Kartehenandels
IetariP

About the Game

What is a card-based RPG?
It’s an RPG without a map. The character moves
forward by confronting one enemy or obstacle after
another in sequence.

This is a single-player card-based role-playing game. The player controls thefate of Karen, who will encounter random events and overcome them to growstronger.

If she is able to conquer the Pirate Ship before her HP (Heart Points) reachzero, you win the game. Good luck!

Contents・Cards (40)Preparationup

1. Put the HP Track on the table and place the HP

Marker on 20.

2. Shuffle the Quest Cards and Story Cards

together to create the Event Deck, and place it

face-down. The profile image of Karen on the backof each card should be upside-down. (See the figure
Opening Cards (10)
5 Hunger Pang cards, 4 Attempt cards, 1 Memento cardup

below.)

3. Shuffle the Opening Cards to create the Karen

Deck and place it face-down. The profile image ofKaren on the back of each card should be rightside-up.

pawn
APS40
Quest Cards (20)upStoryA lone girl washes ashore a desert island after the ship carrying her class on theirgraduating trip tragically sinks.
She prided herself on being the cutest girl in school, but her looks won’t help hernow. In order to survive, she’ll have to conquer the weakness and fears within. She
must learn to master herself.
Once she does, she’ll be able to defeat the pirates on the island, take their ship,and sail back home.

Event Area

Event Deck

Quest
Card

Story Cards (10)Direction: Koushi Kondou
Production: Walkeri

Graphic design: Naomi Nakagawa
Translation: Aaron Dodson

HP TrackEpisodeCard

HP Marker

Adventure Area

・HP Track
This is used to measure Karen’s HP. The

maximum value is 20.

・HP Marker

This is used indicate

Karen Deck

KarenDiscard

Used Ability
Area

Karen’s current HP level.

・InstructionsGame design, illustration and story by Pawn (Stepper’s Stop)

Event Discard

About HP (Heart Points)
Heart Points represent a combination of Karen’s
physical and emotional well-being. She starts the gameat 20 HP and loses HP whenever she takes damage. If
her HP is reduced to zero or less, the game ends. She
doesn’t have the strength to go on.

Place abilities
that have beenused here inthe Used
Ability Area

ProcessedStories

Area

Game Flow★ Adventure Card Abilities
・ If any of your current Adventure Cards have Abilities onthem, you may use them now.

① Activate Events
Draw two cards from the Event Deck and placethem face-up in the Event Area. These are the・ After using an Adventure Card’s Ability, place the card inQuest
Card

EpisodeCard

・ You may use Abilities in any order.

・ You may choose not to use one or more available Abilities.

active Events.

・ The power of cards in the Used Ability Area is included

There are two types of Event Cards:

Quest Cards: Problems and obstacles impeding Karen.

After you use acard’s Ability, movethe card to theUsed Ability Area

when determining whether or not the Adventure is cleared.

Story Cards: Memories welling up from Karen’s past.

Quest, you need not lose hope. By spending one HP, you can draw an additionalcard from the Karen Deck and add it to your Adventure Cards. This is called a● If Karen stands
Select one Event Card. The card that is not selected is placed face-up in theEvent Discard Pile.

If you selected a Quest Card, go to (3) Adventures. If you selected a Story

Card, go to (4) Stories.

Courage Draw. Karen summons up all of her energy to do what must be done!

You may perform any number of Courage Draws during an Adventure, butremember that the game ends if Karen reaches zero HP. Be careful.

If the power of your Adventure Cards is unable to meet or exceed the Quest

Card’s difficulty even after using Abilities or Courage Draws, Karen has failed.

Reduce Karen’s HP by the difference between the current total power and the● If Karen flees
Reduce Karen’s HP by one and place both Event Cards into the Event DiscardPile. Repeat (1), drawing two cards from the Event Deck.
Adventure Card PowerCompare

Karen bravely takes onan obstacle that confronts

difficulty, and then place the Quest Card face-up in the Event Discard Pile.  Finally, whether the Adventure was successful or not, place all Adventure Cards,including cards in the Used Ability Area, face-up in the Karen Discard Pile. This

Draw four cards fromQuest Card
Difficulty

To process a memory, you must reduce Karen’s HP by the number in theupper-left of the Story Card. Facing your past can be painful. However, the HP
cost of processing memories is reduced by the number of Story Cards you havegreater than or equal to the difficulty, Karen overcomesin your Processed Stories Area, reduce Karen’s HP by two. (5 – 3 = 2)

number in the upper-left) of the Quest Card. If the power isFor example, if the cost of the Story Card is 5, and you have three Story Cards

whatever has impeded her. Turn the Quest Card upside-down
and place it on top of the Karen Discard Pile. If the Quest CardOnce this is done, move the Story Card to the Processed Stories Area. Be sureis the Pirate Ship, then you have won the game.

not to place these cards in the Karen Discard Pile! Processed stories will countA) Face that card.

B) Flee and place the card in the Event Discard Pile.
In this case, Karen’s HP is not reduced.

★ If there are no more cards in the Event Deck
1. Reduce Karen’s HP by two. Trying to survive in such a situation is stressful.
2. Shuffle the Event Discard Pile to create a new Event Deck.

Ending the Game
Victory! …… If you defeat the Pirate Ship before Karen’s HP is reaches zero, youhave won the game. Karen steals the vessel and sails away from the island.

Defeat! …… If Karen’s HP is reduced to zero or below, the game ends. Alas…

Calculating Your Score
・Your total power when defeating the Pirate Ship counts toward your score.

・In addition, you receive five points for every Processed Story card you have.
・The higher your score, the better the ending.
40+ points

Wow! You’ve convinced some of the pirates to take your side!

70+ points

Amazing! More than half of the pirates now serve you!

90+ points

Awesome! You have utterly dominated the entire pirate crew!

100+points Veni vidi vici! There is nothing more for you to learn on the island!

toward your score after winning the game. Now return to (1).
If Karen wins…

● Additional Effects on Adventures
Some Adventure Cards include Abilities you can use.

no limit to the number of times they may be performed.  These rules apply any time you draw from the Karen Deck.

④ Stories

already processed. Accepting what has happened becomes easier over time.

These actions can be performed in any order, and there is   4. If you run out of cards again, you cannot draw any further.

You can try to escape the island again, though.

the upper-left) of the Adventure Cards with the difficulty (the redYou may also spend HP to make a Courage Draw.   3. Draw the required number of cards.

Great work!

her. Processing these memories helps her put her heart at ease.

Compare the total power (indicated by the blue circle inCards in the Karen Discard Pile are reshuffled into theKaren Deck, which means you can use the power andabilities of a cleared Quest Card. Conquering challenges
teaches Karen new things and provides her with newstrength.   2. Shuffle the cards in the Karen Discard Pile to create a new Karen Deck.

ends the Adventure, and if Karen has not defeated the Pirate Ship, return to (1).

from her past spring up unwanted from her subconscious to torment

the Karen Deck and placethem face-up in the Quest Area. These are your active Adventure   1. Draw cards until there are none remaining in the Karen Deck.

Karen is still in a state of shock after the shipwreck, and stories

her.

Cards.

★ If the Karen Deck will run out when drawing Adventure Cards

Place the remaining card as normal, and then perform one of the following:

If the total power on your Adventure Cards is not enough to overcome yourWill Karen stand and face the challenges before her, or will she flee?

!

CHECK

★ If there is only one card remaining in the Karen Deck

★ Making Courage Draws② Determine Karen’s Fate

③ Adventures

the Used Ability Area. You cannot use that Ability again.

Adventure Card AbilityUsed AbilityKarenDiscard PileNote・This effect does not stack. – The Ability may only be applied to acard once.

You are free to look at the cards in the Event Discard Pile and theKaren Discard Pile at any time.

・Draw one card. – Draw one card from the Karen Deck and add it
to your Adventure Cards.

Resolving Abilities

・Draw two cards. – Draw two cards from the Karen Deck and addthem to your Adventure Cards.

・Double the Power of one Adventure Card. – This may be used on
the card with the Ability as well as cards in the Used Ability Area.

・Copy and Apply the effects of one Adventure Card. – This may beused an card in the Used Abilities Area. However, this Ability may

not be copied, nor may a card's power.
・Remove one Adventure Card. – Remove a card from the game.
This may also be used on with the Ability or a card in the Used
Abilities Area.
・Draw three cards from the Karen Deck... – If the Karen Deck isexhausted, shuffle the Karen Discard Pile to create a new Karen
Deck and continue draw as normal. If the deck is exhausted again,
you cannot draw any further.