# [[Index Card RPG]] [site](https://www.modiphius.net/products/index-card-rpg-master-edition) Index Card RPG is a small, lightweight d20-based [[Tabletop Roleplaying Games|TTRPG]] that simplifies many of the concepts from [[Dungeons & Dragons]]. Its name comes from its philosophy of distilling rules, mechanics, adventures, dungeon design, and the class system into a simplified set of instructions that could fit on an index card. ## Distinguishing features ### Targets are set A single target applies to all checks and attacks, although it is modified depending on difficulty. For example, 12 is the "supreme average" target, and a good place to start. When the target is 12, a GM can call for an easy check (12-3=9) or a hard check (12+3=15). A GM can openly change the target if there is a story reason why something would be hard. In that case, the players may have the opportunity to change the situation in some way so that the target is lower again. ### Everything is done in turns Play is done in clockwise turns, just like in most board and card games. Play also continues in these turns throughout the whole game, not just in combat; each player takes turns describing what they will do even outside of combat. When a new action scene begins, everyone rolls a D20. The highest one starts first, and then play proceeds clockwise again. ### Simplified ranges Instead of keeping track of movement and range, three different options can apply: - *Close*: When a character is _close_ to a creature or object they want to interact with, no move is required; they may simply do the action. - *Nearby*: When a character is _nearby_, they may move to the target and then do an action. - *Far*: When a character is _far_, they must spend their turn moving to _close_ range of their target. They may not do an action to interact with the target unless the interaction can be done at range. ### Battle fury In battle, when a player misses, they get to play a battle fury die (1d6) in front of them, with the 1 facing upwards. On their next attack, they can add this number to their roll. On a successful hit, the die resets. ### Effort dice Many of the abilities that differentiate characters and classes can be expressed in terms of the type of effort (ex: magical, physical). Each type of effort requires a different die. ### Dungeons with random elements Dungeons are created to require minimal prep. The number of rooms can be determined beforehand, and then index cards are numbered up to the number of rooms and then randomly placed within a structure to determine their location. This method allows for some variety in how dungeons are laid out. ### Six truths Six truths are identified for each new world that is created. These truths describe how the world is different from others, and what players in that world would know as a fact, just by living in it. ### Twenty secrets Adventures often include a collection of 20 secrets that can be discovered by players. This could include loot that tells a story, or an observation that players could make about the circumstances they're in.