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Deck of Adventures Core Mechanics

Full Player's Guide

What is a Tabletop Game System?

A game system provides all of the rules, mechanics, and story-telling devices that are used to describe how characters interact with the world during a session. During a game session, a Game Master (GM) uses the rules laid out in a game system to set the stage for a narrative that all players collectively move forward. Moment-to-moment, the GM presents a scenario and players respond by attempting actions, either specified by the game system or wholly invented. The GM determines a player’s success and failure, and guides the group in a meaningful way.

Choosing which Tabletop Roleplaying Game (TTRPG) to play is an important step when starting an adventure and different game systems are better for different things. Common game systems range from high fantasy to space-faring, typically using many-sided dice; rules, supplements, and other materials for various TTRPG game systems can be found in published volumes and elsewhere online. Deck of Adventures sets itself apart by swapping out dedicated many-sided dice for a standard deck of playing cards. While other TTRPGs rely on using dice to determine the results of an uncertain action, Deck of Adventures just asks you to draw a card from your deck.

Guiding Principles

In times of uncertainty, defer to the following:

  1. Have fun.
  2. The Game Master (GM) is both the narrator and referee. They work to ensure the entire group has fun. They have the final say of rulings at the table and will work to try and resolve disputes between players that may come up.

The Action Deck

Deck of Adventures is based around a 54-card deck: 13 cards (2-10, J, Q, K, and A) across 4 suits, as well as Jokers. Each player should have their own Deck, with room for a Discard Pile and Fate Card pile.

  1. Actions with unknown outcomes will require a player to make a Check, which means drawing from their respective decks to inform the outcome.

  2. Jokers and Aces are Fate Cards and should be reserved in one's hand, for both players and the GM. All other cards go directly into a Discard Pile. Hold on to these Fate Cards, even when shuffling the deck.

  3. Players will use their deck to do most anything; it represents their character's stamina until they complete a Rest. When the Action Deck is empty and a player has to shuffle between rests, they suffer from Fatigue until they would shuffle when resting.

Fate Cards

Fate Cards (Jokers and Aces) are a chance to control your fate. They permit the player to choose when they want a second chance at a key moment.

  1. After a Full Rest, Jokers return to the player's hand as Fate Cards, if they're not there already.

  2. Aces drawn from the deck are played as usual, but remains in the player's hand as a Fate Card rather than going to the Discard Pile.

  3. Any time a player or the GM draws a card, they may discard one held Fate Card and redraw. Only one redraw is permitted per check.

  4. Fate Cards may also be expended to either ...

    1. Push Fate: redraw any check.

    2. Exchange Fate: gain Power Points equal to the number of Fate Cards used.

    3. Toughen Up: ignore damage equal to the number of Fate Cards used. This must be done before the end of the Player's next turn after receiving damage.

  5. A GM may award a Fate Card (as pulled from the player's discard pile or signified by another token) to a player for excellent play, including exemplifying their character’s strengths or weaknesses.

Characters

Attributes, Skills, and Modifiers

  1. Attributes are general domains that collectively make up a characters strengths and weaknesses: Agility, Strength, Intuition, Intelligence, Conviction, and Vitality.
  2. Skills are specific to an Attribute. These signify how good a character is at performing certain types of actions. Each Skill is tied to an Attribute, meaning improving that Attribute also increases the effectiveness of a related Skill. Athletics is a Strength skill, but Bluffing is a Conviction skill. All Attributes and Skills are listed below.
  3. Modifiers reflect a character’s level of expertise given Attribute or Skill domain and allow you to add that number to the Difficulty Range (DR) when making a Check. These modifiers are determined at Character Creation and can be improved as you Level Up.

Complete Attribute and Skill List:

  • Agility AGL
    • Finesse (Fight)
    • Stealth
  • Conviction CON

    • Bluffing
    • Performance
  • Intuition GUT

    • Detection

    • Craft

  • Intelligence INT

    • Knowledge
    • Investigation
  • Strength STR

    • Athletics
    • Brute (Fight)
  • Vitality VIT

Each skill is generally related to a domain of expertise a character may possess. A GM might call for a Check using a specific Skill, but you can always ask if another would be applicable in the situation. The GM decides whether the Skill applies, so get creative!

Dealers, NPCs and Companions

The Player Characters (PCs) are typically the heroes of the story. PCs are considered Dealers and differ from the majority of other characters in the world. The GM may control other Dealers who can take the form of powerful allies or adversaries the players may encounter along the way.

  1. Dealers. All player characters, and some in-game characters that are controlled by the Game Master. They...

    • Can have Powers and Vulnerabilities.
    • Have at least 5 health points (HP).
    • Draw from their own deck of cards.
    • Can receive and use Fate Cards.
    • Have a Primary Suit, and related mechanics.
  2. NPCs. All other characters. They...

    • Are weaker than Dealers
    • Have limited access to Powers
    • Have 1-3 HP.
    • Draw from a collective set of cards controlled by the GM.
    • Cannot use either Fate Cards or Primary Suit features.
  3. Companions are creatures that can be associated with a Dealer, like a pet or other-worldly advisor. A Companion acts on the players turn, draws from the Dealer's deck of cards, and grants unique features in and out of combat. See the setting Bestiary for a list of potential Companions and their unique features.

Playing the Game

Exploration and Adventuring

The players are creating and experiencing the world at the same time. Adventures can include exploring the world, investigating for clues, and engaging in social interactions with other players and non-playable characters. During an Adventure, the GM will ask players to Make a Check by drawing a card and adding the modifier relevant to the circumstance.

  1. Setting the Scene. The GM will include a brief descriptions of important events and new locations to spark the narrative. Descriptions may hint at events ahead. Players are encouraged to ask clarifying questions.
  2. What do I see? Characters often know more just by having direct access to the world. Players may ask about the world, immediate environment or common knowledge a character might have. The GM’s answer may depend on a successful check.
  3. Talking to the Locals. The GM speaks on behalf of all other characters and will respond with what the relevant character knows depending on the situation. Some checks may determine the outcome of these conversations. When speaking either to the GM or other players, players should remember to be respectful. A brash character is no excuse to be rude to one’s fellow players.

Making a Check

When the GM or a Player calls for a Check, they announce who will be making this check and reveal (a) a Target Card (TC), (b) the Attribute or Skill associated with the check, and (c) the Difficulty Range (DR).

A Target Card (TC) is like the bullseye on a target you are hoping to hit. The Difficulty Range (DR) is the range around the TC the player might hope to draw, like the circles around the bullseye.

Once the DR has been announced, players must make the check. Players may consult with their GM to determine if another Attribute or Skill may be used instead. A player will draw one or more cards. Immediately after drawing, a player will apply any relevant Modifiers before reporting the outcome and whether or not they have successfully fallen within the DR. A Modifier is added to the DR when a check is made. A Modifier is indicated on the character sheet next to the relevant Skill or Attribute related to the Check. Think of it as a character's ability to 'aim' a check to get closer to the TC.

The GM may describe the nature of the outcome or announce the degree of success and ask the player to describe how their character successfully accomplishes the action.

Because the range of cards is circular (Q, K, A, 2, 3, etc.), success is all about dialing in your effort to match the task at hand as closely as possible. Remembering which card is 5 below a 3 can be tough, so there is a table below as well as a printable tool to help look up the DR range as you get familiar with the system.

Target Card Range Table For each card on the left, refer to the column with the corresponding DR. Left of 0 is the lower bound, right of 0 is the upper bound.

TC -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
A 8 9 10 J Q K A 2 3 4 5 6 7
2 9 10 J Q K A 2 3 4 5 6 7 8
3 10 J Q K A 2 3 4 5 6 7 8 9
4 J Q K A 2 3 4 5 6 7 8 9 10
5 Q K A 2 3 4 5 6 7 8 9 10 J
6 K A 2 3 4 5 6 7 8 9 10 J Q
7 A 2 3 4 5 6 7 8 9 10 J Q K
8 2 3 4 5 6 7 8 9 10 J Q K A
9 3 4 5 6 7 8 9 10 J Q K A 2
10 4 5 6 7 8 9 10 J Q K A 2 3
J 5 6 7 8 9 10 J Q K A 2 3 4
Q 6 7 8 9 10 J Q K A 2 3 4 5
K 7 8 9 10 J Q K A 2 3 4 5 6

Effective Difficulty Range and Negative DRs

Effective Difficulty Range is the DR plus the corresponding Modifier of a specific check. This helps players understand whether a check is possible to complete or not. A Check can only be attempted if the Effective DR is -2 or higher. A -1 Effective DR requires a Color Major Success, while a -2 Effective DR requires a Suited Major Success (a Critical Success).

During an adventure, there will be tasks of varying degrees of difficulty. As characters grow in level their skill modifiers increase and tasks previously considered challenging are made easier. Higher level characters will be faced with more difficult challenges than they faced before, and the corresponding Difficulty Range will change to reflect the degree of difficulty. An effective DR of +6 is an assured success, while an effective DR of -3 is assured failure.

Degrees of Success

Exactly matching the TC in numeric value, is a Major Success. If the drawn card is a perfect match (i.e., value and suit), it's a Critical Success. If the card drawn is within the DR and matches the suit or color (i.e., red/black), it is either a Suited or Color Success. If there is a suit or color match outside the DR after the modifier has been applied, this is a Suited or Color Miss. Suit and Color will only matter under specific circumstances; for certain character Powers, item types or defenses. There is no critical failure in Deck of Adventures.

For example, when Xena attempts to jump across a chasm, the GM reveals a TC of the 8 of Clubs and a DR of 2, asking for an Athletics check. If the player's Athletics modifier is +1, the check is ...

  1. A Critical Success if they draw the 8 of Clubs. They might perfectly make the jump, impressing their allies, and catch a glimpse of something important in the distance.

  2. A Major Success if they draw any 8. They might make the jump gracefully enough to impress their allies without any other perks.

  3. A Success if they draw any card within 3 (DR 2 ± 1 Mod). For TC 8, DR 1, and Mod 1, this is 5, 6, 7, 9, 10 or J. If Xena draws a J, they may subtract 1 to report a 10, within the DR.

  4. A Color Success for any Successes that match the color of the TC.

  5. A Suited Success for any Successes that match the Suit of the TC. Xena might have a Power that grants benefits to allies on a Suited Success. After crossing, they can improve their ally's chances of crossing.

  6. A Suited or Color Miss if they draw any Club or Spade, respectively below 5 or above J. Xena might have a Power that lets them redraw on a Suited Miss, for example.

  7. A Miss is any Diamond or Heart draw below 5 or above J.

Upper and Lower Hand

Sometimes the odds will be in your favor; sometimes they will be against you.

  1. Having the Upper Hand (N) means you draw N additional cards and select the card closest to the TC after applying all relevant mechanics. A player may choose to stop drawing before N cards are drawn.

  2. Having the Lower Hand (N) means you draw N additional cards and select the card that is furthest from the TC after applying all relevant mechanics. A play must draw all N cards.

In these cases, the other card is discarded. If N is not specified, draw 1 extra. Multiple Upper/Lower hand effects can compound or even out. If a rule specifies Upper/Lower Hand (N+), the effect can apply multiple times. N cards are drawn, +1 for each instance the effect is applied. For example, running through your Action Deck without resting is Lower Hand (1+). This means that, if it happens twice, draw 3. If another effect would also cause drawing with Lower Hand, draw 4.

Contested Checks

Some checks will be initiated by a character's actions and require others to respond, pitting two skills against each other. This might be one character sneaking past another (e.g., Stealth vs. Detection), or one character causing a magical effect that another tries to dodge (e.g., Craft vs. Agility). This is a Contested Check. In these cases, the character who initiated the action (i.e., the Attacker) sets the DR; the DR for a Contested Check is 3 minus half of the Attacker's relevant modifier, to a minimum of 0. The character(s) responding are the Target(s), and must draw a Check against the initiator's TC. Rules that describe a "Contested X Check vs. Y" use the attacker's Skill X and Targets' Y. Targets succeed or fail individually.

For example, Xena attempts to convince Jonas of something (either truthfully or with deception), they would use their Bluffing Mod of +2, setting the DR to 2 (3-1). They draw a TC of 3 of Diamonds, permitting a card between A and 6. Jonas draws an 8 of Spades with a +1 Modifier to Detection and reports a 7, still outside the DR. Xena would successfully convince Jonas of something in this scenario.

Saves

When a character attempts to resist or shrug off a negative effect, they make a Save. This could be caused by a Power, Status Condition, or a environmental effect. When a character makes a Save, they draw a card against their own TC and use their relevant Attribute Modifier, with a DR set by the initiating effect. If the effect is a Power, the DR is 3 minus half of the initiator's relevant Skill modifier. Saves may still have consequences even on a success, as specified by the initiating effect.

In Combat

Some stories involve hostile forces that will threaten players with violence. The GM decides when Combat begins and then a separate set of rules take effect. Combat in Deck of Adventures is designed to be fast-paced, while leaving a lot of room for player teamwork and creativity. To keep up the pace, players should be sure to study their character sheets and know their options ahead of combat, and use others’ turns to make their choices. Deck of Adventures is all about teamwork, so communication is encouraged.

GMs may provide a map and other visual cues like character tokens to help players visualize the situation. On a square grid, moving diagonally counts as one space unless otherwise ruled by the GM.

In combat, Powers do 1 damage unless otherwise stated. A Major Success does 1 extra damage. A Critical Success may have an additional effect, at the GM's discretion.

Taking Turns

  1. Combat order is determined by card draw. At the beginning of combat, all characters draw a Target Card and place it in on the table in view. The values represent the turn order (Ace first, then K, Q, etc.) and the TC for any attack. Players with the same Target Card values as an enemy go first. If two players draw the same Target Card, they can decide who goes first. Without consensus, the player with the higher Agility modifier goes first. In the event of a Surprise Round, the characters who are part of the Surprise Round draw their take one full round before the characters being surprised.

  2. A player may delay their turn in initiative order to intentionally occur before or after another character(s)', but their turn is forfeited if they do not announce their action(s) by the end of the round. A GM may skip a player’s turn if they are unprepared and need more time to think.

In Combat Actions

Each turn represents 6 seconds of game time passing. On a turn, a character may (a) move, (b) perform 1 Major Action, and/or (c) perform 1 Minor Action in any order they choose. They may also perform any number of Free Actions, within reason (approx 5), as permitted by the GM.

  1. Movement By default, character speed is equal to 6, but may be faster or slower. Speed is the total number of spaces a character can move in a turn. This total may be split to occur before, after, and/or between actions. A creature can move through a friendly creature's space as part of their movement but can not end their turn on that space. A creature cannot move through a hostile creature's space or between two hostile creatures' spaces if they are within one space of one another.

  2. Actions The list below are possible Minor/Major Actions, but a GM may permit others. If an action specifies a skill, this requires a check.

    1. Free

      • Communication that does not require a check.
      • Observation: gaining obvious information about the world.
      • Toughening Up: discard one or more Fate Cards to nullify one damage per card used.
      • Exchanging Fate: discard one or more Fate Cards to gain one Power Point per card used.
    2. Minor

      • Object interaction: Pressing a button, pulling a lever, using a disposable item, equipping or changing weapons, etc.
      • Inspect: Detection or Investigation vs. GM-determined DR; learn something about an opponent or the terrain.
      • Convince: Bluffing vs. GM-determined DR; convince a target to change their course of action
      • Recall: Knowledge vs. GM-determined DR; determine if a character knows a specific piece of information
    3. Major

      • Rush: double movement
      • Grapple: Brute vs. target Finesse or Brute; cause one creature to be Grappled
      • Hide: Stealth vs. target(s) Detection; become Hidden

A character can choose to Ready their Major Action to occur on a stated trigger, such as "I will make a Weapon Attack when an enemy moves within 1 space of me." If the trigger occurs, the readied Major Action can then be activated. If the trigger does not occur before the start of the character's next turn, this Major Action is forfeited, along with any Power Points used for the Major Action.

Some Powers specify multiple options that have different Power Point costs. On using a Power, a character must declare the option being used and spend the associated Power Point cost.

Ending Combat

When the last enemy combatant has been Knocked Out, retreats, or surrenders, Combat is over. This ends the turn order, and characters can act independently of turn order. Characters do not discard their Target Cards after combat ends. This TC represents the character until the start of the next combat.

Status Conditions

Some Status Conditions will impact a character over time. The duration of each Condition is listed in the Power or effect that causes it.

  1. Stunned If a Dealer is hit by a critical attack, they make a DR 3 CON Save at the start of their turn. If failed, they may either move or make one Action on their turn, not both. Some creatures can cause the Stunned Condition as part of their attacks.

  2. Entangled A Dealer may expend a Major Action to make a DR 3 STR Save. Until they are successful, they may not move and any Agility Saves are made with Lower Hand.

  3. Knocked Down A Dealer must expend a Minor Action to get up. Their movement speed is halved, rounding up. All STR and AGL Saves are made with Lower Hand. When Knocked Down, attackers within 1 space draw with Upper Hand and attackers further than 1 space away draw with Lower Hand. A creature can spend 1 speed to willingly go prone as part of their movement, gaining the Knocked Down status.

  4. Blinded, Deafened At the start of their turn, as a Free Action, a Dealer makes a DR 3 Intuition Save. If they fail, they draw Lower Hand (3) for any action requiring the relevant sense.

  5. Knocked Out Knocked Out (KO) Dealers are unable to act until treated by a Craft check or a Healing Power (DR 5 vs. the KO Dealer's TC, minus 1 for each turn passed since the effect onset). If a Knocked Out Dealer is attacked further, the player begins an Epic Event alone.

  6. Burned As a Minor Action, a Dealer can make a DR 3 GUT Save to stop the burning. On failure, they take 1 damage bypassing AP.

  7. Poisoned N Each poisoning effect adds +1 Poisoned. At the start of their turn, as a Free Action, a Dealer makes a DR 3 VIT Save to shake off the effects of the poison. On failure, they discard N+1 cards.

  8. Frozen Movement speed is reduced by half and all skill checks are drawn at Lower Hand. A Dealer makes a DR 3 Strength Save as a Free Action at the end of their turn to attempt to end the freeze.

  9. Suffocating At the beginning of their turn, a Dealer makes a DR 3 VIT Save. On failure, take 2 damage bypassing AP. On a success, take 1 damage.

  10. Charmed At the start of their turn or whenever taking damage, a Dealer makes a DR 3 GUT Save. On failure, they may not take actions against the interests of the creature that caused the condition. Another creature may use a Major action to end this effect. This effects ends automatically if the target is damaged by the creature that caused the condition.

  11. Enthralled At the start of their turn or whenever taking damage, a Dealer makes a DR 3 CON Save. On failure, they must move up to their Speed and/or perform 1 Major Action available to them, as directed by the creature that caused the condition. Another creature may use a Major action to end this effect. This effects ends automatically if the target is damaged by the creature that caused the condition.

  12. Invisible When making a Check to detect an Invisible creature, draw with Lower Hand. Unless otherwise stated, using a Power ends the Invisible condition. The attack that ends Invisibility is drawn at Upper Hand.

  13. Grappled Movement speed is reduced to 0 and a Grappled creature cannot gain the benefit of additional speed. They have Lower Hand when using any Power. A creature can end the Grappled condition by making a successful Contested Brute or Finesse Check against target's Brute.

Health and Armor

Dealers have 4 health points (HP) plus their level, plus Vitality modifier. The health of Companions HP is half the level of their Dealer, rounding up. If a character is wounded beyond their health pool, they are Knocked Out. Armor Points (AP) are an additional resource that would be removed first in the event of a physical wound.

Armor Range (AR) is how hard you are to hit in general and sets the DR for an attack against you. Without armor, this is 3 minus half of your Agility modifier rounded down. If you have physical armor or an armor-like magical effect, this determines your AR depending on the type of armor. Some armor has strength requirements which, if unmet, will cut a character's speed in half. Some armor can possess special effects, like granting bonuses to certain checks or requiring hits to color-match.

Physical shields and magical effects can grant AP, either when equipping the item or activating the Power. Unless otherwise specified, damage subtracts from AP first. After AP is depleted, additional damage subtracts from HP. Unless otherwise noted, no two pieces of armor may be worn at the same time.

Armor Table

Type AR AP Prerequisite
Basic 3 0
Light 3 0
Medium 2 0
Fortified 2 1 Strength ≥ 0
Heavy 1 2 Strength ≥ 1
Massive 1 3 Strength ≥ 2
Gleaming 1 2 Agility ≥ 3

Epic Events

At any point, the DM may call for an Epic Event. The GM will narrate a particularly tense scenario and the player(s) must navigate the challenge. This usually involves player(s) needing to make a series of successes in a short time period. During an Epic Event...

  1. The GM draws a TC related to a specific task during the event. The GM determines the total number of TCs and the amount of successes or failures needed to complete the Epic Event.

  2. One or more players may announce how they would attempt this task. The GM decides the relevant Attribute or Skill, so each player may apply the relevant modifier. The GM applies no modifier.

  3. Each player involved and the GM take turns drawing on this TC, looking for a Suited Hit. If a player succeeds first, this is a success for the party. If the GM succeeds first, this is a failure.

This process repeats for each TC in the Epic Event. A player may not volunteer for sequential TCs. Just as in standard Checks, a failure may be associated with some drawbacks. Successive failures could change the course of the story. Fate Cards card mechanics still apply: played As return to the player’s hand. Players may use Fate Cards for redraws.

For example, an earthquake causes a cavern to shake. The party must act quickly to get out before a collapse

  1. The GM reveals a TC: a 4 of Hearts, with DR 4. How will the party navigate their way to safety?

  2. Xena and Elise both volunteer for this TC. Xena will attempt to remember the way back, and will be making Knowledge Checks. Elise is a skilled survivalist, with experience in rock formations, and will be making Craft Checks.

    1. Xena draws a 3 of Spades with +0 Mod. This is within the DR, but not a Suited Match.

    2. Elise draws a 9 of Hearts with a +1 Mod. This is a Suited Match, the group makes good headway.

  3. The GM reveals a new TC: a K of Spades, with DR 3. A cultist blocks their path.

  4. Genesis volunteers to distract the cultists, using Performance Checks. Genesis and the GM each draw: Genesis, then the GM, then Genesis, then the GM, etc. Finally, the GM draws a Q of Spades. The cultist sees the remaining party members.

  5. The GM reveals a new TC, DR 2. All party members must make Athletics checks to outrun the cultist.

When a Dealer is Knocked Out in combat, their subsequent turns are replaced with Epic Event TCs of DR 4 Vitality Checks. If they take additional damage, they make these checks at Lower Hand (+1). If they succeed on two TCs, they remain unconscious and the Epic Event is concluded. For a Major Success (same value as TC), they recover 1 HP. For a Critical Success, they recover 1 HP and up to 3 PP (PP max permitting). If they fail two of these TCs, they are called to the great beyond.

Rests

Rests are common throughout a session. There are two types of rests. A Quick Rest represents a short 30-minute break, where characters may be catching their breath or healing their wounds. A Full Rest is an 8-hour period of time where characters get some sleep and recover from a long day.

During a Quick Rest, each player who is resting draws from their deck using Rest Cards. Players start with a number of Rest Cards equal to their maximum Health. Each Rest Card can be used as a DR 3 draw against one's own target card without modifiers. On a miss, recover one HP or PP, your choice. On a success, recover two total points across HP and PP, your choice.

At the end of a Quick Rest, shuffle the discard pile and draw 10 plus twice Vitality back into your deck. A player can only gain the benefits of a Quick Rest twice per Full Rest.

After completing a Full Rest, discard your TC, shuffle your discard pile back into your deck, along with any Aces from your hand. Add both Jokers to your hand as Fate Cards if they were used. Fate, Health, and Armor Points, as well as Rest Cards, all return to their maximum values.

Fatigue

If you run out of cards before you can successfully take a Rest, you suffer one level of Fatigue. This signifies your character running out of Stamina during a long day. Consult the list below for the consequences at each level of fatigue.

  1. Lower hand (1) on saves.
  2. Lower hand (1) on all checks.
  3. Movement halved and Fate Cards cannot be used to gain Upper Hand.
  4. PP expenditure requirements doubled.
  5. Knocked Out

Discard Powers

Each Dealer may have one Discard Power. Dealers may discard cards as a Minor Action for additional benefits in combat starting at Level 2. For every 2 cards discarded, up to a limit of 4, an Upper/Lower Hand +1 is granted described below. These effects do not stack; only one may be applied to a character at a time. Cards are discarded and cannot yield Fate Cards.

Below is a list of possible Discard Powers, determined by Role. Work with your GM if you would like to use a different Discard Power instead.

  • Aggro: Discard N cards to force all creatures within 2 spaces to make their next Check to attack targets besides the triggering Dealer at Lower Hand (N/2).

  • Help: Discard N cards to grant an ally within 6 spaces Upper Hand (N/2) on all Checks until the end of their next turn.

  • Thwart: Discard N cards and cause an enemy within 6 spaces to make all Checks at Lower Hand (N/2) until the start of the triggering Dealer's next turn.

  • Intensify: On your next Attack, discard cards until you reach a Major Success. Standard Successes are treated as Misses. You can choose to end this effect early.

The discard limit increases with level according to the table below.

Level Discard Cap Bonus
1 4 2
5 6 3
8 8 4

Interacting with the Environment

Light and Vision

Certain types of Checks require light and vision to see the environment or a target effectively. The amount of light available impacts Checks for most creatures. There are some Powers that affect a creature's abilities depending on the amount of light available.

Partial Darkness: When making a Detection or Investigation Check in partial darkness, draw with the Lower Hand. For example...

  • A dark alley in a city with some light spilling over from a nearby street.
  • An underground room with some candles burning lightly.

Full Darkness: When making a Detection or Investigation Check in full darkness, draw with the Lower Hand (3). For example...

  • A moonless night in the countryside without any light source.
  • Descending into a cave without a light source.

Hidden: Upon a successful Stealth check a creature is considered Hidden with respect to other creatures. Attacks against unaware creatures have Upper Hand, and attacks against a Hidden creature have Lower Hand.

Unless otherwise stated, a creature is no longer Hidden whenever another creature makes a Successful Detection Check or if the creature:

  • Uses a Power
  • Takes Damage
  • Fails a Stealth Check

Cover

When a creature moves to a position that makes it more difficult to hit them, they will gain the effects of cover.

Partially Covered: When a creature is still visible behind something but it is still reasonable to hit them. While partially covered the creature gains +1 AR. For example...

  • Standing directly between another creature and an attacker.
  • Standing behind a crate or barrel that is half the creature's height.

Fully Covered: when a creature is nearly impossible to see behind something and it is unlikely to land a hit on them. While fully covered, the creature gains +2 AR. For example...

  • Crouching below a crate that is half the creature's height.
  • Standing behind a pillar or wall that is taller than the creature.

A creature can go from Fully to Partially Covered or from Fully Covered to Not Covered by using their Speed or making a Check. Some Powers may grant these effects as well. A creature may be covered from one direction but not from another direction.

Falling

Falling from a great height is dangerous. At the end of a fall, a creature takes 1 damage and applies -1 speed for every 2 space equivalent in height it fell and the creature is Knocked Down. This speed is recovered after a Rest or if the creature is healed to their maximum HP. Your GM may allow for an Agility Save to mitigate the penalty from falling.

Challenging Terrain

Moving through the environment can sometimes be challenging. When navigating through Challenging Terrain, moving through one space requires 2 speed. While standing in Challenging Terrain, all Agility Saves are made with the Lower Hand.

Holding Breath

A character can go without air for 1 + 2 times Vitality Mod minutes. Taking damage without air reduces this time by 1 minute. After this time, the character gains the Suffocating Status Condition.

Some Powers or effects can extend this time limit or prevent a character from Suffocating.

Character Creation

Deck of Adventures offers both premade characters and a completely customizable process. Consult with your GM for information about the setting and what skills will be relevant for the story ahead. Custom creation starts with spending Experience Points on Attributes, Skills, Powers, Vulnerabilities and/or Skills.

  • A Background is descriptive about of character's history and where they are when you begin your adventure.

  • A Role is a general class the unlocks access to certain abilities.

  • Attributes cost more, but also increase corresponding skills.

  • Spending points has diminishing returns. Going from 0 to +1 is relatively cheap, but +3 to +4 will take many more points.

  • Skill Modifiers start unskilled with a 0 Modifier, so choose carefully.

  • Vulnerabilities are roleplay and/or combat weaknesses and yield 1 or 2 additional Experience Points to spend when they are added to the Character Sheet during Character Creation.

  • Powers are special features, boons or strengths, that cost 1 or 2 points. Powers may have additional requirements such as Role or Level.

For a full set of character creation options, see our Character Creation page.

Starting your adventure

There are four steps to starting an adventure of Deck of Adventures:

  1. Find a group: Deck of Adventures requires as few as two people, one Game Master ( GM) and one player, but richer stories can be told with more people bringing more to the table. Join the Deck of Adventures Discord Server to find a group! (if this link is expired, please submit an issue)

  2. Discuss play style: Different players and GMs will have different preferences. Some love light-hearted misadventures, others enjoy dark melodrama. Some stories involve political intrigue, traditional dungeon crawling, reuniting lost lovers, or eldritch horrors. Consult with your group to match preferences. A GM should always be able to give hints, and take feedback on topics preferred or to be avoided.

  3. Choose your adventure: You can choose to run one of Deck of Adventures’s standard adventures (Modules) or in the Deck of Adventures Starter Kit. The mechanics described here should be flexible to accommodate any story you want to tell, and GMs are invited to make modifications to fit their setting.

  4. Pick a time and place: Deck of Adventures is designed to be as fun played in-person as it is online, so if you want to meet online we recommend using Roll20 because of the ability to draw virtual cards easily.

To prepare for your first time playing, keep in mind...

  1. Schedules: Regular meetings help your group stay on track, and the action moving forward.

  2. Getting on the same page: A good ‘first’ session discussion topic is the story ahead, including preferences and topics players wish to avoid. Next, players should propose a character (idea or complete) to their GM. The GM may offer feedback to help your character better fit the setting ahead, or offer inspiration on a more complete backstory that fits the world. They will help you create your Character Sheet before the first official session of play.

  3. Players can prepare by knowing their character sheet, to be as quick as possible in their decision making. Premade characters are designed around common Roles that the GM can always help you understand. Custom characters are in your hands, and your's to remember.