Fantasy Money Card Deck

Gaming is always better with props! This card deck for the WOIN (What's OLD is NEW) roleplaying game system gives your players physical currency to handle and exchange. No more tracking your wealth on your character sheet - your wealth tracks itself! As the PCs spend money, they hand gold coin cards to the GM, and as they obtain money, the GM hands gold coin cards back to them! designed for the WOIN system, these cards are suitable for any fantasy game which uses gold and silver coins.



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On low-gloss standard poker-sized cards, these double-sided colour cards include 111 total cards for 1gc, 5gc, 10gc, 50gc, 100gc, 500gc, 1000gc, 1sp, 5sp, 10sp, 50sp, 100sp, 500sp, 1000sp, along with a few larger denominations (5,000,10,000, and even 50,000, 100,000, 500,000, and 1,000,000 of each just in case you really need to build that dragon's horde!)

You can use gold coins (gc) and silver coins (sp) as alternate currency unit, different currencies, use either the gold or the silver as your default currency unit, have them both be the same value, or whatever your setting needs.

Of course, if science-fiction is more your thing, there's already a Credit Chip Card Deck!



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For those of you who use cards like these, do you use them primarily as a means to track player wealth or do you use for encumbrance?

While I like the idea, many of my players trade coins for gems to make them lighter. At this point, I don't require them list out the types of gems, we just assume that when they get to a populated area large enough to support jewelry merchants, that the party makes the exchanges. The wealth on their sheets is just a representation of the numbers of gems and coin they have.

So, I could see having having their coin cards represent the same. Not necessarily "coins" they carry, but currency including gems.

It seems for the most part that just tracking the values on their character sheets is sufficient.

But if I also had gem cards, using cards for money would be much more interesting, as it could support an accounting and I could make finding sufficiently flush jewel merchants more of a challenge. Somehow, using cards seems like it would make accounting for carried wealth more fun than having to track it all on paper.

I have also looked at equipment cards, but that seems like it would make encumbrance more difficult to calculate. If I wanted to be a stickler with encumberance, I would make everyone use Hero Labs for their character sheet. Instead I do occasional audits—which are just basic reality checks.

But I do think that cards would be useful for consumables. For example, candles, oil flasks, arrows, quarrels, and the like.

I've tried to use toothpicks to represent arrows, but it didn't go over well at my table. Cards, I think work better and are enjoyed more. Also, while herolab can track consumables, if a players uses it, it isn't tied to anything that the GM or other players can see, so it become a lonely accounting exercise. I'm not worried about cheating, I'm worried about tedium. Instead, asking the player to give me two arrow cards on his or her round when making a ranged attack is a fun group element that makes the risk of running out of arrows something the entire groups is going to be thinking about. It also makes it more natural for the player to say he or she retrieves the arrows and for the DM to actually roll on the percentage recoverable before handing any cards back.

Any other tips on how to use currency and equipment cards?
 

For those of you who use cards like these, do you use them primarily as a means to track player wealth or do you use for encumbrance?

While I like the idea, many of my players trade coins for gems to make them lighter. At this point, I don't require them list out the types of gems, we just assume that when they get to a populated area large enough to support jewelry merchants, that the party makes the exchanges. The wealth on their sheets is just a representation of the numbers of gems and coin they have.

So, I could see having having their coin cards represent the same. Not necessarily "coins" they carry, but currency including gems.

It seems for the most part that just tracking the values on their character sheets is sufficient.

But if I also had gem cards, using cards for money would be much more interesting, as it could support an accounting and I could make finding sufficiently flush jewel merchants more of a challenge. Somehow, using cards seems like it would make accounting for carried wealth more fun than having to track it all on paper.

I have also looked at equipment cards, but that seems like it would make encumbrance more difficult to calculate. If I wanted to be a stickler with encumberance, I would make everyone use Hero Labs for their character sheet. Instead I do occasional audits—which are just basic reality checks.

But I do think that cards would be useful for consumables. For example, candles, oil flasks, arrows, quarrels, and the like.

I've tried to use toothpicks to represent arrows, but it didn't go over well at my table. Cards, I think work better and are enjoyed more. Also, while herolab can track consumables, if a players uses it, it isn't tied to anything that the GM or other players can see, so it become a lonely accounting exercise. I'm not worried about cheating, I'm worried about tedium. Instead, asking the player to give me two arrow cards on his or her round when making a ranged attack is a fun group element that makes the risk of running out of arrows something the entire groups is going to be thinking about. It also makes it more natural for the player to say he or she retrieves the arrows and for the DM to actually roll on the percentage recoverable before handing any cards back.

Any other tips on how to use currency and equipment cards?

I don't use it for encumbrance.

I currently have a box of plastic gems. Different colours are worth different amounts. I will probably get some matching cards made.
 


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