I'm now building out a diceless system structured around custom built abilities using a module system that are assembled onto cards (with variable numbers of nodes) that can be played to activate the ability or to resolve a check which is done through a bidding system as a group against a blind difficulty. Used cards are discarded until the hand refreshes which happens when you start a turn with no cards in your hand or if you successfully "spot on" a difficulty bid.

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The point of said system is built up to create situations where players are incentivized to work together but also forcing interesting decisions from players regarding their resources and preventing "one trick pony" characters since their abilities are sometimes unavailable. It also incentivizes efficient use of resources as overdoing it tends to just waste cards.

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