One choice at the start that changes how the same deck plays. A role is not a class with spells β it is how much gear a team carries, and which kind of gear pays it in full.
A collectable, an ally or a question that carries attack, defense or vitality is gear. Attack and defense are recomputed from what the team is carrying; vitality is banked at the find and never re-read.
The pack lists every gear card the team holds with what it is worth to them β carried or set down β and the HUD's attack and defense follow the carried set.
The pack below carries a lantern, a sword, a rope and a helm β probes tagged to match two invented roles, because the library's cards carry no tags to show the rule with.
A story with roles on offers 2 to 4. A team picks one before its first card, confirms it, and keeps it for the whole trail.
The question a roles trail asks before it hands over a single card. One tap, and it is answered for the whole hunt.
Travels light. Lanterns, rope, anything that opens a way rather than wins a fight.
Carries more and wears most of it. Plate, shields, anything that turns a blow.
The pick screen names each role, its slot count and the gear it favours. Two taps β the role, then a confirmation β and every scan after that is played as that role. Both taps are plain forms, so no script is needed.
The Scout and the Knight above are probes: a real story's roles are its author's own vocabulary, and its gear is tagged in the same words.
A role carries 1 to 8 gear cards at once. A find at capacity arrives set down; a set-down card is still held, still opens locks, still scores and can still be sold β only its attack and defense go quiet.
The same team, four finds later. It carries 3, so the helm waits β still theirs, still scoring, still sellable, just quiet. The sword pays half because a sword is not a tool.
A key never costs you a slot. It arms you all the same.
The pack shows what is carried and what is set down, with each card's worth to this role. The team rearranges the carried set as a whole and saves it; nothing else changes.
Four cards for three slots: the helm arrived last and waits, still theirs.
A card your role favours pays its whole attack and defense. Anything else pays half, rounded down. A card with no tag pays everybody in full.
In the pack an off-tag card shows the halved number with the card's own beside it β the sword's 2 of 5 β so a team sees what its role costs it and what the card is worth to somebody else.
The Iron Sword above is tagged blade and pays the Scout 2 of its 5 attack; the Coil of Rope carries no tag and pays everybody its 3.
A card another card is locked behind never costs a slot and never carries a tag, so it always pays in full. You are made to hold it, so you are never taxed for it.
Keys sit under their own heading in the pack, with the trail's own note that they cost no slot.
The Cellar Key under the pack above: held for the quest, costing no slot.
A story turns roles on and names its 2 to 4. Every trail built from it asks for a pick, and a host can turn roles off on one trail without touching the story.
With roles off, new teams carry everything and receive each card's full value. Teams that already chose a role keep its rules and access to their pack.
The same deck runs with roles for the family afternoon and without them for the school group, from one story.