Conditions
Conditions give mechanical impact to physical and emotional effects in combat. Each condition has a Saving Draw to resist and a Power Card cost to end the effect early.
How Conditions Work
When you're hit with a condition, you make a Saving Draw to resist. If you fail, you're affected until you either succeed on a repeat save (if allowed) or spend the required Power Cards to end it.
Ending Conditions
Repeat Saves: Some conditions let you repeat the Saving Draw at the end of each turn.
Power Cards: Spend the required poker hand from the Table's Power Cards after you Call It but before taking an action.
Team Play: Anyone at the Table can contribute Power Cards to help you break free from a condition. Coordinate with your allies!
Condition Reference
Slowed
Save: Body
Effect
Movement range reduced by one. Some effects can only target a Slowed Cardian.
Ending the Condition
Saving Draw can be repeated at the end of each of your turns.
Spend two 4s, two 10s, etc.
Dizzy
Save: Body
Effect
Lower Hand on all skill and attack draws.
Ending the Condition
Saving Draw can be repeated at the end of each of your turns.
Spend two 4s, two 10s, etc.
Frightened
Save: Will
Effect
Make Attack Draws at Lower Hand if within Far distance of the source of fear.
Ending the Condition
Saving Draw can be repeated at the end of each of your turns.
Spend two 7s, two Jacks, etc.
Charmed
Save: Care
Effect
See the Charmer as a friend and cannot make hostile actions toward them.
Ending the Condition
Saving Draw is repeated whenever you take damage and at the end of each of your turns.
Spend two 5s, two Kings, etc.
Susceptible
Save: Body
Effect
Suffer an additional suit of damage (same suit as your Target Card) whenever you take damage.
Ending the Condition
Saving Draw can be repeated as a Major Action. Spend Power Cards at start of your turn.
Spend a 5, 6, and 7 (any suits).
Stacked
Save: Body
Effect
Vulnerable to additional effects. Movement restricted.
Ending the Condition
Saving Draw can be repeated as a Major Action. Spend Power Cards at start of your turn.
Spend three Hearts, three Spades, etc.
Power Cost Quick Reference
| Condition | Power Cost |
|---|---|
| 🐌 Slowed | Pair (Two of a Kind) |
| 💫 Dizzy | Pair (Two of a Kind) |
| 😨 Frightened | Pair (Two of a Kind) |
| 💕 Charmed | Pair (Two of a Kind) |
| 🎯 Susceptible | Three Card Straight |
| 📚 Stacked | Three Card Flush |
Pair (Two of a Kind)
Two cards with the same pip value.
Example: 7♥ + 7♣
Three Card Straight
Three cards in sequence (any suits).
Example: 5♦ + 6♠ + 7♥
Three Card Flush
Three cards of the same suit (any values).
Example: 3♥ + 9♥ + K♥
Unfolding
Unfolding is the critical state when your character's physical and metaphysical form begins to tear apart. This is Deck of Adventures' equivalent of "death saves"—but with permanent consequences.
When Unfolding Begins
Both HP Colors Depleted
If your current HP in both Black and Red pools reaches 0, you immediately begin Unfolding.
Empty Action Deck
You must draw, discard, or remove a card from your Action Deck and cannot.
The 3-Turn Process
While Unfolding, you cannot take actions. At the start of each turn:
Mark your Target Card with a Minor Scar.
Scar upgrades to Major Scar.
If still Unfolding at the end of this turn, you Unfold completely and die.
Stabilization
At the end of an Unfolding player's turn, each other player makes a Medicine Draw. If all players draw at least one card of the same color as the depleted HP pool, the Unfolding character is stabilized. If both colors are depleted, both must be stabilized (can be on separate turns). Players can choose to replace their draw with a Power Card to help succeed.
When Stabilized:
- HP max returns to standard
- Gain 1 HP of the corresponding color
- The scar on your Target Card remains permanent
Scar Effects (Permanent)
Scars mark cards in your Action Deck. When you draw a scarred card, choose one of the following effects:
Minor Scar
Choose one: Impulsive (remove a random card from your Hand) or Reactive (remove the top card of your Action Deck).
Major Scar
Same choice as Minor, but affects two cards instead of one.
Standard healing doesn't work on an Unfolding character. Only Medicine Draws from allies can save them.