Character Cards


When creating a kid for Pocket party, you start with three Character cards. Together, they form the core of your Hero cards. Each one captures a key part of who your kid is: what they know, what they learnt to do, and what feels natural to them.

You create Character cards by answering the question associated with each one.

Because we’re super nice, we’ve also included tables you can choose from, or roll on by picking a random number. Feel free to come up with your own answers too!

To craft a Character card, simply write the prompt (the title at the top of the table, in ALL CAPS), followed by the description underneath.

What kind of environment did you grow up in?

1 …above a ramen shop, surrounded by drama.
2 …surviving a warzone, constantly adapting.
3 …on the stage of a wandering circus.
4 …in an ancient artefacts auction house.
5 …in the shadow of my parents’ fame.
6 …on a mountain farm, fending off threats.
7 …in a family estate built on manipulation.
8 …in my granpa’s lab, tinkering with inventions.
9 …filming and caring for animals on the road.
10 …scrapping in the slums of a sprawling city.

What would people who know you say about you?

1 …sniffs when something’s about to go wrong.
2 …attempts the most reckless stunts.
3 …turns everything into a big dramatic story.
4 …finds a way to fix broken things.
5 …manages to drag a crowd into their business.
6 …always finds an answer to complicated stuff.
7 …experiments with things that somewhat work.
8 …stands up for those who cannot.
9 …gets away with very dodgy situations.
10 …attempts to make friend with foes.

What do you aim to become when growing up?

1 …solve mysteries no one else can even see.
2 …be strong enough to protect people I love.
3 …connect people who think they’re different.
4 …say the right thing when it matters.
5 …create things that will change the world.
6 …always manage to not take life too seriously.
7 …guide people to find where they belong.
8 …be the person that I needed when I was a kid.
9 …be the one trusted when stakes are high.
10 …show people the world’s hidden beauty.

Fate Cards


Each character possesses three Fate cards that represent their ability to confront their fears. These are not playable Hero cards but rather trackers representing your kid’s ability to face their fears.

Each of these cards has two sides: a bright side and a dark side (written “Bright/Dark” below).

During play, facing challenges might result in turning a Fate card from bright to dark, adding challenges to the game and eventually leading to your kid being defeated by their fears (don’t worry, nothing too dramatic).

Focus/Panic is the Fate card tied to complex tasks and intrigues.

Kids who choose this as their strongest fate are often talented investigators or technical experts. It is paired with the fear of failure, symbolized by the puzzle piece.

Courage/Dread is the Fate card tied to hardship and frightful obstacles.

Kids who choose this as their strongest fate are often brave Adventurers and fierce adversaries. It is paired with the fear of danger, symbolized by the skull.

Empathy/Isolation is the Fate card tied to isolation and connection with others.

Kids who choose this as their strongest fate are often great speakers and supportive friends. It is paired with the fear of solitude, symbolized by the broken heart.

To craft a Fate card, write the bright side on one end, then pivot the card so that the bright side is upside down and write the dark side on the other end. Draw the corresponding fear icon in the middle (see above) while holding the dark side up.

You have your set of Fate cards, now time to make some big choices:

  • Which fate is your strongest? The associated die is the eight-sided one.
  • Which fate is your weakest? The associated die is the four-sided one.
  • The remaining fate is the middle one. The associated die is the six-sided one.

Dice associated with Fate cards are referred to as Fate dice, because you will roll them in dramatic situations!

Each Fate card also has a Fear counter. Fear counters start at 1 at the beginning of each Episode. Remember, you need a way to track counters going up: dice, tokens, notes…

Finishing Touches


We are almost there! To finish preparing your kid for the adventure, you will need to add two more Hero cards to your collection.

Any respectable Adventurer carries with them a backpack.

When you are traveling through Pocket worlds, they can pick up items. Since we adventure in wild, whimsical worlds, no need to add boring items to your backpack, you have only 3 slots! Only exceptional artifacts of tremendous power go there!

Your backpack is also magical and allows you to carry items from one dimension to another. Pretty handy, huh?

To craft a Backpack card, write “BACKPACK” or draw one at the top and draw 3 frames representing the 3 slots.

The Spark card starts blank at the beginning of the adventure.

While facing challenges, you will be allowed to complete your Spark card by collaborating with your friends. Yet another Hero card that will be added to your collection when the situation arises.

To craft a Spark card, write “Spark” or draw one at the top. Leave some empty space, as you spark will be activated during play.