5-Minute Guide

Learn to Play Deck of Adventures

Everything you need to start playing in one page.

1

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.

🎲
Traditional RPGs
Roll dice, hope for high
🃏
Deck of Adventures
Draw cards, match the target
2

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 RangeResult
DR 0Critical Success — Exceptional outcome!
DR 1-2Full Success — You achieve your goal
DR 3Partial Success — Success with a cost
DR 4+Failure — The attempt fails

Perfect Success: Match the Target Card's value and suit? Make Bonus Draws equal to your Attribute modifier!

Try It Yourself

Click the target card to reveal it

Target
Click
vs
Your Draw
3

Your Role & Suit

Every character has a Role tied to a suit. Your suit determines your playstyle and power source.

Martial

Mobile striker, consistent damage

Maneuver: Cash In — Reserve power for extra damage
Caster

Burst damage, tactical positioning

Maneuver: Scry — Peek at and manipulate your deck
Defender

Tank, protect allies

Maneuver: Taunt — Force enemies to target you
Support

Buff allies, resource management

Maneuver: Lend Aid — Give allies extra draws

Hearts heal. Diamonds blast. Clubs endure. Spades strike.

4

Powers & The Table Deck

Your special abilities cost cards from the Table Deck—a shared resource everyone at the Table can use to fuel powers.

Call It: Each turn, a card is drawn and becomes a Power Card
Power Costs: Spend suited cards (♠♣♦♥), by color (Red/Black), or poker hands (Pair, Straight, Flush)
Team Resource: Anyone can contribute cards—coordinate with allies!
Jokers: Each player gets 2 Jokers per session (wild cards)
5

Suited Damage

In combat, the suits you draw damage that suit's HP pool! Each character has four HP pools—one for each suit.

damages
Spades HP
damages
Diamonds HP
damages
Clubs HP
damages
Hearts HP

Ace Choice: Use for damage OR save as a Pocket Ace (color-only Power Card)!

Watch Your HP! If a suit hits 0, your max HP in that suit drops each round. If any max hits 0, or all HP is gone, you begin Unfolding—the brink of character death.

Damage Calculator

Click to reveal the enemy's Target Card

Enemy Target Card
Click
Your Attack Card+1 modifier
6

That's It!

You now know enough to play. Grab a deck and start your adventure.