I've been thinking about using a card game for story creation and combat in my minis games. I like the idea because it seems like it might make for fast play - which I think is a must with pulp.
With the combat game, there is a deck of action cards (attacks and defenses). A player draws a hand of cards (say 3 for a mook, and 5 for a hero). There are more defenses than attacks. One player throws down an attack and the other throws a defense to block it. If they can't they get hit. Whither hit or not both players roll 2d6, high roller wins, to see who gets the right to make the next attack. If a blow lands - it ends the fight. Otherwise the fight ends when one side gets the best 2 out of 3 rolls. There is a lot of room for modifiers to the roll and room for players to discard cards instead of attacking and even room for players to role play as they throw down cards.
Seems like it would go fast and resolve fights in a very story way. I need to experiment with it.
The bigger story action would also be run using a card game but in this one players play an action card and make up a story about what happens. Other players play a card to add to the story. They roll to see who gets the cards (which have victory points on them). The story is further guided by scene cards that can be used instead of an action card which guide play through a basic story outline. Players build up victory points to see who gets the last word in the game when it ends. I know this system works because I used it in a game I published this year - Fairy Tale Assassin League (should be in stores now).
I know cards are not original and that there are other games out there doing this. Came you tell me which ones do this and how they use the cards?
Thanks!
PS: I'm reading the first Fu Manchu book now. Never read any of them before. Kind of cool. You can see where movie writers got their style from.
Chris Engle