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Wild Cards: The Gameplay
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==Drawing your Card== A character's Gun can be determined in one of a few ways. The simplest is to just draw a card from a deck. It can also be determined by rolling 1d12+1 (which negates the chance of rolling an Ace). The following table is used to determine the Gun's Number: *1.....Ace* *2.....2 *3.....3 *4.....4 *5.....5 *6.....6 *7.....7 *8.....8 *9.....9 *10....10 *11....Jack *12....Queen *12+1..King *N/A...Red/Black Joker* ''(Note: Jokers and Aces are intended to be on a whole different plane of power from that of normal Cards. Allowing players to use them may have a high risk of unbalancing the game.)'' A Gun's suit is determined in a similar manner by rolling 1d4. The following table is used to determine the Gun's Suit. *1...''Hearts'' *2...''Spades'' *3...''Clubs'' *4...''Diamonds'' Alternately, the Dealer may choose to allow players to choose their own Suit/Number, if they so wish, though this option is at the Dealer's discretion. A player receives an extra point in whatever suit his gun is connected to. So let's say our example character got the six of clubs. He'd look like this: '''Desperado''' *''Spades'': 2 *''Clubs'': 2+1=3 *''Hearts'': 1 *''Diamonds'': 2 A player's Wounds are determined by the suit of his Gun + his Clubs Score. So Desperado has 3 Clubs (Gun's Suit) + 3 (Club level) Clubs = 6 Wounds In addition, each gun has an extra ability to it, which goes beyond the normal sort of things that guns can normally do. See the [[Wild_Cards:_Stories_of_the_World|Stories]] for examples. These abilities must be agreed upon by both the player and the dealer to be valid.
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