Introducing Play Areas

As it turns out, designating play areas in a card game is kind of important. The play areas help players understand the functions of their cards and their available actions better, as well as helping keep the game organized. Here is the initial setup for Champions of Fate‘s play areas, which is, of course, subject to changes:

Champions of Fate play areas setup
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  1. Champion’s Hand: This is the player’s hand of cards. Cards in hand are inactive. Each player begins the game with a maximum hand size of five cards. The player’s Champion Sheet represents their hand.
  2. Champion’s Deck: This is the player’s draw deck. It is kept face down within the reach of the player. Cards in the draw deck are inactive.
  3. Champion’s Arsenal: This is where the player play their class cards and treasures. The arsenal can hold up to 6 cards at a time. Cards in the arsenal can be either ready and active, or exhausted and inactive.
  4. Champion’s Discard: This is the player’s discard pile, where player’s class cards & treasures are placed when discarded. Cards in the discard are inactive.
  5. Supply Pile: This is where all markers and tokens are stored for use. Place it in reach of all players.
  6. Party Inventory: This is where the party place resource tokens they earned over the course of the game. Place it in reach of all players.
  7. Adventure Map: This is where you place the active location cards. The adventure map always starts from the Peaceful Refuge, to which other cards are connected.
  8. Adventure Prep: This is where you’ll place the encounter, treasure and locations deck for use in the adventure. Also place here the scenario cards you’re currently using for easy reference during play.
  9. Reserve & Graveyard: This is where you place all cards that are not in use. This includes all class cards that are not in the players’ decks (the reserve), locations that are not used in this adventure, and cards that had been completed or buried during the course of the adventure.
  10. Battleground: This is where you place the encounters used in the current skirmish. If the party decide to end the skirmish before completing the encounters, take the encounters from the battle ground, and place them together nearby, until the party returns.

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