A Karma Kard is a BINGO-style game card containing four grids of 25 squares, filled with random numbers within the range of a given die roll type (e.g., d20, 3d6, or d100). Bell curves are not taken into account—these are truly random distributions of numbers. Multiples of a number might appear, with a total absence of another, on a per grid basis. Each KARMA KARD is unique.
Each player gets a new Karma Kard at the start of a game session. Every time they roll the main die type used in that game, they cross off ONE instance of the number that matches the die result, if any one of the four grids on their KARD has that number on it. When a player has crossed off five numbers in a row (horizontally, vertically, or diagonally) in any grid, they earn Karma, and get a special benefit: automatic success on their next roll; automatic success on the current roll, or upgrading to critical success if already a success;an extra Action Point/Fate Point/Karma Die/Etc., as appropriate; or whatever the GM decides is appropriate.
For example, Jim rolls 2d6 and gets a result of 5. This is a bad roll, and a failure, but Jim looks on his Karma Kard and sees that there's are few fives in three of the grids. Jim has already checked off four other numbers in grid one, and this result of 5 allows him to connect five in a row horizontally. Jim crosses out that 5, draws a line through the five-in-a-row, and yells "Karma!". The GM decides (based on his own preference) that this means Jim can turn his failure into a success for this roll.
Karma Kards are designed to mix things up. To add an element of unpredictability. To make it so rolling low can actually benefit a player at times. And most importantly, to remind everyone that games are supposed to be FUN. Of course, for certain groups, having players focusing on numbers and papers might be distracting or a nuisance. These aren’t for everyone, or every game. But then, what is?