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Attacks, saves & cover

When you play a card that attacks or forces a save, the table does the arithmetic and shows its working on the result card and in the game log.

An attack is resolved against each target separately, comparing the roll to that target’s armour class. The log line shows the die, the bonus, the total, the armour class it was measured against, and a HIT or MISS. A critical hit is called out, and a hit against a helpless target — paralysed or unconscious — is treated as a critical automatically.

A card that forces a save rolls one d20 per target, adding each creature’s own save bonus taken from its linked character sheet. Some targets can save while others fail in the same casting:

WIS Save (Goblin): [11] + 1 = 12 vs DC 13 → FAILED

WIS Save (Orc): [12] + 3 = 15 vs DC 13 → SAVED

That split then drives everything downstream:

  • Damage marked half on save is halved only for the creatures that saved. Everyone else takes the full roll.
  • Conditions land only on the creatures that failed. If everyone saves, no condition is applied at all.

A token with no linked sheet rolls a flat d20 with no bonus.

Cover is worked out from the walls on the map — nobody has to remember to apply it. The table traces from the attacker to the target and grades what is in the way:

Cover Effect
Half cover +2 to the target’s armour class
Three-quarters cover +5 to the target’s armour class
Total cover The target cannot be hit at all

Closed doors count as cover; open ones do not. When cover applied, the log says so — [cover +2 AC], or a note that the target was behind total cover.

The numbers above are D&D 5e’s. A game with its own cover rules uses its own ladder, and the chip below always shows that game’s number.

While you are picking targets, each target in the targeting panel carries a cover chip — None, Half, Three-quarters or Total, with what it is worth. A target behind total cover is greyed out with a line through its name: the attack cannot reach them at all.

Hover a target and the map traces the five lines the table casts from the attacker to that target — faint where the line is clear, red and dashed where a wall stops it. That is exactly the working behind the chip, so you can see why a target counts as half rather than three-quarters. GMs get this on by default, players get it off; either can flip Show Cover Rays in VTT Settings under Table Feel.

Maps can’t show everything — an overturned table, a crowd, a friendly ogre. In the Resolutions panel, each token target has a cover picker:

  • Auto — use the walls, and it names what they say, e.g. Auto (Half).
  • None / Half / Three-quarters / Total — your call instead.

Your call applies to the next attack roll on that target and then goes back to Auto. Nothing is saved on the token or the scene, so a call you make for one shot never haunts the rest of the session.

For cards that make a roll you control — an attack or an ability check — the Play button has a small chevron beside it. Click the chevron for:

  • Play with Advantage
  • Play with Disadvantage

Pick one and the card resolves with that roll adjusted. The chevron is only shown on cards that actually make such a roll, so a pure saving-throw spell does not offer it.