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.

πŸƒ

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: Strength or Agility

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.

πŸƒPower Cost: Pair (Two of a Kind)

Spend two 4s, two 10s, etc.

😨

Frightened

Save: Conviction

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.

πŸƒPower Cost: Pair (Two of a Kind)

Spend two 7s, two Jacks, etc.

πŸ’•

Charmed

Save: Intuition

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.

πŸƒPower Cost: Pair (Two of a Kind)

Spend two 5s, two Kings, etc.

🎯

Susceptible

Save: Vitality

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.

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

Spend a 5, 6, and 7 (any suits).

πŸ“š

Stacked

Save: Strength or Agility

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.

πŸƒPower Cost: Three Card Flush (Same Suit)

Spend three Hearts, three Spades, etc.

Power Cost Quick Reference

ConditionPower Cost
🐌 SlowedPair (Two of a Kind)
😨 FrightenedPair (Two of a Kind)
πŸ’• CharmedPair (Two of a Kind)
🎯 SusceptibleThree Card Straight
πŸ“š StackedThree Card Flush
Pair (Two of a Kind)

Two cards with the same pip value.
Example: 7β™₯ + 7♣

Three Card Straight

Three cards in sequence (any suits).
Example: 5♦ + 6β™  + 7β™₯

Three Card Flush

Three cards of the same suit (any values).
Example: 3β™₯ + 9β™₯ + Kβ™₯

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"β€”but with permanent consequences.

When Unfolding Begins

1

All HP Depleted

If your current HP across all four suits reaches 0, you immediately begin Unfolding.

2

Max HP in Any Suit Reaches 0

When a suit's HP hits 0, your maximum HP in that suit decreases by Β½ each round. If your max HP in any suit reaches 0, you begin Unfolding.

The 4-Turn Process

While Unfolding, you cannot take actions and automatically fail all Saving Draws. At the start of each turn:

Turn 1

Draw a card from your Action Deck face-down. Mark your Target Card with a Minor Scar.

Turn 2

Draw another card. Scar progresses to Major Scar.

Turn 3

Draw another card. Scar progresses to Severe Scar.

Turn 4

Scar becomes Fatal. Flip all four drawn cardsβ€”they must all be different suits to self-stabilize. Otherwise, you Unfold completely.

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 suit, the Unfolding character is stabilized. Players can choose to replace their draw with a Power Card to help succeed.

When Stabilized:

  • All HP maximums return to at least 1
  • Heal to 1 HP in the suit that stabilized you
  • The scar on your Target Card remains permanent

Scar Effects (Permanent)

Scars mark cards in your Action Deck. When you draw a scarred card, the effect triggers:

Minor Scar

Flip one Power Card face-down (becomes colorless/suitless until discarded).

Major Scar

Take Β½ suit damage of the scarred card's suit.

Severe Scar

Take 1 full suit damage of the scarred card's suit.

Fatal Scar

Your HP Max of the given Suit is reduced by one.

Standard healing doesn't work on an Unfolding character. Only Medicine Draws from allies or the self-stabilization check can save them.