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The Poker Run Engine
Core System Reference

Version 1.0

This is the open, official Core System Reference for the Poker Run Engine. It is Open Content under the Poker Run Engine Community License (PRECL) — see the License & Attribution section below for what that means for you.

The Poker Run Engine is a universal framework for creating short solo expedition games using nothing more than a standard deck of playing cards and a tracker sheet. Every Poker Run game shares the same poker-hand resolution, the same expedition loop, the same progression model, and the same final confrontation structure — only the setting changes. This document describes the pure systems. Genre, setting, and flavour are applied as an overlay.

01

Core Premise

The player commands a fragile asset (ship, vehicle, team, etc.) and repeatedly undertakes short expeditions into increasingly dangerous territory. The goal is to gather specific resources/discoveries and improve the asset until it can confront a final threat.

Session length target: 10–25 minutes per expedition.

Components: Standard 52-card deck + one tracker sheet (paper or digital).

02

Core Resources (always present)

ResourceRoleTypical Starting ValueTypical Cap
IntegrityHit points of the asset35–6
SupportSecondary resource (crew, fuel, morale…)26
AdvancementGates access to deeper zonesRank IRank IV / Final
CurrencySpent between expeditions on upgrades0

Optional but recommended secondary trackers:

  • Discoveries (3 types, specific counts required for the final confrontation)
  • Specialists / permanent abilities unlocked by Support milestones
  • One limited “ghost” or temporary resource (e.g. Ghost Crew)
03

Core Loop

  1. Choose a reachable Zone (gated by Advancement rank).
  2. Resolve three Encounters.
  3. Return to base.
  4. Spend Currency on upgrades / repairs.
  5. Repeat until ready for the Final Confrontation.

When the draw pile empties, shuffle the discard pile into a new draw pile after the current check is fully resolved.

04

Encounter Structure

For each of the three encounters:

  1. Turn over the top card of the deck.
  2. Number cards (A–10): Suit determines encounter type → make a Check.
  3. Face cards (J, Q, K): Trigger a special Face Card Event instead of a normal suit encounter.

Standard Suit Mapping (reskinnable)

SuitEncounter ArchetypeTypical Success RewardTypical Failure Cost
♠ SpadesHostile / ConflictSmall currency or no damageLose Integrity
♥ HeartsOpportunity / AidGain Support or heal IntegrityNothing (or optional risk)
♦ DiamondsResource / SalvageCurrency (scaled by hand strength)Nothing
♣ ClubsDiscovery / SiteMark a Discovery + currencyNothing

Exact numbers and secondary effects are set by the genre overlay.

05

Check Resolution: Discard & Draw

  1. Draw 5 cards.
  2. Discard 0–4 cards.
  3. Each discarded card may require paying a cost defined by the current Overlay.
  4. Draw replacement cards until you again have 5 cards.
  5. This is your Final Hand.
  6. Evaluate the Final Hand.
  7. Discard all five cards.
Engine Principle: The Poker Run Engine never defines the discard cost. Each Overlay defines the resource (or no cost at all).
HandResult
High CardFailure
PairSuccess
Two PairStrong Success
Three of a KindCritical
Straight or betterExceptional

Rewards and penalties scale with result strength. Exact values are defined by the genre overlay.

06

Face Card Events (highly reskinnable)

CardArchetype RoleDesign Intent
JackOpportunity / ChoiceImmediate flexible benefit or extra action
QueenAlly / Temporary AssetGrant a limited-use special resource
KingHigh Risk / High RewardImmediate Check with strong stakes

These should feel rare and memorable. Exact effects change with genre; the roles above should stay consistent.

07

Progression & Upgrades

Between expeditions the player may spend Currency on:

Upgrade TypeTypical Cost BandEffect
Support +1LowIncrease Support (unlocks specialists)
Module / GearLow–MidPermanent or once-per-expedition bonus
Special SystemMidPowerful limited-use ability
AdvancementHighIncrease Advancement rank (unlock zones)

Advancement ranks typically gate four zones of increasing danger and reward. Rank IV (or a special “Prototype” state) is required to attempt the Final Confrontation.

08

Support → Specialist Ladder

Specialists are active only while current Support meets their threshold — not permanently unlocked. If Support drops below a threshold (from a penalty, injury, or any other source), that specialist immediately goes inactive; it automatically reactivates the moment Support meets the threshold again, by any means. Active specialists stack, so an asset at max Support benefits from all of them at once. Status is always read from the current Support value, not from history — no tracker checkbox should imply permanence.

Recommended structure (thresholds can shift slightly by genre):

ThresholdSpecialist Role
1+Basic utility (extra discard, mobility, or minor exploration edge)
2+Safety net / failure mitigation
3+Information / peek ability
4+Improved currency gain
5+Damage prevention
6Economy discount

This threshold-gated design gives secondary-resource loss (see Zones / Pressure Curve) real teeth — losing Support can cost an overlay's asset an active ability mid-expedition, not just a number on the sheet.

09

Zones / Pressure Curve

Four zones of escalating danger. Each higher zone adds concrete pressure (extra Integrity loss, secondary resource loss, permanent attrition, etc.).

The final zone should create a sense that remaining too long is itself dangerous.

10

Discoveries & Final Confrontation

Three distinct Discovery tracks. Specific counts are required before the Final Confrontation may be attempted (classic example: 3 / 2 / 1).

Final Confrontation structure (recommended):

  • Three successive Checks.
  • Require a defined combination of Successes + at least one Critical/Exceptional.
  • Failures cost significant Integrity.
  • One limited recovery option available during the confrontation.

Survive with Integrity remaining = victory.

11

Design Principles for Overlays

When creating a new genre version:

  • Keep the Engine's rules identical whenever possible.
  • Change names, flavour text, and exact numbers freely.
  • Preserve the emotional shape: fragile asset → repeated short expeditions → escalating pressure → gated final confrontation.
  • Use Face Card Events and Modules as the primary places to inject unique genre identity.
  • Resist adding new core systems. Prefer reskinning or small numerical tweaks.
12

Engine Summary

Draw a card for each of three encounters. Number cards trigger suit-based encounters resolved by a five-card poker check with a limited mulligan. Face cards trigger special high-impact events. Between expeditions spend currency to improve Integrity, Support, Modules, and Advancement rank. Advancement unlocks deeper zones with greater pressure. Collect specific Discoveries, then attempt a three-check final confrontation. Specialists stay active only while Support meets their threshold, deactivating and reactivating as Support rises and falls. The entire game uses only a standard deck and a tracker sheet.

13

License & Attribution

This document — its core mechanics, resolution system, expedition and campaign structure, overlay framework, resource framework, suit mapping, Face Card framework, Support ladder, upgrade framework, Discovery framework, and the examples contained within (unless otherwise noted) — is Open Content under the Poker Run Engine Community License (PRECL).

You may freely use, adapt, expand, modify, translate, and build commercial or free products on everything in this document. No permission or royalty is required.

If you publish a product built on the Poker Run Engine, include the following attribution somewhere in it:

Powered by the Poker Run Engine™
Compatible with Poker Run Engine Version 1.0
Poker Run Engine™ is the property of Bill Heckler.
This product is an independent work and is not affiliated with or endorsed as an official Poker Run Engine product.

(If your product is an Official Poker Run Engine release, use the official attribution line instead — see the PRECL for details.)

The Poker Run Engine™ name, official logos, compatibility badge artwork, and all Official Product content (settings, characters, story text, flavor text, illustrations, layouts) remain protected and are not covered by this Open Content grant. Full terms: see the Poker Run Engine Community License (PRECL).

One Deck. Endless Settings.

One Resolution System. Unlimited Expeditions.

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