5-Minute Guide

Learn to Play Deck of Adventures

Everything you need to start playing in one page.

130 seconds

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
21 minute

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

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

Target
Click
vs
Your Draw
31 minute

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

Blink — Teleport across the battlefield
Caster

Burst damage, tactical positioning

Sharpened Focus — Draw extra cards
Defender

Tank, protect allies

Taunt — Force enemies to target you
Support

Buff allies, resource management

Lend Power — Refuel your teammates

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

41 minute

Powers & The Power Pile

Your special abilities cost cards from your Power Pile—a separate deck of cards you spend to fuel your powers.

Level 1: Start with 4 Jokers (wild cards)
Level up: Add more cards (all 2s at Level 2, all 3s at Level 3, etc.)
Spend wisely: Cards refresh on rest—manage your resources!
530 seconds

Combat Damage

In combat, the suits you draw determine your damage!

4
damage
3
damage
2
damage
1
damage

Face Card Bonus: Jack, Queen, King add +1 suit damage.
Ace Effect: Keep it as a temporary power card!

630 seconds

That's It!

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