Combat
When words fail, cards fly. Combat in Deck of Adventures is turn-based, tactical, and driven by the same Target Card system as skill checks.
Turn Order
At the start of combat, each player draws cards equal to their Agility Modifier. The highest card goes first. If you draw multiple cards, you choose which becomes your Target Card for enemies to attack.
Turn Order Example
Ties are broken by suit in reverse alphabetical order: Spades → Diamonds → Clubs → Hearts
Strategy Tip: Your turn order card becomes your Target Card! Higher cards mean going first but are easier for enemies to hit. Choose wisely if you draw multiple.
Action Economy
On your turn, you have several types of actions available. Managing your actions effectively is key to victory.
Attacks & Powers
Make a weapon attack or use a Power. This is your primary way to deal damage or create major effects.
Maneuvers & Knacks
Quick abilities like Dash (move extra), Shove (push enemy), or use your innate Knack ability.
Simple Actions
Talking, opening an unlocked door, or glancing around. Anything fast that doesn't require a check.
Triggered Abilities
Special abilities that trigger in response to something. Can be used on any turn, including yours.
Attacks & Suited Damage
When you attack, draw cards equal to your weapon's modifier and aim for the enemy's Target Card. On a hit, the suits you drew determine your damage!
Damage Calculation Example
You attack with Strength +2, drawing 4♦ and 7♣
Enemy Target Card is 6♠. The 7♣ is closest (DR 1) — Full Success!
Add up suited damage: ♦(3) + ♣(2) = 5 damage!
Face Card Bonus
Jack, Queen, and King add +1 suit damage to their normal suit value.
Ace Effect
When you draw an Ace, keep it as a temporary Power Card!
Partial Success (DR 3): You hit, but damage is halved (round up). A 5 damage hit becomes 3 damage on a partial success.
Damage Calculator
Click to reveal the enemy's Target Card
Armor & Defense
Your Armor reduces incoming damage. Different roles start with different armor types, and shields provide additional protection.
| Armor Type | Damage Reduction | Typical Roles |
|---|---|---|
| Light | 1 | Caster, Support |
| Medium | 2 | Martial, Defender |
| Heavy | 3 | Special abilities only |
| Shield | +1 | Defenders start with one |
Common Reactions
Everyone has access to these universal reactions. They cost Power Cards but can turn the tide of battle.
Top Deck
1x Red CardWhen an ally draws a save card, you may draw a card from your check deck to replace it.
Suit Yourself
1x Black CardAfter any card is drawn (ally or enemy), draw a suit from your deck and change the target card's suit to match.