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Core Mechanic

Making Checks

The Target Card System is the heart of Deck of Adventures. Instead of rolling dice, you draw cards and try to match a target—the closer you get, the better you do.

The Target Card System

Think of the Target Card as a bullseye on a dartboard. When you attempt something uncertain, the GM sets a Target Card from the deck. You draw from your Check Deck and compare the value—the closer you are, the better your result.

Example: Target Card is Ace of Spades

A
DR 0: AceDR 1: K or 2DR 2: Q or 3DR 3: J or 4

Key Insight: Distance wraps around! An Ace is only 1 away from both a King (going up) and a 2 (going down). The deck forms a circle, not a line.

Draw Range (DR) Results

The Draw Range (DR) is the difference between your drawn card and the Target Card. Deck of Adventures uses a fixed system—you always know what each DR means.

Draw RangeResult
DR 0Major Success
DR 1-2Full Success
DR 3Partial Success
DR 4+Failure

DR 0: Exceptional outcome!

DR 1-2: Achieve your goal without compromise.

DR 3: Success with a cost or complication.

DR 4+: The attempt doesn't work.

Skill Modifiers & Drawing More Cards

Your character has Skills tied to Attributes. When you make a check, you draw cards equal to your Skill Modifier. More cards means more chances to hit that bullseye!

Example: Picking a Lock

1

The GM sets a Target Card: 7 of Hearts

2

Your character has Finesse +3 (high Agility)

3

You draw 3 cards: 4♦, 9♣, 6♠

The 6♠ is closest (DR 1 from 7). Full Success!The lock clicks open.

Higher Skill = Better Odds

A Skill Modifier of 1 gives you one shot. A modifier of 4 gives you four cards to find the best one.

Best Card Wins

When you draw multiple cards, only the closest one to the Target Card counts.

Critical Success (Suited DR 0)

When you hit DR 0 (exact match), that's already a Major Success. But if your card also matches the Target Card's suit? That's a Critical Success—you draw extra cards!

🎯Major Success

DR 0 — Exact value match
Example: Draw a 7, Target was 7

Critical Success

DR 0 + Same Suit
Example: Draw 7♥, Target was 7♥

Critical Success Bonus: You draw extra cards! This can mean bonus damage in combat or additional benefits determined by your GM.

Your Check Card

At the start of each session, the GM deals each player a Check Card from the central Table Deck. This becomes your personal Target Card for all Skill Checks during that session.

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Your Check Card stays the same all session

Learn your target! If your Check Card is a 9, you'll get better at aiming for 7s, 8s, 9s, 10s, and Jacks.

Practice Makes Perfect

Try the Carnival tutorial to practice drawing for Target Cards in a fun, interactive way.