This page has been updated you can read the original to compare.
Yarn cards are big plot events, thrown around by Plot Dæmons and Solos. They control the flow of the plot and govern the events that are occurring, although they do not control the outcome at all. A Solo may create a huge Ordeal for another Character, but they don’t get to decide if the Character succeeds or not.
Playing Yarn Cards
Solos can play Wyrd Tarot cards as Yarn cards on themselves or others, for no additional costs.
Yarn cards are often played contextually, so the Scene and Act can effect how they behave, but a Solo can decide to access the Random Events table first (although this will burn through their cards very quickly as you always need more than one card). It is worth noting that if you are in a Zenith Scene of a Loom Story of a Frame Arc (or similar) of a Volume Story then you could automatically opt to play a Yarn Card as any of the Card types.
For Referees wanting to run an open world/sandbox game style you can give each NPC in a town an event each day and see what kind of plot the players turn that into. It can make for a fun session without having to prepare a whole plot demon.
The Suits of the cards are often important to the effect of the card. On the Random Event Table the suits effect the following aspects.
- Hearts ♥ Love, Relationships, Affections, Family, Sympathy, Peace.
- Clubs ♣ Power, Fame, Politics, Ability, Money.
- Diamonds ♦ Travel, Money, Business, Contracts, Deals, Voyages.
- Spades ♠ Misfortune, Suffering, Loss, Mourning, Treachery, Betrayal, War, Lawsuit.
So if your Referee is running a deeply involved political game, and you want to throw in a few spanners as a Solo you probably want some Clubs or Spades in your hand before you start.
During each Scene within an Act you can play as:
When a Conflict from a Story Demon is involved in an event it will embody BOTH sides of the Conflict in every Scene. Usually the Referee will do this automatically as they build the plot, but if Solos are trying to push a certain plot into existence then they too can force Conflicts to Embody in a Story or Scene. Each Embodiment will take a Yarn Tarot Card.
|Drawn card||Spades ♠ Major Character/PC||Hearts ♥ Minor Character/NPC||Clubs ♣ Stage||Diamonds ♦ Direction|
|A||Internal/Tension/Rational Incarna||External Descendant||Tension/External Tone|
|2||Internal/Tension/Rational Personality||External Ordeal|
|4||Tension/Rational Descendant (Pact)|
|5||Core||External Descendant (Location)|
|8||Internal/Tension/Rational Handicap: Nuisance|
|10||Internal/Tension/Rational Handicap: Flaw|
|J||Internal/Tension/Rational Handicap: Woe/Flaw||External Obstacle||Internal or External Quest|
|K||Rational Monster and Draw again|
Completely Random Event Table
If the Ref isn’t running a Plot (or you don’t want to play the sort of cards normally allowed in the Scene) then this table governs where you go next.
|Card Face Value||Event|
|5||Red card Weft Black card Warp|
|8||Weft (any Suit)|
|Jack||Warp (any suit)|
|King||Finale + Completion|
Hooks are used in Frame Act Dæmons to to draw a character into the Plot (and explain the setting).
They target an aspect of the Character to try and draw them in, or offer something the character wants, often the aspect of the Character may be to do with the Conflict (being one of the Facets) (or may go on to inform you what the Conflict may be). Often a Hook will reveal to a Ref what sort of Character the Antagonist should be (to create a suitable hook for that aspect of the Character).
|Roll 1d10||Character Aspect|
|6-7||Largest (or Facet specific) Handicap|
|8||A Random Handicap|
|Ace||Action: The Story opens with Action (A Warp or Ordeal)|
|2||Conversation: The story opens with dialogue you’ll want a Character (Chorus Extra usually) to do the talking and you might want a Revelation to talk about…|
|3||Tone setter: The story opens with a powerful tone setting scene.|
|4||Mistake: The story hooks the character with an apparent mistake. A misdelivered parcel, or message, or some other confusion. Often opens a comedy.|
|5||Temptation: Offer a Gain to the Character to Hook them.|
|6||Call to action. Something happens that should draw the character into an Ordeal. Perhaps someone steals something and runs.|
|7||Warp speed ahead: The Hook is a Warp.|
|8||Slow start: The Hook is a Weft.|
|9||Finish: The Hook is a Completion of a previous related story|
|10||Help! : The Hook is a direct call to action. Someone (an Ally / a Friend / a Dependant / or just an Extra) requires help.|
|J||Unexpected Visitor: A Gain and a Revelation|
|Q||Threat: Tell the Character of a coming Danger.|
|K||Danger: Hook the Character with direct danger.|
A gain means that the Character gains something. Gains usually pay out any stored Sway (as they are usually scenes) as Proficiencies, Annexes, Descendants or removing Handicaps.
|Card Value||Spades ♠||Hearts ♥||Clubs ♣||Diamonds ♦|
|Ace||Super-Skill Training||Powerful Ally||Super-Skill Descendant||Super-Skill Treasure (or Chi/Yarn)|
|2||Proficiency Training||Contact address or name||Damaged (Handicapped) Descendant||A shiny coin (Payout Yin/Yang/Chi)|
|3||Skill Training||Nuisance Ally (a pet)||Skill Descendant||Cash prizes (Chi)|
|4||Skill Training||Chorus Ally (A friend)||Skill Descendant||Piles of Cash (Chi)|
|5||Talent Training||Chorus Ally (Good friend)||Talent Descendant||Suitcase of cash (Chi/Yarn)|
|6||Power Training||Nuisance Allies 2-12 (Dog-pack)||Power Descendant||Gold and Gems (Chi/Yarn)|
|7||Increase Facet Boon||Chorus Allies 2-7 (friends)||Power Descendant||Suitcase full of Diamonds (Yarn)|
|8||Increase Scale||Chorus Allies 2-12 (good friends)||Trophy Skill Descendant||Lottery win (Yarn)|
|9||Resolved Handicap / Past-life / Alternate||Grunt NPC Ally/Romance||Trophy Talent/Power Descendant||Treasure Trove (Yarn)|
|10||Location||Mercari NPC Ally/Romance||Monolith Descendant||Mystical energy (Yarn)|
|J||Real Estate||Force of Nature Ally||Monolith Descendant||Mystic and Temporal power (Yarn)|
|Q||Province||Solo NPC Ally/Romance||Artefact Descendant||Arcane power (Yarn)|
|K||Dark Territory||Monster (Mercari/Solo/FoN) Ally||Dark Matter Descendant||Ultimate power (Yarn)|
Warps work the Conflict, negatively affecting the Character.
Most Warps are Ordeals, but occasionally you want something a bit different. Then you can use this table. For random events only Spades ♠ should consult this table, all other suits indicate an Ordeal.
|A||Ordeal (see table)|
|2||Opposition takes a Weft (see table)|
|3||Accident: A Random Accident injures the Character or their equipment|
|4||Betrayal: Character is betrayed by a lover, friend or Ally|
|5||Traitor: An Ally joins the Opposed side|
|6||Mole: An enemy seems to change sides|
|7||Framed: The Character is accused of a crime they did not commit.|
|8||Rescuers: an Ally goes missing and needs saving.|
|9||Loss of trust: An Ally turns against you|
|10||Dream: A strange dream or nightmare that might be important|
|J||Sabotage: Character’s plans are disrupted or equipment stolen/destroyed.|
|Q||Stealing the Limelight: Someone takes credit for the Character’s actions.|
|K||Strange Bedfellows: an Additional Facet Embodiment adds to the Conflict making the other two sides have to work together.|
|A||Rest: The Character finds somewhere safe to rest and heal up.|
|2||Helped: The Character is helped by a potential Ally.|
|3||Character gets a Gain (see Table)|
|4||Truth will out: A lie is revealed, as the truth comes out.|
|5||Dream: Character has a strange dream or nightmare.|
|6||Character gets a Revelation (see Table)|
|7||Opposite Warp: something bad happens to the Character’s enemy.|
|8||Comic Relief: Lose some tension|
|9||Hide: the Character hides and works in secret|
|10||Travel: The Character travels to another Location without incident|
|J||Opportunity: The Character has a chance to strike back at the enemy (Ordeal)|
|Q||Discovery: a Gain and a Revelation together.|
|K||Montage: Rest, Heal up, and make a Gain, while the Enemy has a Warp|
Whenever the Character’s find something out it is a Revelation. In some ways the Revelation is related to the Wyrd Tarot Clue card (Red 5). Although the Clue is only a hint and the Revelation is a powerful part of the Story.
First off a revelation event usually reveals an important fact along with some minor facts.
Revelations are tricky things to just drop into the plot, but here are some suggestions.
First use at least two cards to decide what information is being shared if you don’t know already. A Full revelation scene (such as the last scene of the Frame) will usually reveal more than one fact (as many as you want really but three (6 cards) is usually enough, smaller revelations that occur within other scenes tend to be more focused.
|Spades ♠||Opposed Embodiment (Antagonist Info)|
|Hearts ♥||Setting (Background Info)|
|Clubs ♣||Conflict / Plot / The Plan|
|Diamonds ♦||Self-awareness / Own Embodiment (Protagonist Info)|
Specifically information about…
|A||An Annex||a functional detail|
|2||Facet (High)||a specific detail|
|3||Handicap (Highest)||a Weakness|
|4||Personality||a cultural detail|
|5||Core||an Ecological detail|
|6||Incarna||a Fundamental detail|
|7||I-Ching (or Annex)||a nuance or fine detail|
|8||Descendant||a piece of common knowledge|
|9||Location||a geographical detail|
|10||Annex Umbral||a minor weakness|
|J||An Event / Obstacle||Time/ a historical detail|
|Q||Geometry||a True Name or important fact|
|K||2 of The Above|
And a card (or the first if PCs or Refs already know what info was being shared) decides how the information is revealed.
|Card||Spades ♠||Hearts ♥||Clubs ♣||Diamonds ♦|
|A-2||Scent||Riddle / Puzzle||Accounts / Advertisement||Informant|
|3-4||Flashback / Vision||Red Herring||Gossip / Rumour||An easily overlooked detail|
|5-6||Deduction||Joke||Loud noise / Yell / Complaint||Data|
|7-8||Residue||Dream / Nightmare||Defensive Wounds / Bullet holes||Book, magazine|
|9-10||Argument||Blood / DNA||Deceit||Broadcast (e.g.News)|
Of course you can get clever and have Odd cards signify false information, and Evens Truths, or even draw twice for a very complicated clue (e.g. A bullet hole in a book, or a coincidentally overheard conversation) or provide different facts on different information vectors.
Finales are a specific Ordeal at the start of a Zenith. They are the big battle or Denouement.
The finale determines the Completion Event that is available.
Completion Events follow the Finale and are when you work out the Conflict Resolution that has Occurred.
You cannot decide the Completion event with card play, because it depends on the Conflict, and how it has resolved.
|Resolution Type||Example||Payout||Plot Rank|
|Revolution||Dominant defeated by Oppressed. The Happy Hollywood Ending, where the Bad Guy is imprisoned or dead, and the Oppressed are now Dominant||Yes||+0|
|Revelation||And I would have got away with it too… Dominant revealed by/to Oppressed.||Yes||+0|
|Rejection||The PCs ride off ignoring the threat||No||+1|
|Reversion||The detective fails to catch the murderer. Who may kill again… The Dominant side wins.||No||+1|
|Revocation||Everything is back the same at the end of the episode…||Half||+0|
|Reconciliation||After the war there was a negotiated treaty that did nothing to resolve the problems||Yes||-1|
|Resolution||The Marriage of Opposites. Quite rare in most Stories, but this is often the ending of Romance Tension sub-plots, the two sides of the Conflict are reconciled completely and the Conflict is resolved.||Yes||Defeated|
You can find details on the Ordeals in the Card Ordeals page.
Ordeals have stakes, the table can create low,medium,high and blended stake Ordeals. Blended Ordeals might include: a running gun battle (High), across town in cars (medium), while trying to remember a phone number(low)… For example.
*Refs these are suggestions only
|Spades ♠||Opposed Ordeal with a fight Obstacles|
|Hearts ♥||Solitary Ordeal|
|Clubs ♣||Opposed Ordeal with Obstacles|
|Diamonds ♦||Solitary Ordeal with Obstacle|
Motional Ordeals are special types of Opposed Ordeals that you might want to use. You can use a single card to show what sort of Motional Ordeal you are dealing with. While they are described as Races, Dashes and so on, you can use them to model a variety of types of Ordeal, from Scientists working on problems at separate Laboratories, to a Novelist taking part in NanoWriMo…
|Hearts. ♥||Dash||Characters try to complete each stage as quickly as possible.|
|Diamonds. ♦||Chase||Characters try to catch the Foes (who may be ahead a stage or two)|
|Clubs. ♣||Flee||Foes chase the Characters (who are rarely ahead a stage)|
|Spades. ♠||Race||Characters and Foes race to a goal|
|A-5||Vehicles (motor vehicle or multiple beast pulled), Descendants may add to the stage difficulty|
|6-9||Riding (bike or beast), Descendants or Allies may add to the stage difficulty|
|10-K.||Foot (no vehicle), only Annexes and Facets may play cards towards stage difficulty|
|3,6&Q||Air: Flying, rooftop running, swinging on vines,etc, or Intellectual stages|
|2,4,8&10||Earth: Ground running, Street, Road, etc, or Economic or physical stages|
|5,7&J||Water: Mud or water, swimming, sliding, etc, or Emotional or creative stages|
|A,9&K||Fire: Dangerous environment, Desert, Minefield, Battlefield, or Passionate, destructive, or purification stages*|
*Increase Stake a level if necessary, add a card (or more if very dangerous) to act as a Wound for mistakes and failures.
Obstacles are usually dealt with during Ordeal Stunts(although any stage may have them), they come in many types and flavours, as you can see. If you are using this table you will have to add an extra Ordeal card in the Ordeal, and follow the rules for Obstacles there. Obstacles are easily created by Solos during Ordeals.
|Value||Spades ♠ Trap Result||Clubs ♣ Environment Result|
|2||Projectile Trap||Slippery Floor|
|3||Poison on the Door Handle||Sticky Floor|
|4||Pit Trap||Hot/Cold Area|
|5||Poison Gas Trap||Bad air/smell|
|7||Dead-fall trap (brick on the head trap)||Loose Rocks|
|8||Spell trap||Low Visibility|
|9||Crushing walls trap||Narrow Ledge|
|10||Liquid trap||Tight Squeeze|
|J||Combined Obstacle Trap (draw twice treat one as a spade)||Climb|
|Q||Beast trap||Weather (Chorus)|
|K||Giant rolling ball trap||Natural Disaster (Force of Nature)|
|Value||Diamond ♦ Blockage Result||Hearts ♥ Character Obstacle|
|A||A locked door||Specific Character Handicap (Arachnophobia? Spiders!)|
|2||A stuck door||Ethical Dilemma|
|3||A secret door||Shopping|
|5||Barricade||Fake-out: An obvious trap that isn’t live anymore.|
|6||Gauntlet||Yuk! Something disgusting like wading through vomit|
|7||Guardian Beast||Contest. Eating, drinking, riddle…|
|8||Steam Vent||Harmless Prank|
|9||Flooded Passage||Pleasure Dome:I would save the pretty ladies if it wasn’t for all the pretty ladies|
|10||Dead End||Prove your worth: A test of honour|
|J||A difficult choice: Draw two obstacles for the branches||Lie for all your worth: Pretend to be something you’re not|
|Q||Puzzle Lock||Anima: One of the Characters encounters their inner female side|
|K||Guarded Door||Animus: One of the Characters encounters their inner male side|
Again these are more for flavour and inspiration. Refs can and should choose Obstacles to make sense in their world instead.
A fight is a special type of Opposed Ordeal, where… Well you can probably work this one out. Low stakes fights are Training or sparring sessions, or perhaps debates where there is little chance of anyone being hurt, Medium stakes fights are duels or competitions, few people die but it is possible, High stakes fights are generally to the death. These tables are mainly for defining the foes in the fight.
|Clubs ♣||Medium/High (Refs choice)|
In most genres you should feel free to try and kill at least one member of the party every Story (although your Plot Dæmons will probably want to take them alive in the end [changing that Dead Handicap to a Captured one perhaps], unless they are actually unimportant to the larger Plot [if losing them from the plot wouldn’t alter the amount of Yarn that it would have and they are not pivotal to the Conflict]).
|A||Ambushed: Attacked (usually be a weaker force) with a tactical advantage to wound (or kill) then vanish.|
|2||A Fright: A weaker / smaller force (usually Nuisance or Chorus) that attacks and then flees.|
|3||3 Way: A three way fight between roughly equal forces|
|4||Hold: Hold against an effectively unlimited force of weaker or roughly equivalent opponents for a certain amount of time (then reinforcements arrive or whatever)|
|5||Minor Guardian: A bear or werewolf. A combat against a single opponent with abilities comparable to a PC.|
|6||Major Guardian: A were-bear, Griffon, wolf pack. Combat against a superior single “Monster” opponent, a group of equivalent, or a large group of weaker opponents|
|7||Greater Guardian: A dragon, Sphinx, Demon etc. Combat against a “Monster” opponent equal in power to the whole party or a group each equivalent to the best of the party.|
|8||Battle – Gang: Fight a group of ‘Chorus’ Extras or lower power NPCs who outnumber the Players 3-1 or more|
|9||Battle – Thugs: A battle against NPCs who equal the PCs in number and power (roughly)|
|10||Battle – Henchmen: A battle against NPCs that are at least equivalent to PCs and are greater in numbers|
|J||Knave- Fight against a single NPC (often a Monster) equivalent to at least two PCs.|
|Q||Femme Fatale / Bad Boy: Seductive and dangerous, the Femme Fatale or Bad Boy is at least the equal of the PCs (and often a Monster), but who will avoid direct conflict, singling out targets where possible.|
|K||Knave &… An NPC (often a Monster) equal to at least two PCs accompanied by… (add another card)|
Remember that Referees can use plot demons and Wyrd tarot cards to throw an event in if they want to. Solos and Plot Demons will throw events at the PCs to try and keep things on track (and Solo PCs will throw them at your NPCs all the time too!)