Update and Cost Guide


With the resurgence of interest in '7:7 - A Dying Card Game', I've finally fixed a glaring typo (on Ser Marin of Kergus), and also am posting my guide for creating  your own cards. We've got our first official 3rd party content in the form of Updated card templates by Bruno Prosaiko, which could unleash the floodgates on your custom content! Here are some guidelines for creating your own cards:

  • For Dungeon cards, higher Explore dice should come with riskier abilities.
  • For Scum & Monster cards, consider these guidelines
    • 5s/HP, 10s per Armor Tier, 5s per Weapon Tier, round costs to the nearest 10s
    • Adjust Silver cost as you see fit dependent upon abilities
  • For Equipment cards, use the price of similar equipment in Mork Borg as a guide.
    • Armor: -1~20s; -D2~40s; -D4~100s; -D6~150s
    • Weapon: D4~20s; D6~30s; D8~40s; D10~50s
    • These guidelines should be highly flexible based on card abilities.
    • Round costs to the nearest 10s, as with Scum & Monsters
  • Likewise, Omen cards should be balanced against the existing Omen effects in Mork Bog.
  • 7:7 isn't just Mork Borg themed, it's Mork Borg compatible. Consider the effect your Scum, Monsters, and Equipment might have as a ttrpg supplement. Dungeon cards are a bit more mechanistic, but can still be good inspiration for roleplaying campaigns.

If you do make any custom cards and post them here or elsewhere, drop a comment so I can add your work to the directory!

Files

Inverted Sepulcher Print and Play.pdf 2.8 MB
Jan 23, 2024

Get 7:7 - A Dying Card Game

Comments

Log in with itch.io to leave a comment.

(1 edit)

Very cool and useful! Any advice on how abilities and powers might affect the cost?

Something loose like:

  • Ability with simple/common effect = +5s or +10s
  • Ability with significant/uncommon effect = +15s or +20s
  • Ability with very significant/rare effect = +25 or +30
(5 edits)

Perhaps a combination of the "strength" of the ability in the game and its frequency/activation:

  • Little effect on the game = 5s
  • Considerable effect on the game = 10s
  • Dramatically affects the game = 15s
    • Rarely useful (as in crits) = +0s
    • Eventually useful (with 12+ on 1d20) = +5s
    • Power (card destroyed if failed) = +0s
    • Often useful (such as always active or passive) = +10s

So a considerable but rarely useful effect would cost 10s.

The keywords would probably also be worth some variable cost.

What do you think?

For Omens it gets a little complicated because there is no cost. Maybe rank them in stars or something and limit the total amount of summed levels of Omen that a deck can contain in its construction?

(+1)

Whoops! I forgot to mention Omens in the post (I've update it now). Omens should be balanced against Omen abilities in Mork Borg. However, that sounds like a cool system and I totally endorse developing it as a variant if you want to.

Fair. Balancing with Mörk Borg's Omens is a simpler way than introducing a classication sub-mechanic.

(+1)

These sound like useful guidelines.