Combat System

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

Turn order is determined by a High Card minigame. The GM draws from the Table Deck based on the number of enemy Target Cards. Each player draws a Target Card from their Action Deck. Compare the highest card from each side—the winning side goes first!

Turn Order Example

Players draw their Target Cards:

Rivet: K♠Verse: 7♦Whisper: 4♥

Highest: K♠

GM draws for enemies:

Enemy Soldier: 10♣Enemy Archer: J♦

Highest: J♦

K♠ beats J♦! Players go first this round.

Ties are broken by suit: Spades → Diamonds → Clubs → Hearts. Players can change their turn order each round.

Target Card Trick: Once per scene, you can use your Target Card to replace a drawn card during an Attack or Save Draw!

Action Economy

On your turn, you have several types of actions available. Managing your actions effectively is key to victory.

MAJOR ACTION

Attacks & Powers

Make a weapon attack or use a Power. This is your primary way to deal damage or create major effects.

MINOR ACTION

Maneuvers & Knacks

Quick abilities like Dash (move extra), Shove (push enemy), or use your innate Knack ability.

FREE ACTION

Simple Actions

Talking, opening an unlocked door, or glancing around. Anything fast that doesn't require a check.

ROUND ACTIONOnce per round

Triggered Abilities

Special abilities usable during any character's turn, including your own. Each character gets one Round Action per round.

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, count the suits you drew—each suit damages that HP pool!

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

Damage Calculation Example

1

You attack with Strength +3, drawing 4♦, 7♣, and J♣

2

Enemy Target Card is 6♠. The 7♣ is closest (DR 1) — Full Success!

3

Count suits drawn for damage:

  • 1 Diamond → 1 damage to Diamonds HP
  • 2 Clubs → 2 damage to Clubs HP

Total: 1♦ + 2♣ suited damage

Ace Choice

When you draw an Ace, choose: use it for damage or reserve it as a Pocket Ace to spend later as a color-only 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.

Danger — Unfolding: You begin Unfolding if:(1) All HP across all 4 suits is depleted, or(2) Your maximum HP in any suit reaches 0 (max HP drops by ½ each round a suit stays at 0).

Damage Calculator

Click to reveal the enemy's Target Card

Enemy Target Card
Click
Your Attack Card+1 modifier

Armor & Defense

Armor is measured in "suits of armor" that reduce incoming damage. Each suit of armor absorbs ½ point of damage before it breaks.

How Armor Works

1

You have 2 suits of armor (one ♠, one ♣)

2

You take 1 Spades damage. Your ♠ armor absorbs ½, leaving ½ damage to HP.

3

Your ♠ armor is now broken until you Rest.

Defender Bonus: Defenders gain a suit of armor matching their Affinity at the end of each Rest.

Call It

At the start of each player's turn, the GM draws one card from the Table Deck face down. Before it's revealed, you Call It—guess the card's color. Each Role has a unique effect based on whether you're right!

MARTIAL

Correct: Replace one card in your Attack Draw with the Called card.

DEFENDER

Correct: When attacked this round, your Target Card shifts by the Called card's value.

CASTER

Correct: The Called card's cost is reduced when paying for a Power this turn.

SUPPORT

Correct: Give the Called card to another player to use on their turn.

Remember: Regardless of whether you guess correctly, the Called card becomes a Power Card for the Table to use!