1. Introduction & Design Philosophy
Arenas of Imagination is a storytelling roleplaying game that replaces dice with ACEO art cards to create a unique narrative experience. Each card flip reveals not just mechanical outcomes, but visual inspiration that drives the story forward.
What Are ACEOs?
Art Cards, Editions, and Originals (ACEOs) are miniature artworks sized at 2.5" × 3.5" - the same dimensions as trading cards. Originally created by artists as an affordable way to share their work, ACEOs provide perfect visual storytelling tools for tabletop gaming.
Design Philosophy
This game embraces three core principles:
- Art as Oracle: Visual inspiration drives narrative outcomes
- Collaborative Interpretation: Players work together to weave meaning from imagery
- Emergent Storytelling: The unexpected combinations of art and mechanics create surprising plot developments
2. Materials & Setup
Required Materials
- ACEO Collection: Each player needs 25-40 cards minimum
- Card Organization: Sleeves, binders, or digital tracking for card qualities
- Tokens: Edge Points (3 per player), Fatigue markers, Burn counters
- Play Surface: Large enough for card flipping and arena grids
- Reference Sheets: Quality quick-reference and archetype guides
Acquiring ACEOs
- Online Sources: Etsy, eBay, artist websites, and social media platforms
- Convention Finds: Art shows, comic conventions, and maker faires
- Commission Custom Cards: Work with artists to create setting-specific imagery
- Digital Alternatives: Print art at ACEO dimensions for budget-friendly options
Setup Checklist
- Each player sorts their ACEO collection
- Assign Qualities to each card (see Section 3)
- Create character decks during Character Creation
- GM prepares Challenge Deck and optional Treasure Deck
- Distribute tokens and reference materials
3. Core Concepts & Qualities
Deck as Character
Your ACEO deck IS your character. The mix of art, assigned qualities, and special tags creates a unique personality and capability set. As you play, your deck evolves through burns, acquisitions, and narrative connections.
The Four Qualities
Power (Red)
Strength, force, direct action, physical dominance, raw energy, intimidation
Subtlety (Blue)
Finesse, stealth, trickery, precision, misdirection, elegance
Insight (Green)
Wisdom, knowledge, perception, understanding, empathy, revelation
Chaos (Gold/Black)
Unpredictable outcomes, wild magic, fate's intervention, dramatic twists
Quality Interactions
- Matching Quality: When your card's quality matches your intended action, you succeed with style.
- Opposing Qualities: Power vs. Subtlety often creates interesting tensions - brute force against finesse.
- Chaos Always Twists: Even on success, Chaos introduces unexpected complications or opportunities.
Special Tags (Optional)
Assign 1-3 thematic tags to cards for enhanced storytelling: Fire, Ice, Shadow, Light, Beast, Spirit, Memory, Dream, Metal, Nature, etc.
4. Character Creation
Warrior
Masters of combat and physical challenges. High Power ratio, some Subtlety for tactics.
Deck Suggestion: 40% Power, 25% Subtlety, 20% Insight, 15% Chaos
Trickster
Specialists in deception, stealth, and unconventional solutions.
Deck Suggestion: 45% Subtlety, 20% Insight, 20% Chaos, 15% Power
Seer
Scholars, mystics, and knowledge seekers who unravel mysteries.
Deck Suggestion: 45% Insight, 25% Subtlety, 20% Chaos, 10% Power
Wildcard
Agents of change who thrive on unpredictability and dramatic moments.
Deck Suggestion: 40% Chaos, 20% each of Power, Subtlety, Insight
Creation Steps
- Choose Archetype: Select from above or create your own concept
- Define 5 Traits: Short descriptive phrases (Haunted by Visions, Quick with Blades, Loyal to Friends)
- Build Deck: Select 25-40 ACEOs that visually represent your character
- Assign Qualities: Distribute based on archetype suggestions or personal vision
- Add Tags: Optional thematic elements that enhance narrative connections
- Create Signature Cards: Choose 3-5 cards that represent defining moments or abilities
Example Character: Maya the Shadow Walker
Archetype: Trickster
Traits: Moves Like Smoke, Haunted Past, Loyal to Outcasts, Quick Temper, Master of Disguise
Signature Cards: Cloaked Figure in Moonlight (Subtlety/Shadow), Burning Memory (Chaos/Fire), Three Faces Mirror (Subtlety/Illusion)
5. Resolution System
Basic Resolution
When attempting something risky, opposed, or dramatically important:
- Declare Action: State what you're attempting and how
- Flip Cards: You flip one, opponent/GM flips one
- Interpret Art: What story do the images tell together?
- Apply Qualities: Use quality interactions to determine outcomes
- Narrate Result: GM or active player describes the outcome
Success Conditions
- Clear Success: Your quality matches action type, opponent's doesn't oppose
- Contested Success: Both qualities are relevant - compare art and context
- Partial Success: You succeed but with a cost, complication, or lesser effect
- Failure with Style: You fail but gain advantage for future attempts
Chaos Rules
When Chaos appears in any flip:
- Success becomes success-with-twist
- Failure becomes dramatic failure with opportunity
- New story elements enter the scene
- The situation changes in unexpected ways
Extended Challenges
For complex tasks requiring multiple attempts:
- Set a target number of successes needed (typically 3-5)
- Each flip either contributes success or adds complications
- Failures don't end the challenge but increase difficulty
- Chaos cards count as successes but always add twists
6. Resources & Risk Management
Edge Points
Each player begins sessions with 3 Edge Points. These represent luck, determination, and heroic effort.
Spending Edge:
- Draw 2 cards, choose which to use (cost: 1 Edge)
- Flip opponent's card face-up before they use it (cost: 2 Edge)
- Declare a card's special tag as relevant to current scene (cost: 1 Edge)
Gaining Edge:
- Exceptional roleplay or creative solutions
- Accepting significant complications from Chaos
- Achieving major story milestones
- Real-Time Refresh: After the first scene is completed, the GM starts a 1-hour real-time timer. When it completes, all players regain 1 Edge Point and the timer resets for another hour. The GM may pause the timer if players need to step away from the table.
- Arena Combat: All players regain all 3 Edge Points at the end of each match.
Burned Cards & Fatigue
Used cards go to your discard pile. When your deck runs empty:
- Shuffle discards to reform deck
- Gain 1 Fatigue point
- At 3+ Fatigue: All cards count as Chaos quality
- At 5+ Fatigue: Gain disadvantage on all flips
Fatigue Recovery: Characters lose 1 Fatigue point for every 3 hours of in-game rest/sleep.
Treasure Deck
The GM maintains a shared deck of 10-20 exceptional ACEOs representing:
- Legendary artifacts and magical items
- Dramatic story moments and revelations
- Powerful allies and dangerous enemies
- Environmental effects and location cards
Players can earn Treasure cards through exceptional achievements, story milestones, or dramatic sacrifices.
7. Advanced Mechanics
Combo Cards
When two cards share thematic elements (similar art, matching tags, or narrative connections), they can be played as combos:
- Spend 2 Edge to play a second card immediately after the first
- Both cards contribute their qualities to the outcome
- Create more dramatic and powerful narrative results
Signature Moves
Each character has 3-5 Signature Cards representing their defining abilities:
- Can be played once per session without cost
- Always count as matching the attempted action
- Create more dramatic narrative effects when used
Environmental Factors
The GM can introduce location-based modifiers:
- Favored Qualities: Certain qualities work better in specific locations
- Restricted Qualities: Some environments limit certain approaches
- Environmental Cards: Location-specific cards that any player might trigger
Social Conflicts
Use the same system for debates, negotiations, and social maneuvering:
- Power: Intimidation, direct confrontation, authority
- Subtlety: Manipulation, seduction, careful word choice
- Insight: Empathy, reading motivations, finding common ground
- Chaos: Unexpected revelations, social gaffes that somehow work
8. GM Guidelines & Tools
Building Challenge Decks
Create themed decks for different scenarios:
- Dungeon Deck: Traps, monsters, ancient magic
- Urban Deck: NPCs, social situations, city hazards
- Wilderness Deck: Weather, beasts, natural obstacles
- Mystery Deck: Clues, red herrings, revelations
NPC Quick Creation
When you need an NPC on the fly:
- Flip a card from your Challenge Deck
- The art suggests appearance and personality
- Assign 2-3 traits based on the image
- The card's quality indicates their preferred approach
Pacing Guidelines
- Action Scenes: Quick flips, minimal interpretation debate
- Investigation: Detailed art analysis, multiple card context
- Social Scenes: Focus on character interactions suggested by art
- Exploration: Use environmental cards to reveal locations
GM Tip: Keep a notebook of interesting card combinations that emerge during play. These become setting elements and future plot hooks.
Managing Interpretation Disputes
When players disagree on card interpretation:
- Everyone states their interpretation briefly
- Look for synthesis - can multiple readings coexist?
- GM makes final call but incorporates player input
- When in doubt, choose the interpretation that advances the story
9. Modes of Play
Traditional Adventure Mode
GM guides 3-6 players through collaborative storytelling adventures. Use Challenge Decks to introduce obstacles, NPCs, and environmental factors.
Duel Mode
Two players face off in dramatic conflicts:
- Each player flips cards alternately
- Winner of each exchange narrates the outcome
- First to win 3 exchanges wins the duel
- Chaos always creates interesting complications
Collaborative Oracle Mode
GM-less play using shared story decks:
- Create communal location, threat, and opportunity decks
- Players take turns being active player and opposition
- Story emerges from card combinations and group interpretation
- Use prompt cards to maintain narrative momentum
Tournament Mode
Competitive play using Arena Combat rules with multiple rounds, elimination brackets, and prize pools of rare ACEOs.
10. Arena Combat Subsystem
Arena Setup
Enhanced Combat Rules
Setup Phase:
- Each player builds a 20-30 card Arena Deck
- Players start in opposite corners with 3 Edge Points
- Place one starting card face-up in your corner
- Shuffle remaining cards as your draw deck
Turn Sequence:
- Draw Phase: Draw 1 card (2 cards if you control fewer spaces)
- Movement Phase: May move one of your face-up cards to adjacent space
- Placement Phase: Play a card adjacent to your existing cards
- Clash Phase: Resolve any battles caused by placement
- Refresh Phase: Regain Edge if you control center spaces
Clash Resolution
When cards are placed adjacent to enemy cards:
- Quality Superiority: Power > Subtlety > Insight > Power
- Chaos Trumps All: But always creates complications
- Art Analysis: When qualities tie, interpret the visual narrative
- Defeated Cards: Flip face-down but remain on board
Victory Conditions
- Control majority of arena spaces after 10 rounds
- Eliminate all opponent face-up cards
- Force opponent to run out of cards (deck depletion)
- Complete arena-specific objectives (variant play)
Edge Point Reset: All players regain all 3 Edge Points at the end of each arena match.
Advanced Arena Rules
- Legendary Cards: Once per game, play face-up immediately with powerful effects
- Chain Reactions: Adjacent friendly cards can support each other in clashes
- Environmental Arenas: Special boards with unique rules and victory conditions
- Team Play: 2v2 or 3v3 with shared spaces and combo opportunities
11. Extended Examples
Investigation Example
Scene: The party investigates a murdered nobleman's study.
Player (Seer): "I examine the desk for hidden compartments."
Player flips: Ornate key in candlelight (Insight)
GM flips: Skeletal hand reaching from shadows (Chaos)
Interpretation: The Seer finds a hidden compartment (success from matching Insight), but the key inside is cursed. When touched, spectral guardians begin manifesting (Chaos twist). The investigation succeeds but creates a new immediate threat.
Social Conflict Example
Scene: Negotiating with a suspicious merchant.
Player (Trickster): "I convince him we're wealthy nobles in disguise."
Player flips: Masked figure at a ball (Subtlety)
GM/Merchant flips: Wise owl perched on books (Insight)
Interpretation: The merchant sees through the deception (Insight counters Subtlety) but is impressed by the quality of the performance. He offers a different deal - he'll help if they perform a job for him, having recognized them as skilled professionals rather than nobles.
Arena Combat Example
Situation: Maya (Shadow Walker) vs. Gareth (Warrior) in tournament finals.
Maya places: Smoke Wraith (Subtlety) next to Gareth's Armored Knight (Power)
Clash Resolution: Subtlety vs. Power - normally Power wins, but Maya spends Edge to invoke the wraith's Shadow tag. The smoke engulfs the knight, flipping it face-down.
Narrative: "The wraith's tendrils seep through the knight's armor joints, not defeating through strength but by clouding his vision and confusing his senses."
12. Quick Reference & Appendices
Quality Quick Reference
Power Actions
Attack, break, lift, intimidate, push through, overwhelm, destroy
Subtlety Actions
Sneak, deceive, pick locks, disarm, misdirect, finesse, precise strikes
Insight Actions
Research, perceive, understand, empathize, solve, analyze, counsel
Chaos Effects
Wild magic, fate intervention, unexpected allies, dramatic reveals, plot twists
Edge Point Uses
- Draw 2, Choose 1: 1 Edge
- Reveal Opponent's Card: 2 Edge
- Activate Card Tag: 1 Edge
- Play Combo Card: 2 Edge
- Reroll Arena Clash: 1 Edge
Fatigue Effects
- 1-2 Fatigue: No mechanical effect
- 3-4 Fatigue: All cards count as Chaos quality
- 5+ Fatigue: Disadvantage on all flips (opponent draws extra card)
Fatigue Recovery: Lose 1 Fatigue point per 3 hours of in-game rest
Session Preparation Checklist
For Players:
- Character deck shuffled and ready
- Signature cards identified
- 3 Edge Point tokens
- Character sheet with traits
For GMs:
- Challenge deck for session theme
- Treasure deck prepared
- Environmental cards if needed
- Quick NPC generation cards
- Arena grid if combat expected
Troubleshooting Common Issues
- Players argue over card interpretation: Set a 30-second discussion limit, then GM decides
- Game feels too random: Increase Edge Point refresh rate or allow more Signature card uses
- Combats take too long: Use simplified clash resolution focusing on dominant visual elements
- Players struggle with narrative: Provide prompt questions: "What does this character want?" "What goes wrong?" "What's unexpected?"
Expanding Your Game
- Setting Integration: Commission artists to create setting-specific ACEOs
- Campaign Cards: Add permanent cards to decks representing character growth
- Legacy Elements: Cards gained in one session carry forward to future games
- Custom Mechanics: Develop setting-specific qualities or new card interaction rules
Optional Rules for Advanced Play
Deck Evolution
Between sessions, players can:
- Replace up to 3 cards based on character experiences
- Change qualities on cards to reflect character growth
- Add new tags based on story developments
- Retire damaged or "burned out" cards permanently
Shared Destiny Deck
Create a group deck representing party bonds and shared fate:
- Each player contributes 1-2 cards representing their connection to the group
- Any player can draw from this deck by spending 2 Edge Points
- Cards drawn this way always count as matching the action
- Represents how party members support each other in crucial moments
Corruption Mechanics
For horror or dark fantasy games:
- Certain experiences "corrupt" cards, changing their qualities to Chaos
- Corrupted cards have twisted interpretations of their original art
- Players must find ways to cleanse corruption or accept growing unpredictability
- At high corruption levels, character might become NPC