From the introduction:
This set of rules may be used as a brief interlude within a larger RPG campaign or as a short standalone game. It is ideally suited for 3-5 people (with a Game Moderator adopting the role of the Trick-Taker) but may be adapted for a larger group. Standard playing cards are used and the basic rules of trick-taking card games (such as Bridge, Hearts, Spades, Tarot, Whist etc.) are used to determine the outcome of situations.
The events in the game unfold from the hubris of the players’ characters after completing a task. Perhaps they have defeated an enemy and accumulated a hoard of loot. However, in doing so, they have tilted the balance and are no longer the underdogs that they once were.
The Trick-Taker represents an entity (human, supernatural, artificial or other) who mocks authority and holds the players accountable for their actions.
This game is inspired by Trickster characters found in mythology and folk tales from around the world. The choice of setting is up to the GM.