Card modes lab

The preview CYOA ships Future Hand — keep it. Scene-action modes reuse that card object for choice verbs. Below: event rolls (tarot / table cast / fates) and two wildcards.

Scene actions
Event rolls — fate as a draw
Wildcards

Deckbuilder

Draw a hand from a personal deck. Energy gates what you can play. Discard the rest, draw again — tactics over pure choice lists.

Play · Discard · End turn

Phantom Currents

Scene 20 · card lab

The pulses roll deeper through Zoe as she crosses the open quad. Her steps falter for half a beat while students stream past — Lila’s laugh carries from the path ahead.

Possible moves sit in your hand like a dealt future. Spend energy wisely — the next draw reshuffles the leftovers.

At a glance

1 · Deckbuilder

Same fan as Future Hand, plus energy costs, draw pile, and discard. Best when actions are reusable verbs the story re-deals each beat.

Tactical · resource-gated · multi-turn
2 · Combo Chain

Compose 1–3 cards into one compound action before commit. Reads like a spell recipe; good for “do A then B” beats.

Compositional · deliberate · expressive
3 · Oracle Flip

Face-down spread — flip to reveal, then draw-to-commit. Mystery and reveal pacing; strong for tarot / fate metaphors.

Reveal drama · low complexity · ritual
4 · Market Draft

Open row of offers; draft into a private hand, then play. Separates “what’s available” from “what I choose to hold.”

Agency · scarcity · two-step choose
5 · Zone Cast

Place a card onto a narrative zone (Approach / Words / Body / Exit). Spatial grammar for where the action lands.

Spatial · scene-aware · placement
6 · Tarot Pull

Major-arcana style event deck. Pull 1–3 with upright/reversed. The reading is the roll — not a player choice.

Event roll · ritual · upright/reversed
7 · Table Cast

Toss a hand onto the felt. Cards land scattered; flip them to read the event. Physical “dice roll” energy.

Event roll · scatter · reveal
8 · Three Fates

Situation · Twist · Fallout. One draw fills a three-card story beat the narrator can play as an interrupt.

Event roll · structured · synthesis
9 · Duel Draw

You vs Fate — both draw, ranks compare. Win softens the beat; lose hardens it; ties braid both.

Contest · opposed roll · wildcard
0 · Surge Pyramid

Pick a path down escalating tiers (whisper → surge → break). Risk is chosen; outcome is still a draw.

Risk ladder · path pick · wildcard

Baseline stays Future Hand in cyoa-player (draw-then-commit fan). Event-roll modes are for what happens next, not player agency choices — this page is comparison only, no engine wiring. Use Alt + 19 or 0 to switch modes.