In the beginning of 2016, I was given the opportunity to create a deck of cards that would be used to determine the outcome of player's actions in a roleplaying game. Choosing a 10 from the Dexterity deck would result in you successfully sneaking, and a 1 would be not so successful. That was the basic idea, but it became much more than that. There were recurring characters and story arcs threaded throughout all of the cards. We explored many different corners of the world, from the antics of the mischievous thief, to the scheming of the ambitious prince charming.