A downloadable game

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You're holding all the cards.

Classless. Levelless. GMless.
With plenty of room for house rules and no class or level restrictions, CARTOMANCY offers a unique and customizable experience that is in the players' hands.


The World of CARTOMANCY...

…is one that you, the player, are almost familiar with, but with eccentricities that differentiate it from the reality you know. Imagine the American Old West—a time of cowboys, sheriffs, outlaws, and towns in the middle of nowhere struggling with water supply—and add witches and magic into the mix. THE CARDS dictate all: the past, the present, the future, and (most importantly) your success with a given action.

CARTOMANCY is all about flexibility outside of THE CARDS: it is classless, levelless, and GM-less, and it is meant to be versatile, customizable, and conducive to house rules. No classes means no pigeonholing your witch unless you want to, no levels means more choice in how your witch’s skills develop, and no GM means the story can be told collaboratively. Ultimately, the nature of the game is up to you. Even so, your witches may encounter situations not considered in the tome—and your coven has express permission to make up new rules on the fly.


Ingredients

  • One custom deck of cards (four suits—crystals, leaves, moons, and planchettes; or some alternative—with 13 number cards and 3 face cards each)
  • Four individually-suited decks of the same format
  • One set of the Major Arcana from a Tarot deck, or a custom deck of cards to use as the divine inspiration deck
  • Some selection of totems for the players to use—chess pieces recommended
  • Optionally, one deck of index cards to use as environment cards
  • Pencils
  • 2-4 players
  • Somewhere between 2 and 4 hours, roughly

Download

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Click download now to get access to the following files:

CARTOMANCY Rulesheet.pdf 5 MB
CARTOMANCY Character Sheet.pdf 148 kB

Development log

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