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GameMastery Critical Fumble Deck (3.5/PFRPG)

***½( ) (based on 14 ratings)

Our Price: $10.99


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Add a little mayhem to your game.

The Critical Fumble Deck is a sequel to our extremely popular Critical Hit Deck and is designed to balance out the system, allowing both minor and major mishaps to occur during combat. The Critical Fumble Deck consists of 52 full-color standard-sized cards, ready to use out of the box with the enclosed rules.

Note to owners of the previous edition of this product: The only significant changes in the new Pathfinder RPG edition are that two cards now reference Pathfinder RPG page numbers instead of PH pages.

ISBN-13: 978-1-60125-236-4

Sample cards. Click to enlarge.

Note: This product is part of the Pathfinder Cards Subscription.

Product Availability

This product is a backorder.

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Product Reviews (15)
1 to 5 of 15 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

***½( ) (based on 14 ratings)

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Critical Fumble, Is Well, A Critical Fumble

****( )

No, no I'm not serious.
This deck is really good. There are some mishaps, but that won't stop me from giving this product a solid 4 stars.

Critical Hit/Fumble deck review


For the full video review please see below...

Go to Video review.

Fun twist to liven up the game.

****( )

As a Game Master I find these cards a great new way to add variety to your players fumbles. While they will all inevitably groan (who doesn't when they miss bad) even my group admits it is better than the old drop your weapon or fall on the floor. Some of the fumbles are a little repetitive. The cards are well made and the art on the back is highly appropriate. I prefer option one for determining misses and fumbles otherwise your players can with some bad mojo of the dice TPK quite easily with this deck so be warned. Not for use with whiny rules lawyering game groups.

Be wary of how you choose when you Critical Fumble

**( )( )( )

When the rules provide the three options of how to determine a fumble ( it states "While the first is recommended, as it is the one that least penalizes the players, the latter two are a bit simpler to adjudicate." This may lead some people to believe that "simpler to adjudicate" is worth a little more strife for the players. BE WARNED.

Our GM went with option #3: Rolling a 1 meant a critical fumble. Anyone with multiple attacks is going to get screwed. Like, you're out of the encounter or DEAD screwed. One PC rolled a 1 and pulled a card that was "Roll to confirm the critical against your AC and you crit yourself." The 8th level PC killed herself with a Scythe. Stupid. The big boss fumbles and breaks his only weapon? Just as stupid.

Maybe I would have liked these cards more if we went with the standard option. The more powerful you are the less likely random dumb things should happen.

You want wacky randomness in your game? Let your PCs stick fight kobolds with Rods of Wonder. I'd pass on these cards.


This and its twin, the Critical Hit deck, have become an interesting and enlivening adjunct to our group's gaming experience. We tend to believe that extraordinary circumstances should be, well, somewhat extraordinary. It doesn't come up often enough to make or break a game for us, but on the occasions when a draw from one of these decks becomes necessary, it does lend a bit of flavor to the experience. A former member of our group introduced us to them, and once he left we realized that we did rather like the decks. So now I've bought them, and look forward to using them once again!

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