A.C.E.S. Lite · Character
Dr. Jacqueline Damascus
Mysterious Explorer
- Affinity
- ♣ Cunning
- Adjective
- Mysterious
- Role
- Explorer
- ♠ Athletics
- 2
- ♣ Cunning
- 4
- ♦ Eloquence
- 3
- ♥ Strange
- 2
Premade character · A.C.E.S. Lite core
The Copper Cabaret · companion game
Adventure is in the cards. Everyone brings a deck, the Dealer lays a Tell and a hidden Truth, and you build toward 21.
A.C.E.S. Lite, first edition (core rules build 2026-09-18). Stray Current Studio, straycurrentstudio.com/games/aces/
A.C.E.S. is a roleplaying game played with cards instead of dice. One player is the Dealer: they describe the world, play everyone the characters meet, and deal against the table. Everyone else plays a character. When a character tries something uncertain and consequential, the table runs a Resolution: the Dealer lays a face-up Tell and a face-down Truth, and the player builds a Layout to beat them without finishing over 21.
It is the house game of The Copper Cabaret, but the four Stats cover any genre: pulp crime, sky pirates, weird science, quiet magic. The character cards on the wiki deal every cast member of our aired seasons into a game.
After choosing an Affinity Suit, each player removes the 7 and Jack of that suitfrom their own deck, names them as Inventory items, and places them face down beside their Character Card. Shuffle the remaining cards. The Dealer shuffles a complete 52-card deck.
Every Resolution begins with freshly shuffled decks. At the end of every Resolution, each participant returns all the cards they used, and their discard pile, to their own deck and shuffles. Used Inventory goes back face down beside its owner's Character Card instead.
| Card | Value |
|---|---|
| 2 to 10 | Printed value |
| Jack, Queen, King | 10 |
| Ace | 1 or 11, whenever its value is checked. A player chooses for their own Aces; the Dealer chooses for the Dealer's. |
Each suit is a Stat, the approach a character takes:
| Suit | Stat | Covers |
|---|---|---|
| ♠ Spades | Athletics | Physical ability, strength, speed, endurance, coordination |
| ♣ Clubs | Cunning | Knowledge, perception, expertise, planning, cleverness |
| ♦ Diamonds | Eloquence | Charm, persuasion, presence, communication, social ability |
| ♥ Hearts | Strange | Magic, intuition, the supernatural and uncanny, weird science, alien abilities, pure faith |
| Rank | Role | Red adjective | Black adjective |
|---|---|---|---|
| A | Investigator | Bombastic | Demure |
| 2 | Fighter | Cynical | Bumbling |
| 3 | Scoundrel | Amateur | Unflappable |
| 4 | Broker | Grotesque | Idealistic |
| 5 | Scholar | Charming | Reckless |
| 6 | Healer | Proper | Exuberant |
| 7 | Performer | Mysterious | Arrogant |
| 8 | Socialite | Jovial | Conniving |
| 9 | Explorer | Worldly | Eccentric |
| 10 | Pilot | Intimidating | Humble |
| J | Engineer | Stoic | Curious |
| Q | Mystic | Dashing | Grim |
| K | Tracker | Rebellious | Disciplined |
A double-sided card: Stats and tracks on the front, the person and their Inventory on the back. The Core ships with one premade card, Dr. Jacqueline Damascus, and six blanks.
A.C.E.S. Lite · Character
Mysterious Explorer
Premade character · A.C.E.S. Lite core
Dr. Jacqueline Damascus · Back
Female, average height and build, Eastern European features, auburn hair, blue eyes; smoky, seductive voice.
Prove her family has been right all along.
Obsessive to the point of being blind to danger.
Has touched the Strange.
Print this page to get a blank card to fill in by hand.
A.C.E.S. Lite · Character
Adventure is in the cards
Character · Back
Resolve only when success is not guaranteed and the result has consequences for the story or the characters. Choose the Stat from the character's approach.
If acting order matters, everyone cuts their own deck and reveals the bottom card of the lifted portion. Highest card acts first. Ties break by suit, ♠ over ♣ over ♦ over ♥. If people reveal the same rank and suit, only they cut again.
When the player declares a Hit:
The player may Stand instead of taking another Hit.
Going over 21 does not end the Resolution. If Hits remain, keep going and try to Swap back below 21.
If the opening card plus the first Hit total exactly 21, the player may end the Resolution at once as a Critical Success.
No Hits left? Use Inventory or Stand.
When the player Stands, reveal the Truth. The Dealer's final total is Tell plus Truth. Check the outcomes in this order:
| Check | Result | What happens |
|---|---|---|
| 1. Opening card plus first Hit made 21 and you ended there, or your total exactly matches the Dealer's | Critical Success | The best reasonable version of success. An exact match outranks a bust. |
| 2. Your total is over 21 | Catastrophe | Lose 1 HP and suffer the worst reasonable story outcome. |
| 3. The Dealer's total is over 21 | Success | The Dealer busted. |
| 4. You are higher | Success | You overcome it. |
| 5. You are lower | Failure | Lose 1 HP. The situation changes. |
Dealer 22 against your 22 is a Critical. Dealer 22 against your 23 is a Catastrophe. Dealer 22 against your 20 is a Success.
Cleanup. Everyone returns the cards used in the Resolution, discards included, to their own deck and reshuffles. Used Inventory goes back face down beside its owner's card.
Your 7 and Jack stay out of your draw deck, face down beside your Character Card, until used.Instead of Standing, after your opening card or after any Hit, you may use one available Inventory item that fits the fiction:
Inventory keeps its normal card value. It may take you over 21, or make an exact-match Critical. It never counts as the opening card or first Hit for the 21 Critical. Each item can be used once per Scene, so only one item can be used in a Resolution.
Characters have 3 HP. A Failure costs 1 HP. A Catastrophe costs 1 HP plus the worst reasonable story outcome.
At 0 HP a character is unconscious and out of the action until another character helps them. The Dealer decides whether that help simply works or needs a Resolution, using the helper's approach. Successful help restores 1 HP.
Characters have 2 Plot Armor. When a Failure or Catastrophe would cost 1 HP, you may spend 1 Plot Armor instead and lose no HP. Plot Armor does not change the outcome or prevent any other consequence. It returns to 2 at the start of each Episode, and whenever the Dealer says you regain some.
Use a Group Resolution when more than one character engages in the same activity and shares the outcome. The Dealer starts as normal, with one Tell and one Truth.
Then the shared outcome:
Individual consequences still apply when the group succeeds. A Group Resolution is one Resolution: reshuffle only when all of it is done.
One Joker in the Core carries this procedure. There is no Dealer Layout and no Dealer draw.
The back of the card has four Growth boxes: Concept, Goal, Flaw, Secret. Each can be marked once per Growth cycle. After a Resolution, propose a mark; the Dealer decides whether the trait truly applied.
Change a trait mid-cycle and you erase its mark. When all four boxes are marked, Growth pauses until you complete a Turning Point.
A Goal completed or a Secret exposed before all four boxes are marked does not count toward the Turning Point.
Don't know where to start? Draw a card from any deck and read it against these tables.
Choose Locale or Place and draw. The rank gives the location; the suit gives optional prompts.
| Rank | Locale | Place |
|---|---|---|
| A | Settlement | Civic |
| 2 | Outpost | Housing |
| 3 | Metropolis | Market |
| 4 | Estate | Lodging |
| 5 | Stronghold | Temple |
| 6 | Sanctuary | Academy |
| 7 | Port | Works |
| 8 | Ruins | Entertainment |
| 9 | Wilds | Medical |
| 10 | Depths | Prison |
| J | Frontier | Business |
| Q | Wonder | Transit |
| K | Encampment | Commons |
| Suit | Ecology | Terrain | Condition | Density |
|---|---|---|---|---|
| ♠ | Temperate | Wooded | Kept | Moderate |
| ♣ | Wetlands | Aquatic | Poor | Sparse |
| ♦ | Frozen | Mountainous | Opulent | Crowded |
| ♥ | Arid | Barren | Abandoned | Vacant |
For an adventure, combine the rank's Subject with the suit's State. For a MacGuffin, combine the rank's object with either word for the suit.
| Rank | Subject | MacGuffin |
|---|---|---|
| A | Person | Weapon |
| 2 | Knowledge | Tool |
| 3 | Locale | Key |
| 4 | Identity | Container |
| 5 | Object | Document |
| 6 | Community | Treasure |
| 7 | Passage | Device |
| 8 | Power | Substance |
| 9 | Creature | Garment |
| 10 | Freedom | Token |
| J | Resource | Vehicle |
| Q | Legacy | Person |
| K | Time | Knowledge |
| Suit | Adventure state | MacGuffin nature |
|---|---|---|
| ♠ | Lost / Changed | Mundane / Valuable |
| ♣ | Discovered / Found | Ancient / Forgotten |
| ♦ | Taken / Displaced | Dangerous / Forbidden |
| ♥ | Sought / Desired | Strange / Impossible |
Play the world; don't decide the outcome. You decide what the people of the world want, know and attempt, and how they respond, all consistent with the established fiction. You add complications and consequences, but you never decide in advance whether an uncertain, consequential attempt succeeds. When someone's action puts a character at risk, resolve it with the Stat for how the character responds.
After setup, you draw only when a player Hits. Choose freely among the Dealer's options to challenge the characters from unexpected directions, not to fix their failure.Make the danger real. Let the cards decide whether the characters overcome it.
Dr. Jacqueline Damascus (Cunning 4) has to read the cipher on a sluice gate before the water reaches her knees. The Dealer calls it Cunning and lays the Tell, a six, and the Truth face down. Jacqueline opens with a four. First Hit: the Dealer draws a queen and replaces the Tell with it, so the Tell is now 10. Jacqueline draws an eight and Adds it, for 12. Second Hit: the Dealer draws a three and discards it. Jacqueline draws a king and Adds it: 22, over, but she has Hits left. Third Hit: the Dealer draws a five and discards it. Jacqueline draws a two and Swaps it for her four: 8, 10 and 2 make 20. She Stands with a Hit to spare. The Truth turns: a nine. The Dealer has 19; Jacqueline has 20. Success. The gate grinds open.
The Suit Yourself adventures and the character creator still run the earlier build of A.C.E.S. ("Universal 21"). They will move to these rules; until then, the online table differs like this:
To bring a creator character to a tabletop game, keep its three Stats, set Strange to 1, add the 2 remaining Lucky Points (no Stat above 4), and give it an Adjective and a Role.
CARDS 2-10 face, J Q K = 10, A = 1 or 11 (owner picks)
STATS ♠ Athletics ♣ Cunning ♦ Eloquence ♥ Strange
BUILD all 1, +7 Lucky Points, none above 4
HP 3, Plot Armor 2, the 7 and J of your Affinity Suit
DECKS one each; fresh shuffle every Resolution
SETUP Dealer: Tell face up, Truth face down
You: one opening card (not a Hit)
HIT up to your Stat. Dealer draws first: replace Tell,
replace Truth, or discard. Then you Add or Swap.
OVER 21 play on while Hits remain; Swap back down
INVENTORY instead of Standing: swap in, then Stand; once/Scene
CHECK IN ORDER
opening + 1st Hit = 21, or exact match CRITICAL
you over 21 CATASTROPHE -1 HP
Dealer over 21 SUCCESS
you higher SUCCESS
you lower FAILURE -1 HP
PLOT ARMOR spend 1 instead of losing 1 HP; 2 each Episode
0 HP out until helped back to 1; new Scene = 3 HP
GROWTH Success: Concept / Goal Failure: Flaw / Secret
4 marks, Turning Point, +1 Lucky Point