v1.3Last edited 2/12/26

Player Guide

Everything you need to create a character, learn the rules, and play Deck of Adventures.

The Realm

Welcome to The Realm, a magical world inside a deck of cards. The denizens of this land are varied, made of paper, plastic, metal, and ink. Humanoid in shape and size, the Cardians live diverse lives from high-ranking nobles of the royal suits to bartenders serving ales of ink to tribes of paper warriors wandering the vast wilderness.

The magic that created them flows through all living beings of the Realm, who live amidst a world filled with vast variability and unpredictability. You will experience the Realm by way of Deck of Adventures, a playing card based tabletop role-playing game where adventure and danger is revealed with every draw.

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Setting the Table

Deck of Adventures relies on collaborative storytelling with those at the Table — the Players and the Deck Master (DM). The DM acts as both storyteller and rules adjudicator, while the players’ actions and choices determine the story’s direction. In any scene, the DM will begin by describing your surroundings. This may include both the physical or metaphysical. Then you, the player, will have the chance to act. If that action has an unsure outcome, the DM will draw a card from the Table Deck, and you will draw cards from your Action Deck. Based on the result of the draw, your DM will narrate the outcome of your action. This back and forth is expected to be collaborative between all those at the Table.

Deck of Adventures has gameplay mechanics somewhere between light and medium complexity within its narrative and combat system. The game is flexible enough for creativity and choice, and structured enough to give clear direction on those choices. Players are well suited to think outside the box, as long as there is a box to begin with.

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Character Creation

Before starting a game of Deck of Adventures, you will need a Character to inhabit. Character creation in Deck of Adventures is meant to be streamlined and simple, with room for player creativity. Your character is one of many Cardians of the Realm. You have a series of creation options to choose between. These choices determine your character’s form and function, allowing you to quickly envision what your character looks like and what they are skilled in. From there, all other choices are in your hands.

Martial

A fighter. Expertise in dealing out damage with targeted attacks for themselves and allies.

Archetypes: Sharp, Recursionist

Defender

A tank. This character type can take a hit and give it too by always staying in the middle of the action.

Archetypes: Bouncer, Bookie

Caster

A jack of all trades, the caster brings utility to the Table by controlling the battlefield and providing unique support not just to the team, but to the cards themselves.

Archetypes: Illusionist, Gambler

Support

True to their name, the support provides aid to the team in myriad ways. Heal allies, boost their attacks, and keep dealing out Power Cards.

Archetypes: Dealer, Bartender

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Role Bonuses

Upon choosing your Role, select a Primary Attribute and gain the following benefits:

Martial

Primary Attribute

Agility or Strength

+1 Spades HP

Create a Weapon(s) for your character. Choose two Weapon Abilities.

Immobilize: Deftly stagnate an enemy’s movement.
Weaken: Brutally reduce an enemy’s damage output.
Sweep: Swiftly attack all enemies you can touch.
Snipe: Accurately damage an enemy from distance.

Defender

Primary Attribute

Strength or Vitality

+1 Clubs HP

Create a Weapon for your character. Choose a Weapon Ability:

Shield Break: Violently break an enemy’s shield.
Sweep: Swiftly attack all enemies you can touch.
Weaken: Brutally reduce an enemy’s damage output.

Caster

Primary Attribute

Intelligence or Conviction

+1 Diamonds HP

Create a Weapon for your character. Choose a Weapon Ability:

Snipe: Accurately damage an enemy from distance.
Immobilize: Deftly stagnate an enemy’s movement.

Support

Primary Attribute

Intuition or Vitality

+1 Hearts HP

Create a Weapon for your character. Choose a Weapon Ability:

Snipe: Accurately damage an enemy from distance.
Immobilize: Deftly stagnate an enemy’s movement.
Sweep: Swiftly attack all enemies you can touch.
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Archetypes

Archetypes are specific versions of Roles. Each has unique signature abilities, features, and Powers.

Martial

Sharp

Stay awhile, I might just let you win this time.

Unique abilities, features & powers at each level

Martial

Recursionist

Details coming soon...

Unique abilities, features & powers at each level

Defender

Bouncer

Rule number one of security, escalate.

Unique abilities, features & powers at each level

Defender

Bookie

Details coming soon...

Unique abilities, features & powers at each level

Caster

Illusionist

True magician, or mindfreak? These aren’t props.

Unique abilities, features & powers at each level

Caster

Gambler

Everyone quits before they hit it big. Not you.

Unique abilities, features & powers at each level

Support

Dealer

Service worthy of a raise.

Unique abilities, features & powers at each level

Support

Bartender

What’s a drink without a bit of ink?

Unique abilities, features & powers at each level

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Your Materials

In Deck of Adventures, you play as a Cardian. As such, you are made out of paper, plastic, metal and ink. Pick two material benefits from the below options. These materials improve skills, and give you a chance to envision what your character might look like. Use your materials during roleplay moments to help describe the success, or failure, of an action. These choices help make your Table as unique as a shuffled deck.

Paper

Paper Cardians are foldable, bendable and lightweight.

Sleek: +1 to DetectionCrafty: +1 to Craft

Plastic

Plastic Cardians are flexible, smooth, and versatile.

Pliable: +1 FinesseDurable: +1 Athletics

Ink

Ink Cardians are intelligent, fluid folk with a propensity for flare.

Wise: +1 KnowledgeFlashy: +1 Performance

Metal

Metal Cardians are formidable, heavy beings resistant to the elements.

Strong: +1 BruteTough: +1 Grit
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Choose Your Finish

Your Finish describes the final details on the surface of your Cardian’s form. Choose one of the following to gain an additional Skill:

Matte

+1 Stealth

Perfect for those avoiding the bright lights of the night.

Gloss

+1 Sway

For the Cardian whose shine reflects on all those in attention.

Laminated

+1 Medicine

Ink stains? Never heard of them.

Linen

+1 Investigation

For the Cardian with a solid grip on the cards at play.

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Choose Your Affinity

Every Cardian has an Affinity to a certain suit in the Realm. This Affinity grants you +1 HP to that suit type and serves as a pillar of your character’s truth. If you are the Defender, you also gain a suit of armor of your affinity after a Rest.

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Spades

Strength, mortality, and philosophy. Those with a heart for leadership and decisiveness. Military, monks, and recursionists.

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Diamonds

Wealth, intellectual acuity, and manipulation. The skill and willingness to take what you want. Traders, politicians, and performers.

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Clubs

Growth, ambition and energy. Self starters with grit and determination. Farmers, hunters, and protectors.

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Hearts

Druidic, pure, and connected. Sensors of the material and the metaphysical. Healers, providers, and naturalists.

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Your Background

Your Background provides narrative grounding for your character. You’ll start by choosing a faction your character has history with. Then, you’ll choose where your character calls home…or used to. After that, choose a skill you haven’t added a +1 bonus to yet.

The Table Why's

Consider why your character would have your chosen skill and primary attribute based on their faction, home, and suit affinity. After the answer, ask why again. Repeat this Why exercise three times to quickly develop a character backstory. Relate each answer to a different player at the table.

Factions

1
Inkfarers

Sailors and merchants who venture across the Ink Lakes that dot the Hearts Forests. They honor the stories that have been spilled in the ink.

2
Grove Tenders

The Hearts Forests are full of flora and fauna that must be nurtured and protected. All life is sacred, but harmony in nature is sometimes wild.

3
Excavators

There’s value in what can be mined, retrieved, and sold. If a vein has yet to be tapped, well, then someone’s not doing their job. No better place to mine than at the base of the Spades Peaks, where the finest metal, plastic, and paper can be found for those who dig.

4
Spada di Atramentum

The Spada di Atramentum hides a secret knowledge of power. Those who seek it must summit the impassible Black Peaks.

5
The Hidden Assembly

Countless Reshuffles have come and passed on the Diamond Highlands without disrupting the cavernous cities of the Hidden Assembly. Protected from the raging storms of the plateaus, the master builders of the Hidden remain. Unchanged and unyielding.

6
Storm Riders

Life moves quickly when you’re constantly skirting the storms atop the plateaus of the Diamond Highlands. Life is also short for those who don’t move quick enough. Never enough time to settle more than a few weeks, their roots are made mostly from the stories they share.

7
Plains Walkers

Nomadic people who journey with the changing seasons of the Great Pulp Plains, they are attuned to the subtle shifts of the Realm. Disparate tribes come together at communal gatherings to meet and treat with one another in the spirit of all things, connection.

8
Forts

For all the natural beauty of the Great Pulp Plains, there is still a need for trade and a touch of ‘civilization’ out in the wilderness. These outposts were originally points of exploration and adventure, and now serve as hubs of trade and talk throughout the Plains.

Home

Your home is where your people are. Choose what region you are from. Then, consider who you might know there.

The Black Peaks

In the far northwest, a towering metal mountain range stands proud. The people here are disciplined and intelligent.

The Great Pulp Plains

In the northeast, these sprawling plains and rolling savannahs are home to all manners of creatures and Cardians.

More to come
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Origins of Power

Where does your character pull their Power from? There are many beliefs throughout the Realm on the origins of Power and how it is accessed. Choose one of the following, or create your own with your Table.

The Deck

All energy comes from and returns to the Deck. We are all part of a greater whole. You feel attuned to this flow of energy, and can almost hear every riffling of the Deck.

The Unknown

You sense the presence of a great nameless entity. You can’t quite articulate it. Sometimes it comes to you in dreams as a vision. This power is a calling.

The Jokers

The magnificent Jokers have smiled upon you, granting you the great gift of their power. These are benevolent gods, and you are one of their chosen.

The Suits

All beings across the Realm are affected by the Suits. Some feel a kinship to one or many of them. Some are so devout the Suit becomes their dynasty. Their power is tangible.

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Game Mechanics

Cards on the Table

When playing a game of Deck of Adventures, each player needs one deck of standard playing cards called the Action Deck. This deck of cards is used to determine the outcome of your character’s actions. You draw from this deck any time your Deck Master (DM) asks you to make a Draw when trying to act with an uncertain outcome.

Take the two Joker Cards out from the Action Deck and keep them at the ready. These are used for your Powers.

After each Draw, reshuffle the drawn card(s) back into your deck. You can engage with the tactile nature of a deck of playing cards while on your adventure in the world of The Realm. Shuffle, split, or mix your deck as you please. The deck is yours to engage with.

Power Cards and the Table Deck

The Deck Master (DM) has an additional deck known as the Table Deck. The DM will draw a card from the Table Deck as a Target Card to represent challenges or enemies. Whenever a challenge is overcome or an enemy is defeated, their Target Card becomes a Power Card anyone at the Table can use.

At level 1, a maximum of 10 Power Cards are available on the Table at a time. Used Power Cards get discarded face down. If a Power Card would be added to the Table but there are no available slots, the card is discarded, or an existing Power Card is discarded and the new card replaces it. As your Table levels up, this card limit will increase. If the Table Deck would run out of cards before the end of a session, shuffle all discarded Power Cards back into the Table Deck.

The Target Card System

Deck of Adventures uses the Target Card System. Think of a Target Card (TC) as the bullseye on a dart board. You will draw cards from your Action Deck and compare the value against the Target Card. The closer you are to the Target Card, the better the result. This includes whether the card is higher or lower than the Target Card. The system is circular around the Aces, so a King is as close to a 2 as it is to a Jack.

The Target Card you are aiming at will always be given to you by the Deck Master (DM) depending on the objective. When you make a Skill Draw, the DM will draw a Target Card from the Table Deck. When attempting to hit an enemy, you will be aiming at their Target Card.

Draw RangeResult
DR 0Critical Success
DR 1–2Full Success
DR 3Partial Success
DR 4–6Failure

In Combat, each combatant has a set DR for their TC. A Partial Success during combat is one DR above the combatant’s and typically deals half damage. A card’s Suit does not typically factor into Draw Ranges except for a Critical Success (DR 0). When a drawn card matches a Target Card’s suit and pip value exactly it is a Perfect Success, which usually has added benefits.

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Skill Draws — Card Value

Skill Draws — Card Value

When attempting an action with an uncertain outcome, the DM may call for a Skill Draw. The DM will draw a Target Card (TC) from the Table Deck for the challenge you are attempting, and you will draw cards up to your relevant skill modifier found on your character sheet.

When the scene changes or further develops, the Target Card becomes a Power Card. For example, if the party comes to a door in the Hall of Mirrors and wants to pick the lock, a Target Card will be drawn for the door. Any player attempting to pick the lock, kick the door down, or check it for traps will make a skill draw against the same TC. However, if a player decides they want to search for an alternate route to bypass the door, a separate TC may be drawn from the Table Deck and subsequently become a Power Card if that player is successful. The Draw Range of the closest card drawn will determine the outcome.

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Saving Draws

Certain circumstances require your character to react to the environment around them or another’s will. When this happens, you might be asked to make a Saving Draw (Save). Saves do not use the Target Card System. Instead, a Save asks you to draw cards and count the number of Red cards.

When you attempt to make a Save, you are given the corresponding Attribute and a Red Count (RC). The RC is determined by the initiator’s relevant Attribute. You will draw a number of cards equal to the RC plus cards equal to your Attribute modifier to determine the total number of Saving Draws (SD).

To succeed on a Save you must draw a number of Red cards equal to the Red Count. Note that while Skill Draws rely on your Skill modifiers, Saving Draws will always rely on an Attribute modifier. When you use an ability that forces another character to make a Save, your relevant Attribute modifier is what sets the RC.

Saves may be called for when something is inflicted upon your character, and you are attempting to avoid or reduce its effects. For example, your DM may call for a Vitality Save when you attempt to rebuff the poisonous effects from the sting of a Heartland Hornet, a Conviction Save to stare into the Face of Fear, or an Agility Save to avoid the acidic ink blasts from Pike Soldiers.

Red Count + Attribute Modifier = Saving Draws

To succeed, you must draw a number of Red cards equal to the Red Count.

Example A

A Bibulous attempts to absorb you. You must make a Strength Saving Draw to resist the effect. The Bibulous has a Strength of 3, and you have a Strength of 2. The Red Count is 3 and your relevant Attribute is 2, making your Saving Draws a total of 5. You draw five cards, and three are Red, so you successfully Save.

Example B

An Illusionist attempts to use the Power "Follow the Coin" on a Paper Golem forcing an Intuition Saving Draw. The Illusionist’s Power Attribute is Intelligence, and is a score of 2. The paper golem’s Intuition is a 1. The Red Count is 2 and the golem’s relevant Attribute is 1, making the Saving Draws a total of 3. The golem draws three cards, and only one is red, so it fails the Save and is stunned.

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Conditions

Deck of Adventures uses Conditions to give a mechanical impact to physical and emotional realities that can occur in combat. These conditions may be the result of a Power, a narrative moment, or a creature’s ability. Different conditions also have Power Costs to automatically end the effect if you fail the Save, as described below:

Slowed

A Cardian under the Slowed condition has their movement range reduced by one. Some effects can only target a Cardian that is slowed.

Save: Strength or AgilityRepeat: Saving Draw can be repeated at the end of each of your turns.End: Spend a Two of a Kind after Call It but before taking an action.

Frightened

A Cardian under the Frightened condition makes Attack Draws at Lower Hand if they are within Far distance to the source of what has made them frightened.

Save: ConvictionRepeat: Saving Draw can be repeated at the end of each of your turns.End: Spend a Two of a Kind after Call It but before taking an action.

Charmed

A Cardian under the Charmed condition sees the Charmer as a friend and cannot make hostile actions toward them.

Save: IntuitionRepeat: Saving Draw is repeated whenever you take damage and at the end of each of your turns.End: Spend a Two of a Kind after Call It but before taking an action.

Susceptible

A target under the Susceptible condition suffers an additional suit of damage of the same suit as their Target Card whenever they would take damage.

Save: VitalityRepeat: Saving Draw can be repeated as a Major Action.End: Spend a Power Card Three Card Straight (3 in a Row) at the start of their next turn.

Stacked

A Stacked creature is vulnerable to additional effects.

Save: Strength or AgilityRepeat: Saving Draw can be repeated as a Major Action.End: Spend a Power Card Three Card Flush (Same Suit) at the start of their next turn.
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Defining Additional Terms

Defining Additional Terms

Deck of Adventures uses broad terminology to define time and space when it comes to Powers. These terms should be negotiated and mutually understood at each Table. To aid this conversation, we have provided our own definitions for additional terms below:

Measuring Time

Session

This timeframe refers to the game session, regardless of how much time is passing within the game world. Your Table may prefer to negotiate a certain amount of time passing in the Realm to reset Session labeled Features and Powers.

A Scene

Signature abilities and other Powers are able to be used one or more times per scene. A scene is defined as a sequence of continuous action.

  • A single combat encounter
  • Several conversations in the same area
  • Playing poker at a backroom casino

Measuring Distance

Touch

Not necessarily touching; something close enough you could touch it.

Close

Something you would need to get out of your seat to grab in a typically sized room; going from one small room to another.

Far

Something far enough away you would have to throw a ball to hit it.

Distant

Something you would have to walk a couple minutes to get; not hittable with an object by most.

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Combat

Not every situation can be resolved peacefully. In the event of a combat situation, Deck of Adventures uses a turn-based combat system where each combatant takes their turn within a round. This section explains what you can do on your turn and during a round.

Hit Points (HP)

Deck of Adventures uses an abstraction of health for its combat system. Each player will have a given number of Hit Points associated with each card suit. When all points of a given type are removed, the current maximum HP in that suit goes down by half a suit each round, and does not return to your character’s maximum until completion of a Rest. If a player has a current HP maximum of zero in any suit, they begin Unfolding.

If a player is hit for a suit or color they have no remaining points for, they remove a half point from a different category unless otherwise specified. If a player is healed for a suit they are already at the maximum for, they heal for equivalent Hit Points of a suit they choose.

If all points are removed a player character begins to Unfold.

spades

clubs

diamonds

hearts

Unfolding

Your character begins to Unfold when they reach 0 hit points. The fabric of your physical and metaphysical body begins to rip apart. You cannot take actions of any kind and fail all Saving Draws automatically. At the start of your turn, draw a card from your Action Deck down, and mark your Target Card with a minor scar. On each subsequent turn, repeat this process. The scar on your TC will progress from Minor, Major, Severe, Fatal. If you are still unfolding at the end of your fourth turn, flip all four cards from your Action Deck. Each card must be of a different suit to end the Unfolding process and stabilize your condition. Otherwise, you Unfold completely, returning to the fabric of the Realm that created you.

An Unfolding character cannot be healed through standard powers such as Heal or Recover. To stabilize an Unfolding character, each other player makes a Medicine Draw card at the end of the Unfolding player’s turn. If the players all draw at least one card of the same suit, they are stabilized. Players can choose to replace their draw with a Power Card to help succeed.

Stabilized

All Hit Point maximums return to a minimum of one. A stabilized player heals to one hit point of the suit that stabilized them, and does not reduce their suited Hit Point maximums unless they begin Unfolding again.

Scars

Minor Scar

A card in your Action Deck with a minor scar serves as a reminder of your flirtation with the permanence of Unfolding. Any time you draw the scarred card, you hesitate. Flip one Power Card face down. It becomes a colorless, suitless Power Card until it is discarded.

Major Scar

A major scar causes pain through your mental and physical exertion. Take a half suit of damage of the scarred card when drawn.

Severe Scar

A scar this severe leaves permanent damage on your mind and body. Take a full suit of damage of the scarred card when drawn.

Fatal Scar

Fatal scars are not just reminders of tragic defeats, they are echoes of them. Your HP Max of the given Suit is reduced by one.

Power Cards & Consolation Damage

When you use a Power Card that targets an enemy to deal damage, if the Power is unsuccessful you will deal Consolation Damage. Each Power Card used deals a half point of damage to the corresponding suit. For example, if you pay for a Staining Shot with a Red Heart Power Card, if you miss your Attack Draw it will deal a half point of Heart damage to the target.

Table Actions

Before the start of combat or game session beginning at Level 3, the Table has access to a list of Table Actions. These actions influence the Table Deck in a variety of ways as described by each Table Action. As the Table levels up and grows in power and renown, more Table Actions will be unlocked. But be wary, the DM will also gain access to Table Curses as your Table progresses through a campaign.

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Action Economy

Turn Order

Turn order is determined by a High Card minigame. The DM will draw from the Table Deck based on the number of enemy TC’s in the encounter and use the highest drawn card (Aces are high cards). Each player will draw a Target Card from their Action Deck. Compare the highest drawn card from the players and the highest drawn card from the enemies. The winning side goes first. Players have the flexibility to change their individual turn order each round. In the event of a tie, it is broken by suits — Spades, Diamonds, Clubs, and Hearts. Once per scene, each player may use their Target Card to replace any drawn card from the Action Deck.

Action Economy

On your turn, you have a variety of actions your character can perform. You can choose to do one Major Action, one Minor Action, Movement and a Free Action. Alternatively, you may choose to do two Minor Actions and opt out of taking a Major Action. You also have a Round Action available to you that can be used at any point during a round of combat. Your available choices within your Major Actions, Minor Actions, and Round Actions will be displayed on your character sheet along with their associated Power Card costs.

Major

Major Actions include Powers and Attacks. Powers are magical in nature, and require expenditure of Power Cards of corresponding values. Weapon Attacks do not have an associated power cost, but you can use a Power Attack which has an associated cost.

Minor

Minor Actions include Maneuvers, Knacks, and Signature Abilities. They may or may not have a corresponding Power Card cost associated with them.

Maneuvers

Maneuvers are utility options for your character to enact to gain the edge. These are quick, no cost abilities. An example of a Maneuver would be to Dash or Shove. Each Role or Archetype has their own unique Maneuver as well.

Knacks

Knacks are your innate magical abilities that have no associated power cost. They are typically lesser magical abilities that can be used creatively in social or stealth situations.

Signature Abilities

Each Archetype has a signature ability that helps to define it. These abilities are Minor Actions and can be done a limited number of times per Quick Rest. Certain Signatures will have additional or compounding effects when used with power cards.

Movement

Deck of Adventures uses an abstraction model for movement and range. On your turn, you may move between one range unless otherwise specified. Touch | Close | Far | Distant

Free

A free action is something fast, simple, and requires little to no effort. This may be talking to an ally or enemy, opening an unlocked door, or glancing around a room quickly to glean useful information. Typically if an action would not require a Draw, it can be used as a free action. Your DM will determine what constitutes a free action at your table.

Round

Characters can take one Round Action during each round of combat. Round Actions can be used during any character’s turn, including your own.

Table Deck & Power Cards

Power costs are paid with Power Cards. These cards are drawn from the Table Deck and remain as a communal resource for each player to use to pay various power costs. Each combatant’s Target Card(s) is drawn from the Table Deck when determining turn order. When they are defeated, their Target Card becomes a Power Card.

The Table may only have a certain number of Power Cards out at a time, determined by the Table’s Level. If a drawn Power Card would place the Table over the limit, the Power Card can replace a current active card or gets discarded.

Your DM may award additional Power Cards for effectively role playing your character, narrating a character moment in battle, or creativity and collaboration at the table.

Jokers

Your Joker Cards are wild, and thus may be used to replace one Power Card of any rank and suit when paying a power cost. Jokers replenish at the start of each session.

Call It

At the start of each player’s turn, the DM will draw one card from the Table Deck face down. Before the card is revealed, that player will Call It with a guess of the card’s color. Each Role has their own unique Call It ability. Regardless of guess, the drawn card becomes a Power Card.

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Attacks & Damage

Attacks & Damage

Power Draws — Suit Value

Certain Powers will hit an enemy automatically or have a corresponding effect. When determining damage, draw cards equal to your Power Attribute. Make any relevant Bonus Draws, and look at the suits to determine damage.

Attack Draws — Card and Suit Value

Attack Draws are made against the enemy’s Target Card and Draw Range. On a successful hit, make any relevant Bonus Draws, then look at the suits to determine the damage.

Bonus Draws

Bonus Draws do not consider the value of the card, only the suit for additional damage.

Critical & Perfect Hits

If your attack draw results in a Critical Hit — a DR 0 — make one Bonus Draw. On a Perfect Hit — a DR 0 with matching suit — make Bonus Draws up to the attribute modifier used for the attack.

As an optional rule, a Perfect Success may result in an additional Power Card.

Aces

When you draw an Ace on an Attack or Power Draw, you may choose:

Option 1: Use the Ace immediately to heal yourself for one HP of the given suit.

Option 2: Keep the Ace out of your Action Deck and reserve it as a Pocket Ace. A Pocket Ace may be used as a power card without a pip value. Meaning, it may be used for suit or color only power costs. After spending the Pocket Ace, return it to your Action Deck and shuffle.

Worked Example

You are making a standard weapon attack against a Pike Soldier. They have a DR of 3 and a TC of King of Hearts. You have a Strength Modifier of 2, and so draw 2 cards for an attack. You draw a Jack of Clubs, and a Six of Hearts. Since the Jack is within 2 cards you succeed. You will report to the DM that you deal 1 club and 1 heart of damage.

Armor

Armor reduces incoming suits of damage by a half point. Different Roles and Archetypes may start combat with a certain suit of armor. The player involved chooses which suit of armor gets broken if armor would be broken.

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Rests

Rests are used in Deck of Adventures to indicate a long break for the Player Characters. During this time, each Player Character returns to full Hit Points. The Table Deck resets, and all Power Cards are returned to it, unless otherwise specified. The Table will decide whether a Rest coincides with a reset of per Session abilities.

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Leveling Up

We anticipate a Table to level up every 1-3 sessions. We expect these level ups to happen at impactful moments during the course of your adventure or campaign. Each GM will decide when a Table levels up, with additional guidance provided in the GM Guide. Each Role and Archetype gains unique Features, Abilities and Powers at pre-determined levels. Additionally, the Table gains new Table Actions at certain levels. The tables below outline what you can expect.

At every level:

  • Gain 1 suit of HP
  • Action Deck Modification
  • Gain or choose a new Power
  • Table Deck Modification
LevelUnlocks
1Signature Abilities. Call It. Powers.
2Powers. Suit of HP +1
3Powers, Suit of HP +1. Table Action. Deck Modification
4Attribute +1 (max 3). Power Choice. Suit of HP +1. Table Card max up to 12.
5Power Choice. Table Action. Suit of HP +1. Deck Modification.
6Power Choice. Skill +1 up to 4. Suit of HP +1. Table Card max up to 13. Signature Ability Upgrade.
7Power Choice. Suit of HP +1. Table Action. Deck Modification.
8Power Choice. Suit of HP +1. Attribute +1 up to 4. Table card max up to 15.
9Power Choice. Skill increases +1 up to 5. Suit of HP +1.
10Power Choice. Signature Ability Upgrade. Suit of HP +1. Table Action. Deck Modification. Table card max up to 16.

Table Actions

LevelTable Action
3Before the start of a prepared Combat, you may change one of the following: 1. Cards of one value become another in the Table Deck 2. Cards of one suit change color in the Table Deck 3. Cards of one suit change to another in the Table Deck
5Before the start of a session, choose one of the following: 1. Permanently Add a card to the Table Deck 2. Mark a Card to be worth double the suit value in the Table Deck 3. Mark a card to be a second suit in the Table Deck 4. Permanently remove a card from the Table Deck.
7Before the start of a known combat, you may distribute 4 existing HP to other suits. This effect ends at the end of the session.
10Before the start of a session, choose one of the following: 1. Permanently add a card to your Action Deck 2. Permanently remove a card from your Action Deck 3. Permanently mark a card in your Action Deck.
QueenBefore the start of a session, choose one of the following: Remove a Cursed card in the Table Deck until the end of the Session. Mark a card in the Table Deck as a Boon Card permanently.
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Attributes & Skills Quick Reference

Attributes & Skills Quick Reference

Agility
AGL

Physical coordination, balance, and bodily control

Conviction
CON

Willpower, leadership, and presence

Intelligence
INT

Logic, memory, and learning

Intuition
GUT

Instinct, perception, and insight

Strength
STR

Physical power, endurance, and force

Vitality
VIT

Health, toughness, and resilience

Skills

Agility
FinesseLockpicking, Magic Tricks, Walk across a tightrope
StealthHiding, Sneaking
Conviction
PerformanceDancing, Singing, Oration
SwayConvince through persuasion, deception, or intimidation
Intelligence
KnowledgeMaking logical connections, History, Magic Study
InvestigationDetective work, Finding hidden items
Intuition
DetectionSight, Hearing, Smell
CraftMake a trap, survive in the wilderness, mix ingredients
Strength
BruteKick down a door, Lift a boulder, Be immovable
AthleticsRunning, Climbing, Jumping
Vitality
GritWalk up a cold mountain, Resist poison
MedicineIdentify a source of pain or disease, help a creature heal