Status Effects

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.

🃏Power Cost: Pair (Two of a Kind)

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.

🃏Power Cost: Pair (Two of a Kind)

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.

🃏Power Cost: Pair (Two of a Kind)

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.

🃏Power Cost: Pair (Two of a Kind)

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.

🃏Power Cost: Three Card Straight (3 in a Row)

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.

🃏Power Cost: Three Card Flush (Same Suit)

Spend three Hearts, three Spades, etc.

Power Cost Quick Reference

ConditionPower Cost
🐌 SlowedPair (Two of a Kind)
💫 DizzyPair (Two of a Kind)
😨 FrightenedPair (Two of a Kind)
💕 CharmedPair (Two of a Kind)
🎯 SusceptibleThree Card Straight
📚 StackedThree 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

1

Both HP Colors Depleted

If your current HP in both Black and Red pools reaches 0, you immediately begin Unfolding.

2

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:

Turn 1

Mark your Target Card with a Minor Scar.

Turn 2

Scar upgrades to Major Scar.

Turn 3

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.