Index Card RPG

Overview

Index Card RPG (ICRPG) is a universal, fast-paced tabletop role-playing game designed by Brandish Gilhelm (Hankrin Kapuf) and published by Runehammer Games. Originally released in 2017, with its definitive "Master Edition" published in 2021, the system is designed to strip away the mechanical bloat and analysis paralysis often found in traditional d20-based systems. It serves as both a standalone game and a philosophical design toolkit meant to be hacked, modified, and integrated into other role-playing systems.

Description

ICRPG is highly customizable and natively includes multiple distinct settings within its core rulebook, ranging from traditional high fantasy (Alfheim) and gritty sci-fi (Warp Shell) to weird west prehistoric survival (Ghost Mountain). The system treats game mastering as a visible, high-momentum performance. Rather than hiding information behind GM screens, ICRPG brings structural elements, like turn timers, room difficulties, and tracking metrics directly into the open. The game derives its name from the use of standard index cards to abstractly map encounters, represent terrain, track turn order, and quickly visualize items or monsters, eliminating the need for complex grid maps or expensive miniatures.

System Overview & Key Features

The Room Target Instead of assigning different Difficulty Classes (DCs) or Armor Classes (ACs) to every individual object, monster, and trap in an area, the Game Master sets a single "Room Target" number for the entire scene (typically ranging from 10 to 15). Every single d20 roll made by a player in that room, whether it is an attack roll, a saving throw, a stealth check, or an arcane spellcast: must meet or exceed that exact same Target number to succeed. The GM can temporarily adjust this target up or down by 3 points for specific tasks that are explicitly "Easy" or "Hard."
Loot-Based Progression Characters do not possess traditional levels, nor do they gain intrinsic stat increases or health boosts when accumulating experience points. Instead, character progression is entirely physical and external, driven by "Loot." Every class feature, stat modification, magical spell, and unique ability is physically tied to an item equipped on the character sheet. If a character's gear is destroyed, stolen, or voluntarily traded to an ally, their mechanical capabilities shift completely, forcing players to focus on acquiring and managing an inventory limited to 10 carried and 10 equipped items.
Visible Turn Timers To prevent tactical stalling and maintain pacing, the system relies heavily on explicit, visible timers. At the start of an encounter, the Game Master openly rolls a four-sided die (1d4) in front of the players. This represents the number of rounds remaining until a cataclysmic or complicating event occurs, such as a cave-in, the arrival of enemy reinforcements, or a bomb detonating. This mechanic converts passive exploration into an immediate, high-stakes tactical countdown.
Abstract Range Zones Tactical movement completely abandons feet, meters, and grid counting in favor of four abstract distance zones: Close (touching or within arm's reach), Near (a few steps away, reachable within a single move action), Far (within sight and shootable, requiring a full dash to reach), and All the Way (distant or requiring specialized long-range capabilities). Positioning is easily tracked using index cards as relative zone containers.

Links

runehammer.online https://www.runehammer.online/index-card-rpg - Official homepage for Runehammer Games

Other entries

TTRPGkids
Blogs

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English
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Inkarnate
Tools & Platforms

Inkarnate

English
Free
Subscription
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The Critshow
Actual Play & Podcasts

The Critshow

English
Actual Play
Monster of the Week
Welcome to The Critshow - an actual play podcast where a group of friends uses tabletop role playing games to walk the line between humor, horror and heart. Focused on character-driven storytelling, our show features a variety of systems, from pulse-pounding horror to high fantasy to fast-paced sci-fi and beyond. Whether you're a seasoned gamer or new to TTRPGs, The Critshow offers engaging narratives, hilarious moments, and captivating arcs that will keep you coming back every Wednesday. Seasons 1-6: The Other Side of the Coin - Three friends find themselves as the last line of defense between the everyday world and the things that go bump in the night. Using Monster of the Week and other Powered by the Apocalypse games, the team works to save the Omniverse in this dimension hopping story. Season 7: The Clockwinders – Cadvini is in peril and it’s up to a group of Clockwinders in training to rediscover and repair the movement cores to save their world from the looming threat of destruction by fire, frost, and Fey. Using the Fate system in a world where there are eons of lost history, players unlock a world's worth of mysterious lore. Shows The Clockwinders The planet Cadvini is dying. Tidally locked, with one side a burning wasteland, and the other side a frozen forever-night, its people have managed to forge their lives in the temperate zone between. But the great old machines that keep the planet steady, called Movement Cores, have started to break down. The planet is beginning to spin, which could mean the ruin of all. Join Arkady ‘Kade’ Atwater, Einon Kerning, and Maxine Hollis as they venture across the wilds in order to find and fix the broken cores. They have Fey folk, aether-enhanced beasts, and all other manner of dangers to face… but this is their duty. They are The Clockwinders. Shadows in the Smoke Shadows in the Smoke tells the story of Hargrave House, a group of mysterious investigators in Victorian London who tackle the cases that Scotland Yard can’t or won’t. Amidst the monsters and murderers on the shadowy streets, an ancient power is growing in strength – a Queen in her own right, seeking vengeance against Victoria. Can the hunters discover her plot and save Queen and country, or will they succumb to their own darkness and become little more than the monsters they once hunted? Find out in Shadows in the Smoke, a Victorian gothic horror Actual Play utilizing The Between by Jason Cordova. Other Side of the Coin Our Monster of the Week campaign, wherein the characters are alternate-universe versions of the players themselves. Imagine that one minor thing could mean  the difference between our universe and another; something as simple as a  coin flip having the opposite result can lead to two drastically  different outcomes. We set the game in what is  essentially our world, albeit a version in which one small  decision changed the course of our hunters’ lives and set them on a  completely different path. While Monster of the Week will always  be the “home base” of our show to which our team will return,  our show is that it exists in a Powered By the  Apocalypse universe with many worlds… each of which conveniently seems  to be set within a different PBtA game! Links thecritshowpodcast.com - Official website youtube.com - Youtube channel twitch.tv - Twitch channel patreon.com - Patreon page podcasts.apple.com - Apple Podcasts page

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