cards aside.
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3. Add the Red Joker to the playing deck, and reshuffle.
4. Deal out the entire playing deck, face down, in a 4x6 grid. This
represents the estate you’re trying to heist, with each card being a
different part of the estate.
5. Place the Black Joker, your Point of Entry, adjacent to any card on
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the outside of the grid.


6. Place the marker representing you on the Point of Entry.

Consider what put the idea in your head to heist a wealthy and well-
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guarded estate without bothering to actually prepare for it. What Point
of Entry presented itself that you decided to take advantage of on a
whim?

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Beginning and Playing the Game
Every turn you move your marker from one card to another, either
horizontally or vertically (not diagonally)

In the first turn, this means you’ll move from the Point of Entry to
the card you placed it adjacent to. You can then discard the Point of
Entry - it will be too risky to go out the same way you went in.

When you move onto a face down card, flip it over and resolve a

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prompt corresponding to its value.

Clubs represent unfortunate surprises, cruel mishaps, and cursed luck.

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Some may be resolved narratively, and some may call for you to roll a
die, and may grow the story or provide some mechanical development

Diamonds represent Treasure, both what you came for and what you
find without looking for, and will always call for you to Acquire a Piece
of Treasure.
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Hearts represent calm moments, comforting meetings, and good
fortune. How they resolve is fully narrative, and may grow the story or
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provide a mechanical development.

Spades represent the security of the estate you are attempting to rob,
and will always call for you to roll a die.
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Some cards will increase or decrease certain values, or call for a check.
Many will even activate multiple times if you move onto them after
they have been turned face-up. If a card directs you to turn it sideways,
it was a one-time affair, and you simply move into its space with no
effect.
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Stealth
You don’t stand much of a chance in a fight, so simply not getting
caught is your only recourse.

At the start of play, Stealth is set at a value of 4.

Certain cards, mostly Spades, will call for a Stealth Check. When this
happens, roll 1d12 and add the current Stealth value. The number to
meet or beat is the printed value of the card, 12 if it’s a Jack, Queen, or

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King, and 13 if it’s an Ace.

If you meet or beat the target number, you’ve succeeded! Resolve the

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prompt as you avoid trouble. If not, resolve the prompt as you get in
trouble but manage to avoid actually getting caught, and reduce Stealth
by 1.

Every time a piece of Treasure is acquired, reduce Stealth by 1. You’re


starting to make unfortunate clinking sounds as you skulk about.
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Certain cards may actually increase Stealth, even above a value of 4!
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Once Stealth is reduced to 0 for the first time, The Alarm Is Raised!

The Alarm Is Raised


Lights are turned on, voices sound out, and the footsteps of many
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heavily armed guards who enjoy their work a bit too much can be
heard getting closer. The time for sneaking around is over. Run!

If the Escape Route has not been found you must, if able, move to
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an unexplored room.

If the Escape Route has been found you must not move farther away
from it than where you were when The Alarm Was Raised.

You continue to make Stealth Checks whenever you reveal or reach a


card that calls for one. There are two changes to this.

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