Learn to Play Deck of Adventures
Everything you need to start playing in one page.
The Core Idea
In Deck of Adventures, you draw cards instead of rolling dice.
When you attempt something uncertain, you draw from your deck and compare to a Target Card set by the GM. The closer your draw, the better you do. Match exactly? That's a critical success.
Making a Check
When you attempt something uncertain, the GM sets a Target Card from the communal deck. You draw cards and find the Draw Range (DR)—the difference between your card and the target.
| Draw Range | Result |
|---|---|
| DR 0 | Critical Success — Exceptional outcome! |
| DR 1-2 | Full Success — You achieve your goal |
| DR 3 | Partial Success — Success with a cost |
| DR 4+ | Failure — The attempt fails |
Suited Bonus: When you match the Target Card's suit on a critical success, you get to draw extra cards!
Try It Yourself
Click the target card to reveal it
Your Role & Suit
Every character has a Role tied to a suit. Your suit determines your playstyle and power source.
Mobile striker, consistent damage
Burst damage, tactical positioning
Tank, protect allies
Buff allies, resource management
Hearts heal. Diamonds blast. Clubs endure. Spades strike.
Powers & The Power Pile
Your special abilities cost cards from your Power Pile—a separate deck of cards you spend to fuel your powers.
Combat Damage
In combat, the suits you draw determine your damage!
Face Card Bonus: Jack, Queen, King add +1 suit damage.
Ace Effect: Keep it as a temporary power card!
That's It!
You now know enough to play. Grab a deck and start your adventure.