Core Rules

Draws, resonance, difficulty classes, combat, and resolution

Core Resolution

Everything uncertain in Halcyon Aces is resolved with a single, elegant loop: the GM names a stat, you draw cards, you play one, and the result either meets the target or it doesn't.

The Draw Process

Draw Steps
Step 1: Draw β€” Pull a number of cards from the top of your deck equal to your stat value in the called stat, with a minimum of 2.

Step 2: Choose β€” Look at the drawn cards and select one to play. This is your result card.

Step 3: Resolve β€” Place the played card face-up in your fatigue pile. Return all unplayed cards to the bottom of your deck in any order you choose.

Step 4: Compare β€” Calculate the card's effective value. If it meets or exceeds the Difficulty Class (DC), you succeed.

Card Values

Card Value
2–10 Face value
Jack (J) 11
Queen (Q) 12
King (K) 13
Ace (A) 14

Resonance

The heart of Halcyon Aces. Resonance is when the card you play has a suit that matches the stat being checked. When this happens, add your stat value to the card's base value.

Resonance Formula

Effective Value = Card Base Value + Stat Value (only when suit matches stat)

Suit-to-Stat Mapping

Suit Symbol Stat
Hearts β™₯ Heart
Clubs ♣ Body
Diamonds ♦ Mind
Spades β™  Spirit
Example: Climbing a Cliff
Kael has Body 3. The GM calls for a Body check at DC 9. Kael draws 3 cards: 5♣, 9♦, Q♣.

The 9♦ doesn't match (non-Resonant), so it's just 9. That meets DC 9!
The Q♣ is Resonant (matches Body), so it would be 12 + 3 = 15β€”powerful!

Kael plays the 9♦ to conserve the Queen for a tougher check later. The 5♣ and Q♣ go to the bottom of his deck.

Difficulty Class (DC)

The DC is the target number a check must meet or exceed to succeed. The GM sets this based on the difficulty of the task.

Task Difficulty DC Example
Routine 5–6 Climbing a rope, basic conversation
Moderate 7–9 Climbing a cliff, persuading an ally
Hard 10–12 Climbing an icy peak, reading a deception
Very Hard 13–15 Scaling a sheer wall, convincing an enemy to surrender
Nearly Impossible 16+ Impossible tasks, legendary feats

Combat Basics

Your Turn β€” Three Actions

On your turn in combat, you get three actions to spend. You can use them however you like:

  • Strike β€” Make an attack
  • Technique β€” Use a signature special ability
  • Stride β€” Move to an adjacent zone or perform a tactical maneuver
  • Other β€” Cast a spell, drink a potion, interact with the environment

Making an Attack (Strike)

To attack, draw cards based on your Body or Mind stat (depending on weapon type), then play one. Compare your effective value against the target's Guard (passive defense). If you meet or exceed it, you hit!

Damage Calculation
Your result value minus their Guard value = damage dealt.
Critical hits (rolling an Ace) deal double damage.

Guard & Resolve

  • Guard β€” Passive physical defense. Used against melee and ranged attacks.
  • Resolve β€” Passive magical/mental defense. Used against Spirit and Heart effects.

Vitality & Defeat

  • Vitality (Health) β€” Your health points. Lose them when you take damage.
  • Broken (0 Vitality) β€” You've lost consciousness. Three failed stabilization checks and you're Defeated.
  • Defeated β€” Your character is out of the fight, captured, or dead (GM's discretion).

Resting & Deck Management

As you play cards in combat and exploration, they go to your fatigue pile. When your deck runs out, you shuffle your fatigue pile back in. To refill completely, you must rest.

A full rest restores your deck to full and recovers some Vitality. Short rests partially restore your deck. The GM decides how long rests take and what interruptions might occur.