"One Target on the table, and everyone knows what to roll."
Index Card RPG (ICRPG) from Runehammer Games is Hankerin Ferinale's light d20 system that grew out of Sharpie drawings on index cards. Master Edition gathers every piece into one book: revised rules, five worlds and one of the best GM guides in the hobby. No skills, feats or formulas — six stats, effort dice and timers that keep the pressure on.
- you want a light d20 game with one visible Target per scene
- your GM wants strong advice on timers, pacing and improvisation
- you want to hop between fantasy, space and weird west on one engine
- you want skill lists, feats and detailed character builds
- your group dislikes clockwise turns and countdown timers in every fight
- you want a game tied to one deep, detailed setting
Five worlds on one engine: the fantasy of Alfheim, Warp Shell's space opera of sentient ships, Ghost Mountain's weird west where Heaven and Hell fight over the frontier, the street-level supers of Vigilante City and the Ice Age of Blood and Snow. Mix them freely, or lift the ideas into your favourite game.
One Target per scene
The GM sets a single number for the whole room, usually 10 to 18, and leaves it in plain sight. Picking the lock, hitting the dragon, jumping the pit — all roll against it. Easy or hard actions shift it by 3, and clever play (lighting torches in a pitch-black cave) can bring it down.
Effort dice and Hearts
Success means you hit; how much you get done is the effort die: bare hands d4, weapons and tools d6, guns d8, magic and energy d10. A natural 20 adds Ultimate effort, a d12. Health and big tasks are measured in Hearts of 10 points each.
Timers and clockwise turns
Players act in clockwise order, like a board game. The GM puts a timer die on the table and ticks it down every round: "in three turns, the cave collapses." The pressure keeps fights from becoming white-room slugfests.
Five worlds and the GM's Oath
A character is a life form, a type, a one-line story and six points spread across six stats; loot does the rest. A big share of the book is practical GM advice: session structure, encounter design, timers and improvisation.
Open in Session Zero to let every player vote and see the results.
