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Raid Dogs: Casino Heist RPG Guide

The document outlines a roleplaying game set in 1978 where players assume the roles of members of the Raid Dogs gang attempting to steal a briefcase from a casino. Players use poker cards to navigate challenges and obstacles, employing various actions categorized as Social, Strong, Smart, or Strange. The game includes character creation, event cards that introduce complications, and specific abilities tied to different character suits.
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0% found this document useful (0 votes)
91 views28 pages

Raid Dogs: Casino Heist RPG Guide

The document outlines a roleplaying game set in 1978 where players assume the roles of members of the Raid Dogs gang attempting to steal a briefcase from a casino. Players use poker cards to navigate challenges and obstacles, employing various actions categorized as Social, Strong, Smart, or Strange. The game includes character creation, event cards that introduce complications, and specific abilities tied to different character suits.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

TABLE OF CONTENTS

INTRODUCTION............................................................................................................................1

PLAYING THE GAME..................................................................................................................2

PLAYER MOVES.........................................................................................................................4

MAKING A RAID DOG................................................................................................................7

EVEN T CARDS...........................................................................................................................12

OPPONENTS OBSTACLES AND COMBAT.............................................................................15

CASINO MAP.............................................................................................................................18

THE HOUSE...............................................................................................................................24

DEALER’S NOTES....................................................................................................................25

PLAYLIST..................................................................................................................................25

CREDITS....................................................................................................................................26

0
INTRODUCTION
The year is 1978. You are members of

the Raid Dogs gang and you’ve just

arrived to the gambling haven of New

Sancre to retrieve the Case. A

medium sized stainless steel briefcase

that will be the most important heist of

your lifetime. Luckily, your Dealer said

that it’s located in the “Gambler’s

Palm” casino, behind a state-of-the-

art security system and a lot of trigger

happy guards. No pressure.

Your job is simple. Get into the

casino without causing too much noise.

Get into the Vault. Get out alive and

conscious. If you do so, you will be able

to take a look inside the Case. Be

careful though, one of you may be an

undercover cop.

1
in the middle of the table, next to the

PLAYING THE GAME Case. This will be the event deck (2).

Then, have each player pull from

This is a roleplaying game, although the numbered deck to determine

what their character will be called


one that uses poker cards instead of

during the course of the session


traditional dice. You are going to need
(Pg.7).
five players to play. Four players are
Lastly, the Dealer takes the

going to be Raid Dogs, the people


numbered deck and splits it into 4

robbing the casino and one player is suits (Hearts, Diamonds, Clubs, and

going to be the Dealer. The Dealer Spades), reshuffles them and gives it

out to the four players (3,4). The


deals out cards, acts as a referee and

players are to have the numbered


describes the environment around the

deck in front of them face down


players. Think of it as a kind of Game
during the course of the game.

Master role for other roleplaying


When a player has to draw a card

games.
from the event deck, they are to look

at it without showing it to other

Setting up the Game players at the table, then hand it over

to the Dealer who interprets the


To set up the game first take a single
results.
deck of 52 Poker Cards with Jokers.
The discard pile for event cards is
Remove the cards from the box and
face down, while the discard pile for
place the cardboard box in the middle
each player’s numbered cards is face
of the table. If the cards are held
up.
together by a rubber band or a strap,
The only exception are Kings (5)
then do the same thing. This will be the
drawn from the event deck. They are
Case (1), the object you are trying to
placed face up on the table and are
steal.
counted towards the security
After that, split the face cards
response during the escape phase
(Kings, Jacks, Queens, Jokers, etc.)
(pg. 23).
from the numbered cards into separate

decks. Reshuffle and place both decks

face down. Place the deck of face cards

2
3
PLAYER MOVES

PLAYER MOVES
When a Raid Dog encounters an obstacle or a challenge they can perform one

of four moves:

♥Social ♣Strong ♦Smart ♠Strange

♥ Social actions involve using your


♦ Smart actions involve you using

your knowledge and reasoning skills


rhetoric or good looks to resolve a

to resolve a situation. For example,


situation. For example, lying to

hacking a computer terminal, mixing


someone, flirting with them, attracting

chemicals to create explosives and


attention or using intimidation to

noticing flaws in security systems.


coerce a person.

♣ Strong actions involve physical ♠ Strange actions are those that don’t

force, agility, use of weapons and fit neatly into the above three

explosives. For example, winning a categories and those that involve

fistfight, lifting a heavy object, forcing probability. For example,

shooting someone or blowing guessing a coin toss, pickpocketing

something up. Strong actions are used keys, winning at a roulette table and

in combat (pg.15). performing slight of hand.

4
For the action to be successful, the If your character runs out of

number on the drawn card must be numbered cards, they become either

equal or larger than the Challenge too stressed out or tired to perform

Rating of the obstacle or opponent that any action. The other players may

you are trying to overcome. For choose to donate some of their own

example, you want to kick down a cards to the player should that

reinforced door. That would be a Strong happened.

action where you need to draw a 6 or


Lastly, each player has some kind

higher to do so successfully. If you fail


of card trick. Usually a minor ability

to do that, then you not only fail in


that they can employ at any point in

kicking down the door, but you are


the game after triggering certain

forced to draw an event card (pg.12)


conditions.

from the centre of the table.

Regardless of the outcome, the

numbered card is placed in a discard

pile face up near the player’s

numbered deck.

If your Raid Dog’s numbered card

suit matches the suit of your skill, that

means you can use that skill category

with an advantage. When making a

move with an advantage, draw two

cards and pick the highest result. Take

the card with the lower result and

place it back into the numbered deck,

then reshuffle it.

5
♥ Hearts ♣ Clubs ♦ Diamonds ♠ Spades

Social Strong Smart Strange

Asking for directions Stealing candy Booting up a Guessing a coin toss


II Trivial
without stuttering from a baby computer correctly

Looking up
Lying about your name Punching a guy
III Easy relevant info in Performing a card spring
and profession out
an encyclopedia

Shooting a

person in the

IV Moderate Grabbing a room’s

attention
chest from
Noticing a gap in

police patrols
Breathing fire by spitting

out alcohol at a torch


medium

distance

Deleting all CCT V


Flirting or charming a Blowing open a Winning a game of
V Challenging footage in a
guard to distract them reinforced safe Russian roulette
building

Tricking someone to Whistling into a

VI Difficult think plastic is actually


Kicking down a

door
phone booth to
Performing a set of

magic tricks
expensive jewellery call for free

Deducing the
Reciting an ancient text Breaking the Correctly guessing a
lock type of the
VII Really Hard in a dead language from world deadlift person’s name and
safe and how it
memory record personal details
works

Mixing up
Convincing a police Rigging enough

VIII Ludicrous officer into thinking explosives to


explosives using

ingredients at a
Hitting jackpot on first

try
you’re one of them level a building
cocktail stand

Performing brain
Rallying up an angry Punching Guessing safe code via
IX Improbable surgery with a
mob through a wall random input
spork

Convincing a police Hacking a major

X Impossible officer that he’s one of


Flipping a car

with bare hands


world
Guessing the President’s

phone number
you government

A You aren’t
Anything the Dealer says that your character isn’t able to do or would break the flow of
C supposed to
the story. For example, deflecting a bullet by headbutting it. Sending email back in time.
E do that

6
MAKING A RAID DOG
To start playing the game you need to create a Raid Dog, your player

character. You begin by drawing their call sign. Simply take a combined

numbered deck and have each player take out a card. Compare the results

to the board and that will be your call sign during the heist.

What is your Suit’s Name?

♣ Clubs ♦ Diamonds ♠ Spades ♥ Hearts

C Durak Slaps Preferance Pasijans

2 Mau Mau Flash Zwicker Blackjack

3 Royal Deuce Shuffle Treys

4 Ace King Jack Bluff

5 Strip Bobtail Skeet Straight

6 Tuz Wyld Bug Tarot

7 Fish Acorn Needle Wall

8 Wheel Ox Hook Arm

9 Club Window Water Leaf

10 Bell Mark Heart Shyt

Afterwards, you split the numbered deck by suit and give it out to players.

Each suit has a unique trick and specialisation, think of it as a player class

in other roleplaying games.

7
♥ HEARTS ♥
Hearts are con artists first and

professional robbers second. They are

specialists in talking people up or

calming adversaries down. They get

an advantage on social rolls, which

means flirtation, lying, intimidation or

just extracting useful information out

of people.

They are dressed in stylish,

flamboyant outfits and are equipped

with throwing knives they can always

slip past security.

Card Trick: Heart Stealer – After

running out of numbered cards, take

the top card from every player’s

discard pile, including yours.

Reshuffle them and place them face

down.

8
♣ CLUBS ♣
Clubs are demolishers that remove

obstacles through hard force. Usually

by explosives or heavy weapons. They

get an advantage on physical rolls. For

example, lifting heavy objects,

punching a guy out, blowing up a wall

or shooting a gun.

They always have a stocky,

muscular build. They are often dressed

in military camo or are wearing cargo

pants with lots of pockets. They are

armed with a heavy machine gun and

several kinds of IEDs. Just approaching

a metal detector will cause alarms to

go off in the building, so they will need

some help on that front.

Card Trick: “Say Hello to my Little

Friend” – After taking damage, you

take out your grenade launcher. When

doing a Strong action, you may draw

three cards and add up the results.

Needless to say, this isn’t exactly

stealthy nor safe.

9
♦ DIAMONDS♦
Diamonds are specialists in security

systems and all kinds of technology.

Everything from a simple mechanical

lock to the latest know-how in

computers and cameras. They get an

advantage on smart rolls. For

example, picking locks, disabling

cameras, cutting telephone lines and

driving vehicles, etc.

They are dressed in casual,

practical clothes. They look like an

office worker. Chances are, they are

wearing thick glasses. They are

armed with a conceal carry silenced

pistol with several attachments for

reduced recoil and greater accuracy.

Card Trick: Think Fast – When you

first take damage, take three cards

from your numbered deck, then

arrange them in whatever order you

want, then place them back on the

top of the deck face down.

10
♠ SPADES ♠
Spades are wildcards in the broadest

sense. They are former casino

employees with a gambling and

substance abuse problem. They get an

advantage on all rolls that have

something to do with gambling or the

business of running a casino. That can

mean anything from performing an

impressive card trick, to having a slot

machine lady distract the guard to

spinning the roulette in such a way

that it gives the right person the

jackpot.

They are dressed like they just

woke up from a bad hangover. Messy

clothes with a smell of alcohol and

nicotine. They are too hangover to aim

a firearm, but will always find some

nearby object to defend themselves.

Card Trick: Devil’s Luck – After every

other draw, force a player to place

their drawn card at the bottom of the

deck and draw a new one after a

reshuffle. Can be used on oneself for

free redraws.

11
♥ Jack of Hearts – A really good

EVENT CARDS looking person comes up to you and

complements your appearance and/or


Event cards are Face cards a player

skills. You’ve got this in the bag! Gain


draws when failing a skill check. Some

an advantage on your next check,


can help out you or your team. Some

regardless of your Suit or speciality.


create additional complications. Some

change the victory conditions of your


♣ Jack of Clubs – You look around

game entirely. After drawing an event


and see your lookalike being dragged

card, the player who drew it looks at it


away by the police out of your casino.

without showing it to other players,


The security thinks they caught you.

then hands it over to the Dealer who


Idiots. Remove any drawn King card

interprets it. The one card that every


from the table, if any are present.

player has to know about is the Red

Joker. If a player draws a red joker, ♦ Jack of Diamonds – Well, well,

that means they are an undercover cop well, you just stumbled upon a sticky

and their victory conditions are flipped. note with some handy security

They win if they are the ones to open passwords and codes. The next

the case or have the cops incapacitate security obstacle can be passed

the gang. Naturally, the Dealer is without the need of a check.

meant to help protect the turncoat’s

identity.
♠ Jack of Spades – While working

you hear your favourite song start

playing in the neighbouring room. It

JACKS
reminds you are all living the high

Jacks represent Lady Luck smiling


life. Every player takes cards from

your way and the tide turning to your


their discard pile, puts them back into

benefit.
their numbered deck, then reshuffles

it.

12
♠ Queen of Spades – You receive a

QUEENS phone call from the House about how

building plan is outdated and the safe


Queens represent complications to the

has been moved to a different room,


heist. Stuff that doesn’t raise security,

probably one with a lot of people in it


but makes proceeding with the plan
or one where you need to uproot the
difficult.
floor boards (Dealer’s choice).

♥ Queen of Hearts – A sizeable group

of annoying fans mistake you for a

famous musician. You can deny it, but

they’ll claim you just want to avoid

giving out a photograph. Either sign a

hundred photographs, which will

attract more unwanted attention (draw

another event card) or try a clever way

to get rid of them.

♣ Queen of Clubs – One of the casino

patrons (CR:4) had one too many drinks

and started throwing fists after losing

all their money. Unfortunately, you are

in their way and now have to defend

yourself.

♦ Queen of Diamonds – The Case is

armoured and locked. It needs a punch

card and a security terminal to unlock

it. You can’t leave without that else

you’ll just have a shiny silver brick.

13
♠ King of Spades – You just realised

KINGS something terrible. You brought the

Kings raise your security level. If you wrong equipment. Your gun is

draw all 4 Kings, then SWAT units are unloaded, your knives are plastic

deployed to your locations. Abandon props and you dropped your good luck

the Case and start moving towards the charm. Lose your Suit’s skill

House empty handed. advantage until the end of the game.

♥ King of Hearts – Some nearby local

(CR:3) saw your face on a wanted


JOKERS
poster or in a newspaper. You know Jokers are rare cards that change

they are moving to the nearest police your victory conditions.

officer or a phone booth to call several


Black Joker – Dealer’s choice. The

Constabularies to arrest you. So, uh,


Dealer can pick any event they want.

stop them before they attract


Please, try to be merciful on your

unwanted attention.
players.

♦ King of Diamonds – Maybe it’s a

Red Joker – Dealer’s choice. Pick


routine maintenance thing or

any event you want, except now the


someone’s is aware of your

group has to deal with an undercover


shenanigans, but the laser tripwire has

cop.
been activated near the entrance to

the Vault. Tripping on it will cause a

nearby Constabulary to run over from a

neighbouring building and attempt to

arrest you.

♣ King of Clubs – Lady luck smiles on

your opponents. Take out a numbered

card out of your discard pile. This is

now the CR of your next enemy or

obstacle.

14
CR of your opponent. If you passed the

OPPONENTS threshold, you shoot down or

OBSTACLES AND
incapacitate that character. If you

don’t, the opponent counter attacks

COMBAT and your character becomes injured.

After the first attack, your Raid

There’s two kinds of problems your Raid


Dog is injured. Tilt your numbered
Dogs will be facing during the heist:
card deck 90 degrees to signify this.
Opponents and Obstacles. Opponents

After two attacks, your Raid Dog is


are characters that are controlled by

the Dealer that will get in your way. incapacitated. Incapacitated players

Think a guard or an annoying waitress can still communicate with their

that keeps distracting you. An obstacle,


team mates, but can’t carry the Case

meanwhile, is some part of the security


or leave the Casino on their own. One

system or a locked door.


of the healthy players has to pick

Both are dealt by using the


them up and drag them out of the

appropriate kinds of moves on them


building. If two players are

and beating their Difficulty Rating.


incapacitated, then you are expected

Certain moves won’t work on certain


to forget about the Case and

kinds of opponents or obstacles. For


evacuate. If more than two players

example, you can’t flirt open a locked


are incapacitated, then the police

door, but you can smooth talk a nearby


arrest you and the heist is considered

clerk into giving you the key. Keep it


a failure.

simple, but still try to exercise some

A Raid Dog may attack other


degree of common sense.

players, but only after the group

When things get complicated you


arrives back to the House (Pg.24) with

may enter a combat sequence with an


the Case in hand. That is done by the

opponent. Combat is performed in a


attacking player taking a number

similar way as other moves, where you


card face down and aiming it at the

attempt a Strong action and hope that


player they want to shoot via their

the number is equal or higher than the

15
strong action. The defending player

takes out a card and places it face


Opponents
down. At this point mode players can

Mall Cop CR: 2


join the stand-off by drawing a card

and picking a target. When ready, every This “cop” is more of a glorified

player flips their card. Whoever has the scarecrow than anything. Worst he

higher value kills the other. If two or may do is attempt to tackle you with

more players have the same value, his pudgy, out-of-shape body. Doesn’t

then both of them are shot dead. stop him from being a nuisance

though.

“Lady Luck” CR: 3

Woman in her 30’s that serves drinks

to people at the poker table. She has

deep circles under her eyes and

keeps looking around for problem

clients. Unfortunately for her, you

might be one of them.

Casino Manager CR: 4

The person casino clerks go to when

things get dicey. He tries to resolve

problems diplomatically, although as

a former rugby player he’s more than

capable at throwing trouble makers

out of the building.

16
Constabulary CR: 5

An armed police officer with a license


Obstacles
to both arrest and shoot at trouble
Security Elevator CR: 4

makers. When hurt or killed, they will

The lift leading to the lower floor of


receive reinforcements within the next

the Casino. Activated by inserting a


few minutes.

punch card. You can force it open or

Chief of Security CR: 7


convince some nearby clerk to lend

you their key.


Old grizzled war veteran with an

eyepatch and a body like a mountain.


CCTV Cameras CR: 5

They are hired to protect the Vault and

A security camera network installed


spend most of their time in the CCT V

primarily to see if a patron of the


room drinking away. His son is on the

casino is cheating. All connected to


police force, so attacking him will

the same network, so if it goes down,


trigger several Constabularies to

all of it goes down.


arrive at the casino.

Laser Security System CR: 6


SWAT CR: ACE

High-tech motion detector placed


They are the cops that other cops call

along a long corridor leading to the


when things get messy. They are

Vault. Expensive as hell to run, so


covered from head to toe in bulletproof

only activated when someone


armour painted so dark that it makes

triggers an alarm.
them look like living shadows. They are

the thing that will end your game. The Vault CR: 7

The Vault containing the Case. It’s

incredibly pristine and well

ventilated, although kind of empty

safe for the briefcase.

17
CASINO MAP

18
19
First Floor – F1
consists out of reheated dumplings

and various kinds of pasta. Although


Entrance – The casino guest entrance

there is an impressive wine card to


has a metal detector CR:3 and a

pick from.
Constabulary CR:5 guarding it and

patting down visitors. You shouldn’t Kitchen – Place is buzzing with

have trouble getting in, assuming you overstressed staff and a greasy chef

aren’t armed to the teeth with illegal throwing insults at them. Someone

weaponry (looking at you, Clubs). sets the stove on fire and has to pull

out a fire extinguisher just as you


Card Room – Large hall in the centre

walk in. Also, you swear you saw a rat


of the casino with tables for blackjack,

run by the floor.


poker and roulette. It’s filled with

countless people gambling their life Bar – Bar that extends both to the

savings away and women dressed in Restaurant and the Card Room.

scantily clad outfits serving them Unremarkable, save for some vintage

drinks. wine bottles tucked in the back. You

assume they aren’t authentic.


Slot Machines – The row of slot

machines is occupied by pensioners Staff Room – Staff Room near the

sitting on bar stools and pulling the entrance to the Vault elevator. Damp,

handle with a transfixed expression. concrete walls, uniforms and a

You have a feeling that even if the pinball machine in the “recreational

building caught fire they would keep corner”. Chances are there’s a clerk

playing even as the flames swallowed there sitting in his undies reading a

them up. book if you come in.

Restaurant – Casino bistro Elevator – Elevator CR:4 to the

remodelled to hide its cheapness. basement floor with the secure vault.

There’s an overweight man singing Opens only if a security punchcard is

badly on stage, which ruins the inserted. There should be a spare

atmosphere. The food itself mostly copy somewhere.

20
Second Floor – F2 Basement – B1
VIP Lodge – Smoky room a window to Armoury – Steel door with a pin

the first floor and red draping on the code lock (CR: 7) hiding firearm

walls and illuminated by lava lamps. lockers for casino security. Opening it

There’s a red wood table in the middle up grants advantage on the next

surrounded by divans. The air smells of strong check for every Suit on the

tobacco and cheap perfume. team.

Management Office – Backroom Laser Grid Corridor – Long

where the business-side of the casino corridor leading to the Vault with

is run. There’s a lavish Middle-Eastern small dots etched into concrete. This

carpet on the floor and a wall is a motion detector laser system

aquarium with a variety of exotic fish. (CR:6), although thankfully it’s

deactivated by default.
Balcony – The balcony opens up to the

view of New Sancre and the strip. The The Vault – Large metal wall with a

cold summer air and golden sunset high-tech security system (CR:7). The

calms your nerves a bit. Take the top casino manager (CR:4) is performing

numbered card from your discard pile maintenance on it. He’s wearing

and place it at the bottom of your headphones hooked up to a cassette

numbered deck. player, so he likely didn’t notice you

walking up behind him.

21
“Bunny”
Notable Casino Residents
Young lady with blonde hair and a

Drunk
bunny suit. She seems content

Tucked away in a dimly lit corner of the serving drinks to patrons. Has a

restaurant is a heavily drunk man. He somewhat vacant expression, like a

appears to be on the very edge of deer in headlights.

losing consciousness. He’s humming


Edward Khisley Impersonator
the lyrics to some song. If you look

Middle aged, “big boned” man dressed


down, you’ll see that he dropped his

as the deceased rock’n’roll icon


wallet and ID card.

Edward Khisley. Flared paints, gel hair

Mr. Greens
and lots of gaudy jewellery. He can be

Near the roulette table is a statuesque seen singing the song “I Want to Hold

man with a long chin and a lime-green Your Head” on the stage at the casino

suit. He seems to be on an insane restaurant. Somehow he is missing

winning streak, which is making the every note.

nearby staff both concerned and

curious. There’s a small crowd forming

around him.

22
Raiding the Vault
After you get into the Vault you have to

decide which Suit will be carrying the

case. If one of the Suits is

incapacitated, they have to be carried

by another player, which in turn means

they can’t hold the Case. Removing the

Case from the Vault will trigger an

automatic security response based on

the amount of Kings drawn.

• No Kings means you’ll only

have to deal with the Mall Cop

• 1 King means the Casino

Manager will intervene

• 2 Kings means the Chief of

Security will try to stop you

• 3 Kings means two

Constabularies will attempt to

shoot you down

• 4 Kings means you will

encounter two SWAT officers

while leaving the building

If you manage to get out of the building

alive you drive away and arrive at your

hideout – the House

23
However, before the case is opened,

THE HOUSE everyone has to agree to open it and

that they trust the player opening

The house is the Raid Dogs’ hideout. said case. The player still has the

What important is that there’s a steel final say in opening it unless

table illuminated by a single hard light. someone pulls a gun on them. This is

The Suit that is holding the Case may done in a similar way as regular

now open it and declare what’s inside. combat, only both players placing

The object or objects can be anything their numbered cards face down and

physically possible that can fit inside a then flipping them to see who has the

medium-large briefcase. Suggestions bigger number. If the number is equal,

may include: then both Suits kill each other. If one

of the players has a larger number or

• Cure to a known deadly


an ACE, then the other Suit is shot

disease
dead and the Case can be picked up

• More money than the annual again.

GDP of a small country


If the an undercover cop opens the

• Several dozen gold bars Case, then a SWAT team enters the

• A pile of pristine quality


House and everyone ends up arrested.

narcotics

• A single antique collectable

stamp

• Photo evidence incriminating

the Dealer in some horrible

crime

• Sarin powder

• A literal ticking time bomb

24
DEALER’S NOTES PLAYLIST
Despite the different system, typical
The Casino
Game Master advice still applies. Be an
Digestible Planets – Cool Like Dat

impartial rules enforcer, but don’t shy


(Instrumental)

away from being cinematic in your


The Vault
descriptions. Your goal is to emulate an
Green Kingdom – Untitled 8

old school crime thriller and make


The Escape
your players feel like stylish gangsters.
AC/DC – Jailbreak (Instrumental)

Keep the suspense going and don’t shy


The House
away from bending or breaking the
El Huevro - Ghost

system if you’re sure it’s going to lead

to a more entertaining outcome.

Setting and Hacks


At the same time, be attentive, You are able and encouraged to mix

empathetic and don’t push your players the setting up if 70’s – 80’s crime

fiction isn’t your thing. Some ideas for


into areas that makes them

a setting reskin may include:


uncomfortable. Below is a playlist of

instrumental music you can put on to


• Cyberpunk or Science Fiction

set the scene and put your players into


• Toddlers stealing cookies

the heist mindset.


from a cookie jar

• Fantasy adventurers raiding

a Dungeon

• Prometheans stealing fire

from the Greek Pantheon

• Allied soldiers in W WII

stealing military plans from

an Axis base

25
CREDITS
Created for Scribble Game Jam 2025

under the prompt “Card Game”.

Licensed under Creative Commons 3.0,

so you are encouraged to take the

rules and the material and remix it in

good faith. My only request is to give

credit or at very least link back to the

original work.

Images used in this work are either

illustrated by the author or are edited

works that fall under the public

domain.

Fonts used:

• Stengazeta

• Psychohacker

• Gothic821

• Bahshrift

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