What Decks are for
Use Decks when the gameplay needs:
Random selection (players draw a card)
Hidden information / hidden selection
A mechanic that behaves like a “card draw” system (example shown: Alcohol Tolerance)
What a Deck looks like (author view)
In a Deck, you can see:
Available Clue (items you can add into the deck)
Clue in Deck (items currently inside the deck)
This is where you organize which cards belong to that specific deck.
How Decks are used during the game (GM view)
During gameplay, the GM can use the deck so players can draw cards from it.
That’s why Decks work well for:
randomness
hidden selection
card-based mechanics
💡 Make the timing clear in the GM Manual
Decks are a tool—so the GM still needs to know when to use them.
In the example shown, the GM Manual clearly explains:
when to distribute the Deck card (Alcohol Tolerance)
when players should come to the GM to collect items
any notes the GM must record
Should you create decks like “Warren Clues Act 1”?
You can organize decks this way if it matches your game design, but keep this in mind:
Decks are best when randomness or hidden selection is important.
If a clue is not meant to be random, it may be clearer to:
keep it as a normal clue in Clues, or send it via GM Distribution, and explain the timing in the GM Manual.
There’s no single “correct” structure—what matters is whether you want that content to behave like a card draw mechanic.


