Perfect Draw!
Perfect Draw! is a tabletop RPG about card games that matter, by Double Summon Games. A free pack plays its card game combat on the Blob's Card Engine table: players and their decks against an opponent run by the Judge (the GM).
Download: Perfect Draw! pack (perfect-draw.bcepack), free on the Blob's Card Engine itch.io page. Import it with Games → Import pack (see Sharing games and decks). It needs Blob's Card Engine 1.2.0 or later.
You'll want the game
The pack runs the card battles. Playbooks, characters, baggage and the moves outside a battle are in the Perfect Draw! core book: get it from Double Summon Games.
Characters
With the pack in your world, Create Actor offers a Perfect Draw! character (in any game system). Assign it to the player (their user's character) and it sits down with them at the table.
- Character: playbook, pronouns, Passion / Skill / Friendship, look, baggage (◉ serious, and a Relevant tick), your playbook's Combat Tension questions and abilities, experience.
- Moves: the general moves roll 2d6 + the stat, with the baggage penalty worked out from what's ticked relevant, and post the outcome. Take a Moment to Recuperate and Overcome Your Weakness are there to read, and Reflect after the battle marks experience and adds the cards you made.
- Deck: your archetype and gimmick, and your deck: a deck in the Decks area, linked to the sheet (Make my deck creates it). Edit it in the deck builder: make your cards with New card (it shows each card's Effect Points), add two generic staples, and rename them with Make my own version (a renamed staple keeps its effect). The sheet shows what's in it and whether it's ready. Cards from Draw the Perfect Card wait under New this battle, then join the deck.
- History: Your Struggles and Your Friends.
No playbook comes with the pack: type yours in from your Perfect Draw! book.
At the table, a character's cards and staples are their deck, their starting Advantage is the baggage ticked relevant, and Tension follows the questions crossed off (on the sheet or with Cross off a Tension question), starting fresh each battle.
Before the battle
- Decks: a player with a character brings the deck on their sheet. Others can make one in the deck builder (Decks → New deck, game Perfect Draw!): four cards (one with the keyword Ace) plus staples from the library. A player with neither plays the example cards with Summon Knight and Fireball.
- New match: tick the players (and the GM, to be the Judge's seat), and let players choose their decks. Duels work too: two or more players and no Judge.
- Begin the card game asks who the Judge is (the seat running the opponent), or No Judge for a duel, then the battle's significance:
| Significance | Life | Opening hand | Response moves |
|---|---|---|---|
| Filler | 2 | 1 card | 1 |
| Significant | 3 | 2 cards | 2 |
| Finale | 4 | 3 cards | 3 |
Then the Judge picks who goes first, and players add 1 Advantage for each relevant baggage (Life & Advantage → Gain 1 Advantage). Life, Advantage and Tension show on each seat.
A player's turn
- Draw once a turn, or Draw the Perfect Card for 1 Advantage: the card editor opens, and your new card goes into your hand (tick Also save it to my deck to keep it for next time). Draw a Perfect Ace (2 Advantage) replaces your Ace. Nobody draws on the very first turn, and an empty deck shuffles your graveyard back in for 1 life.
- Play one card: drag it from your hand to your field. An invocation does its thing and goes to the graveyard; it can use your staple action instead of your card action.
- Use one staple: click a staple in your staples row and pick it. You can't use the same staple twice in a row, and Overwork holds you back next turn. The generic staples do their own work (Summon Knight makes a warrior, Fireball asks who to hit, Augury lets you search your deck). Discard for a staple trades your card for a second staple.
- Attack: drag a warrior onto an enemy warrior or item. The stronger card wins; at equal strength you roll Decide the Outcome of a Clash (2d6 + Tension) and may spend Advantage to raise it. Drag a warrior onto the opponent's field to attack directly when they have no warriors: 0, 1 or 2 damage by strength. Each warrior attacks once a turn, and nobody attacks on the very first turn.
Strengthened and Weakened, Overwhelm, Underwhelm, Piercer, Sniper, Inconspicuous and Resilience all count in attacks, whether they're printed on the card (as keywords) or put on it as markers.
Moves
The Moves menu has the Card Combat General Moves: Risk Everything to Win, Take Control of the Game (draw, stack your deck, or stay at 1 life), Counter Your Opponent's Play, Protect Against a Response, Decide the Outcome of a Clash for clashes you play out by hand, and Cross off a Tension question. A player at 0 life can take control to stay in, or press I'm out.
Winning
- Against the Judge: the players win together when the opponent's life hits 0; the Judge wins when every player is out.
- A duel: the last player still in wins.
- At 0 life a player can Take Control of the Game to stay at 1, or press I'm out.
Markers
Right-click a card you control for its markers: Strengthened, Weakened, Overwhelm, Underwhelm, Blocker, Inconspicuous, Silenced (clears at the end of the turn), and the counts Resilience, Piercer and Sniper. They show as badges on the card; hover one, or hold Alt over the card, for what it does, and click a badge to take it off. Add your own marker… names a new one on the spot.
Opponents (NPCs)
Create Actor → Perfect Draw! opponent (NPC) makes an opponent sheet: a description, the gimmick, Lash Out Against Losing and Reveal Your Backup Plan, and their own Simple Card Moves. Start from the example fills in the Starborn Bears from the rules.
Their cards are a deck in the Decks area (Make the deck on the Cards tab), made and changed in the deck builder. On the sheet, set each card's role, Plan to Win or Power move, and how many Simple Card Moves follow it. Opponent decks don't follow the players' deck rules.
On the table, the GM's Opponent button (the mask) brings an opponent to the Judge's seat: their card with portrait and gimmick, and their plan and power cards in rows only the GM sees. The Judge's moves then offer those cards first.
The Judge
The Judge's seat has a field and a graveyard (NPCs don't draw). On the opponent's turn:
- Judge → Establish a Plan to Win (the first turn), Power Card Move and Simple Card Move roll on the rules' example tables, or play what you prepared.
- Create puts a Weak, Normal or Strong warrior or item on the Judge's field. Add a card in the top bar brings in anything from the library, including the example opponent, the Starborn Bears.
- Use a Response Move counts down the battle's response moves; the player rolls Protect Against a Response. Lash Out Against Losing and Reveal Your Backup Plan count down the threat moves.
- The players win when the Judge's life reaches 0. When a player is out, The Judge wins ends it.
Credit
Perfect Draw! is by Double Summon Games: designer Nora Jean Haynes, editor Iris Cassandra Saintclaire. The card game rules in the pack come from the Perfect Draw! Creative Commons Rules Document, used under its attribution licence. The full game is at noorasphere.itch.io/perfect-draw-ttrpg. The pack is an independent adaptation by Big Blob Games, not made or endorsed by Double Summon Games. Its card faces are our own design, set in Urbanist (SIL Open Font License).
