Fool's Wager

A tabletop roleplaying game · In playtest

No dice. You draw what you can reach.

Fool's Wager is a card-driven RPG about skill under pressure. Your deck is the set of techniques your character can summon in the moment. When two sides clash, both draw, and the gap between the cards decides how sharply things go.

Card draw resolution 5 damage tracks 1 round ≈ 1 second Any setting

Try an opposed draw

Margin decides
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Pick deck levels and draw Every card runs 1–21. Higher decks lean high.

Deck level = skill + a third of the attribute, from 1 to 11. A Master still fumbles sometimes. An untrained hand still gets lucky. The curves here are illustrative while the printed decks are tuned.

How it plays

Your deck is not your character sheet

A master knows hundreds of techniques. In the heat of a fight, a negotiation or a chase, they can only bring what's in hand. Fool's Wager is built around that gap.

Draw, don't roll

Both sides draw from decks matched to their skill. A bigger gap gives a sharper result: a glancing blow, a solid hit, a devastating one, or a clean counter.

Training shows

Cards are tagged by context. A soldier's combat techniques don't help at a banquet. They can still act, but their signature moves stay in the deck.

Every number means something

Low Pain Tolerance is an old wound that never healed. A Master's moves cost less time because the technique has become reflex. The rules tell the story too.

Every conflict uses one engine

A chase drains Stamina. A horror scene erodes Composure. A debate attacks Conviction. Combat is just the conflict that goes after Pain.

Your deck is your character's voice. Attributes shape how loud it is. Cards shape what it says.

No hit points

Five ways to break

Damage lands on five separate tracks, and each one heals at its own pace. Some recover in a breath. Some carry into the next scene, or the next session.

TrackWhat drains itWhen it hits zeroRecovers

Pain

Blades, fists, falls, fire

Unconscious, or forced to surrender

Per injury

Composure

Fear, horror, humiliation

Loss of control: flee, submit, lash out, crack

Each new scene

Conviction

Argument, temptation, doubt

The belief is abandoned. They give up or switch sides

Only through story

Stamina

Chases, climbs, long fights

Collapse. Cannot stand or act physically

Every round at rest

Focus

Sustained effort, mental strain

Concentration drops and careful work fails

Every round at rest

Every track uses the same ladder. Wounds make every meaningful action cost more, so a hurt character can still push, just not for free.

4+Healthy
3Minor, +1 chip
2Medium, +2
1Severe, +3
0Broken

The economy of a second

Chips for effort, time for action

Five colours of effort

Each pair of attributes, physical and mental, fills one chip pool. At the start of a round everyone sets chips toward what they plan to do, then all plans flip at once. Changing your mind mid-round costs a chip.

PowerForce of body and of will
AgilitySpeed of hands and of thought
PrecisionFine control, exact reasoning
AwarenessWhat you notice, what you grasp
PresenceHow you fill a room, how you hold it

One round is one second

Timing Points are your budget for that second. One TP covers about a foot of sprint. The fastest character acts first, and skill makes each action cheaper. Overspend and the debt carries into the next round.

Untrained
8 TP
Novice
6 TP
Adept
4 TP
Expert
3 TP
Master
2 TP

Bring your own world

One rule set for swords, engines or starships

Fool's Wager ships without a setting. The same rules run high fantasy, steampunk, science fiction and modern occult. What would be magic in one world and exotic technology in another is called Energics, drawn from eleven sources.

BloodPainElementsKnowledgeNatureGodsSpiritsStarsPactsMind & WillDreams

Creatures are measured on three scales: body, mind and spirit. A house cat, a giant and a god can share the same table, and the scale gap tells you who can actually hurt whom.

Ready to play

Six characters, six ways to play

Each comes fully built with attributes, skills, talents and a 100-card deck.

The Soldier

Kira

A veteran who never made peace with the last war. Disciplined steel, and a wound that won't fully heal.

The Energist

Sera

Draws power from knowledge itself. Quick-witted, learned, and dangerous when given a moment to think.

The Operator

Marcus

Small, quiet and persuasive. Lives with chronic pain and gets through doors that should stay shut.

The Crafter-Warrior

Tormund

A half-giant who builds with the same hands used for fighting. Steady, heavy and hard to move.

The Devout

Brother Aldric

Touched by the divine. Heals, steadies and speaks with the weight of faith, even under fire.

The Survivalist

Lyra

Runner, tracker and trapper, with a little of the wild in the blood. Good at a bit of everything.

Where it stands

On the table now

The full rules are written and the first physical cards are going to print. Playtesting is underway with four ready-to-run scenarios, from a single teaching fight to a three-scene descent.

  • First Blood 1 scene · learn to play
  • The Hollow Shrine 3 scenes · combat
  • The Salt Road Toll 2 scenes · combat & social
  • The Drowned Belfry 3 scenes · up to extreme
13Rules chapters
165Starter cards
9Skill families
11Randomization decks

Playtest sign-up

Take a seat at the table

Tell us a little about your table and you'll be first in line for playtest kits, development notes and news when the game opens up. It takes about two minutes.