Action Cards

Action Cards "Initiative"

The action in Savage Worlds is fast and furious. To help the Game Master keep track of who goes in what order and add a little randomness to the game, we use a single deck of playing cards with both Jokers left in to determine everyone’s initiative order. We call these “Action Cards.” At the start of each round:  
  • Deal each Wild Card a single Action Card (plus any extra cards for Edges). Allies under a player’s control act on his Action Card
  • Extras, such as all zombies, all wolves, and so on, should usually share an Action Card so they act at the same time. This makes them much easier to manage. She can also group Wild Cards with their minions if she wants. The goal is to do whatever makes running the battle as quick and easy as possible.
  Shuffle: Shuffle the deck after any round in which a Joker was dealt.  

THE COUNTDOWN

Once the cards are dealt, the Game Master starts the round by counting down from Ace down to Two, with each group resolving its actions when its card comes up.   Ties: Ties are resolved by suit order:
  • Spades
  • Hearts
  • Diamonds
  • Clubs
  Jokers: Characters (or groups) with a Joker act whenever they want in the round, even interrupting another’s action. They also add +2 to all Trait and damage rolls this round!

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