Defensive Mechanic

Saving Draws

When something is done to your character—poison, fear, a shove—you make a Saving Draw to resist. Unlike checks, saves use a different system: Red vs Black.

Saves Are Different

While skill checks use the Target Card System (draw close to a target), Saving Draws use a completely different mechanic—counting Red cards.

Skill Checks

Draw Range system
Get close to the Target Card
Values matter (2-14)

Saving Draws

Red vs Black system
Count Red cards (♥♦)
Only color matters!

How Saves Work

When you make a save, you're given the Red Count (RC)—set by the attacker's relevant Attribute—and which Attribute you use to resist. You draw cards and count the Red ones.

Saving Draws (Cards to Draw)

Red Count+Your Attribute

Red Count is set by the attacker's relevant Attribute modifier

To Succeed

Draw Red Cards ≥ RC

Hearts (♥) and Diamonds (♦) count as Red

Example: Bibulous Absorption

1

A Bibulous attempts to absorb you! You must make a Strength Save.

2

The Bibulous has Strength +3, so the Red Count is 3.

3

Your Strength modifier is +2. You draw 3 + 2 = 5 cards.

4

You draw: 7♥, K♠, 4♦, 9♣, 2♥

3 Red cards (♥, ♦, ♥) ≥ RC 3. Save successful! You resist being absorbed.

Common Save Types

Different situations call for different Attributes. Here are the most common saves.

VITALITY

Physical Resistance

Poison, disease, exhaustion, and other bodily threats. Tougher characters shrug off toxins.

CONVICTION

Mental Fortitude

Fear effects, charm, intimidation, and willpower challenges. Stand firm against manipulation.

AGILITY

Quick Reflexes

Dodging area attacks, avoiding traps, reacting to sudden danger. Get out of the way!

STRENGTH

Brute Force

Resisting being Stacked, breaking free, withstanding forced movement. Don't get pushed around.

When You Force a Save

Some of your abilities force enemies to make saves. When this happens, your relevant Attribute modifier sets the Red Count for their save.

Example: Follow the Coin (Illusionist)

An Illusionist uses Follow the Coin on a Paper Golem, forcing an Intuition Save.

The Illusionist's Power Attribute is Intelligence at +2. Red Count = 2.

The Golem's Intuition is +1. It draws 2 + 1 = 3 cards.

The Golem draws only 1 Red card. Failed! The Golem is stunned.

Strategy: High Conviction makes your save-forcing abilities harder to resist. Supports and Defenders often prioritize this attribute!

Quick Reference

♥♦

Red = Success

Hearts and Diamonds count toward your save

♠♣

Black = Nothing

Spades and Clubs don't help on saves

Formula: Red Count + Your Attribute = Saving Draws

Success: Draw ≥ Red Count in Red cards