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 |
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
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 Table Deck
Your special abilities cost cards from the Table Deck—a shared resource everyone at the Table can use to fuel powers.
Suited Damage
In combat, the suits you draw damage that suit's HP pool! Each character has four HP pools—one for each suit.
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
That's It!
You now know enough to play. Grab a deck and start your adventure.