1. Draw Challenge cards
During step 1, draw 3 Challenge cards from the major arcana deck, and add:
+1 card for each type of enemy
+1 card if the enemies outnumber the adventurers
+1 card if there are twice as many enemies as adventurers
+1 card for each enemy that’s physically larger than a human
+2 cards if there is an elite enemy
+3 cards if there is a dungeon lord
(Elite enemies and dungeon lords are defined in Appendix C: Dungeon Denizens, see Dungeon Lord.)
Each of these additional cards is cumulative. Check to see which are applicable at the start of each round. Therefore, if the number of enemies decreases, you will draw fewer major arcana cards.
For example, if there are twelve imps facing four adventurers, the GM draws 6 cards from the major arcana deck. That includes: 3 cards to start, +1 for the one type of enemy (imps), +1 for having more enemies than adventurers, +1 for having twice as many enemies than adventurers.
If, over the course of the Challenge, the adventurers reduce the number of imps to seven, the GM will draw 5 cards at the beginning of the next round: 3 + 1 for having one enemy type (imps) and +1 for having more enemies than adventurers.