Wilderness breakdown

Wilderness travel in Cards and Crusades is very reliant on the concept of having a map and tracking wealth and rations. As you level up you obtain wilderness abilities which are assigned to numbered cards (2-10, jack, queen, king, and ace). When traveling you use a separate deck shared by the group set aside for travel. Each turn you draw two cards per player in the party. movement can be taken by any party member with any card, and you must all take a card to move. When you do the party moves a number of spaces equal to the lowest movement card's value. You can also, depending on the cards available, use wilderness abilities. For example, if I assigned the wilderness ability to forage for a few extra rations to the number two and the party drew six cards one of which was a two we could move twice or move once and use our second wilderness action for me to search for rations (and other party members to perform wilderness abilities as well).

When taking actions outside of combat with a notable chance of falure Cards and Crusades utilizes a simple d100 system. Your characters are assigned 3 ability scores and whenever you make a check the dm determines a target number. Roll 1d100 and add your ability score to the result. If it is higher than the target number, you succeed. Ability scores also offer bonuses to attack damage and healing depending on the ability.