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# slay the spire: board game rules
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cooperative rogue-like deckbuilder for 1-4 players. each act takes 60-90 min.
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players win by defeating the final boss. if any player hits 0 HP, everyone loses.
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---
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## overview
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- each player picks a character, starts with a simple deck, and improves it
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by adding/removing/upgrading cards throughout the run
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- the party travels up a map, hitting encounters, events, merchants, campfires,
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elites, and a boss at the top
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- the game is divided into acts (I, II, III, optionally IV). you can stop after
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any act and save your progress
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## characters
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each character has a unique starter deck, player board, and mechanics.
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**ironclad** (red, easiest) - strength-based fighter with exhaust synergies.
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starts with the most HP. strength (max 8) adds +1 damage per hit.
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**silent** (green, easy) - poison and shiv specialist.
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poison (max 30 across all enemies) deals 1 HP loss per token at end of turn,
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ignoring block. shivs (max 5) are tokens that deal 1 damage each, usable
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anytime you could play a card.
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**defect** (blue, hard) - orb channeler. uses lightning, frost, and dark orbs
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placed in slots on the player board. orbs trigger end-of-turn effects and can
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be evoked for stronger effects. any orb can go in any slot.
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**watcher** (purple, hardest) - stance-based fighter with miracles.
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stances: neutral (no effect), calm (gain 2 energy when leaving), wrath (+1
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damage on all hits, but take 1 damage at end of turn). miracles (max 5)
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are tokens that give 1 energy each, usable anytime.
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## setup
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1. each player picks a character, takes their player board, starter deck,
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card rewards deck, and rare rewards deck. shuffle the decks.
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2. player board: energy cube at 3, block cube at 0, HP cube at max
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3. prepare shared decks: encounters, elites, summons, events, relics,
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potions, boss relics, daze, status, curses. shuffle each (except summons).
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keep "1st encounter" cards separate from the encounter deck.
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4. randomly choose an act I map board. place it on the table.
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5. shuffle map tokens face-down. dark tokens on dark spaces, light on light.
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flip them all face-up.
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6. place character figures on the lowest open space of the map.
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7. randomly choose an act I boss. place it face-down at the top of the map.
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8. place boot meeple at bottom of map next to the first encounter.
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9. neow's blessing: each player draws 1 neow's blessing card. gain the red
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reward, then choose 1 of the 3 blue rewards.
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10. set up the 1st encounter and start combat.
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### setup for acts II and III
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- swap all card decks (encounters, elites, events, etc.) for the next act's
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versions. shuffle them. summons deck carries over.
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- new map board, new boss.
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- all players heal to max HP.
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- shuffle your card rewards deck (include any skipped cards). don't shuffle rares.
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## the map
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move the boot meeple up the map after finishing each room. follow the paths -
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you choose which fork to take. room types:
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**encounter** - fight monsters. 1st encounter uses special "1st encounter"
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cards (one per player row). other encounters draw 1 card per player from the
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encounter deck.
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**elite** - harder fight. 1 elite in the bottom row, with summons in each
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player's row if the elite has them.
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**event** - draw from event deck. options in [yellow brackets] are choices -
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each player picks one independently. "pay" or "give" options require you to
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already have the thing.
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**campfire** - each player independently chooses: rest (heal 3 HP) or smith
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(upgrade a card).
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**treasure** - each player gains a relic.
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**merchant** - place 3 relics and 3 potions on the merchant board. each player
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reveals top 3 of their card rewards. players can buy:
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- items (relics/potions) for their gold cost. top-left relic is on sale (-1 gold).
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- cards: common 2g, uncommon 3g, rare 6g
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- card remove: 3g, once per merchant per player
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- you can spend your gold on another player's purchase.
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**boss** - fight the act boss at the top of the map. beat it to clear the act.
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## your deck
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### card types
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- **attack** - deals damage to enemies
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- **skill** - blocks damage and other utility effects
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- **power** - stays in play for the rest of combat (not discarded after playing)
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- **curse** - bad cards added to your deck. can't be transformed.
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- **status / daze** - bad cards added by enemies. removed from your deck at
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end of combat.
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### card rarity (banner color)
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- starter (gray border) - your starting cards
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- common (gray banner) - 2 copies of each exist
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- uncommon (blue banner)
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- rare (yellow banner)
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### energy
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energy is used to play cards. pay the cost in the top-left corner.
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max 6 energy. resets to 3 at the start of each turn.
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x-cost cards: spend any amount of energy (including 0), effect scales with
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amount spent.
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### card piles
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- **draw pile** - shuffle your deck at the start of combat. draw from here.
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- **discard pile** - played cards go here. when draw pile is empty, shuffle
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discard into a new draw pile.
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- **exhaust pile** - exhausted cards go here. can't be used again this combat.
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returned to your deck at end of combat.
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## combat
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### combat setup
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**encounters** - 1 enemy per player row.
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**elites** - 1 elite in bottom row. summons (if any) in each player's row,
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to the right of the elite.
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**bosses** - treated as being in ALL rows. placed to the right of the board.
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boss HP scales with player count (listed on boss card).
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enemy HP: put a cube on the starting HP number (yellow outline). enemies
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with 11+ HP use 2 cubes on the HP board.
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### combat round
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rounds repeat until combat ends. each round = player turn, then enemy turn.
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all players act simultaneously during the player turn.
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#### player turn
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**1. start of turn**
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- reset energy to 3, block to 0
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- draw 5 cards (no max hand size)
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- roll the die (determines enemy actions and relic triggers for this round)
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- resolve start-of-turn abilities (relics, powers, die triggers)
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- start-of-combat abilities trigger only on turn 1
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**2. play phase**
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- play cards, use potions, activate abilities in any order
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- discuss strategy openly (encouraged!)
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- to play a card: pay energy, choose targets, resolve effects top to bottom,
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then discard (or exhaust, or place as power)
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- effects with the area-of-effect symbol hit all enemies in one row AND
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the boss (if present)
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- players can target any enemy, not just ones in their row
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**3. end of turn**
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- end-of-turn abilities trigger
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- discard all remaining cards in hand
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#### enemy turn
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**1. remove enemy block** - all enemies lose their block tokens
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**2. enemy actions** - enemies act row by row, top to bottom, left to right
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within each row. bosses always act last. each enemy takes one action:
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- *single action* - same action every turn
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- *die action* - action depends on the die result rolled during player turn
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- *cube action* - tracks progress down a list. cube slides down each round.
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gray actions at the bottom don't repeat.
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enemies target the player in their row. area-of-effect enemy actions hit
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all players.
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**3. move cube actions** - slide cubes down for any cube-action enemies
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### end of combat
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triggers when all monsters are dead (unless an on-death ability summons more).
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1. end-of-combat abilities trigger
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2. gain rewards from the enemy card (encounters: from your row's enemy.
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elites/bosses: all players gain rewards)
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3. reset your deck: return powers, discard pile, exhaust pile to your deck.
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remove status/daze cards back to their decks.
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4. reset player board: block and energy to 0. lose all tokens except gold.
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defect removes orbs. watcher enters neutral stance.
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5. clear enemies back to their decks. summons return to summons deck.
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6. players may switch rows before next combat.
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## rewards
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gain rewards in any order. you may skip any reward. you can look at all
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rewards before making final decisions.
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**card reward** - reveal top 3 of your card rewards deck. add 1 to your deck
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or skip. return unchosen cards to the bottom.
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- golden ticket: when revealed, also reveal top card of your rare rewards.
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add that as an option. return golden ticket to bottom of card rewards.
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**upgraded card reward** - same as card reward but the chosen card is
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immediately upgraded.
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**rare reward** - reveal 3 from your rare rewards deck. add 1 or skip.
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**potion** - draw 1 from potion deck. keep (face-up, in front of you) or skip.
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max 3 potions. single-use items. some potions can be used outside combat.
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**relic** - draw 1 from relic deck. keep (face-up) or skip.
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**boss relic** - reveal 1 per player + 1 (or 3 if solo). each player may
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take one.
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**gold** - gain gold tokens equal to the value shown. spend at merchants or
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events. you can pay for other players' purchases.
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**trading** - potions can be given to other players outside combat.
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nothing else can be traded.
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## remove, upgrade, transform
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**remove** - take a card out of your deck permanently. keep it in a removed pile.
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**upgrade** - flip a card to its upgraded side (green text). cards are
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double-sided: normal on one side, upgraded on the other.
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**transform** - remove a non-curse card from your deck, then add the top card
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of your card rewards to your deck. if it's a golden ticket, add the top rare
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instead and return the golden ticket to the bottom.
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## items
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items are small cards kept in front of you.
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**relics** - persistent effects. some have die-triggered abilities.
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some are "once per combat" or "once per room" (flip face-down when used,
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flip back after).
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**boss relics** - same as relics but from the boss relic deck.
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**potions** - single-use. max 3 at a time. some usable outside combat.
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## keywords and abilities
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**area of effect (AoE)** - affects all enemies in one row, always includes
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the boss.
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**ALL enemies** - targets every enemy in every row, including boss.
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**block (max 20 for players)** - prevents 1 damage per point.
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player block resets at start of player turn. enemy block resets at start
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of enemy turn. does NOT prevent "lose X HP" effects.
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**daze** - bad card placed on top of your draw pile. returns to daze deck
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when exhausted.
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**energy (max 6)** - resource for playing cards. all character energy symbols
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are equivalent.
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**ethereal** - if still in hand at end of turn, it's exhausted.
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**exhaust** - card is removed from play for this combat. goes to exhaust pile.
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returns to your deck at end of combat.
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**hit** - damage icon on cards. hits are affected by vulnerable, weak, and
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strength. "damage" effects (like "lose HP") are NOT hits.
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**multi-hit** - multiple hit icons on one card/action. all hits target the
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same enemy (unless stated otherwise). all are affected equally by strength,
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vulnerable, weak. remove vuln/weak token only after the full multi-hit
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resolves.
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**retain** - card is not discarded at end of turn. cards "forget" they were
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retained once they leave your hand.
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**scry X** - look at top X cards of your draw pile. discard any of them.
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put the rest back on top in the same order.
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**strength (max 8)** - +1 damage on each hit per strength token. enemies
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can also gain strength.
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**unplayable** - can't be played. if an effect tries to play it, discard it
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instead.
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**vulnerable (max 3 per target)** - when attacked, damage from each hit is
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doubled. token removed after the attack resolves. add strength before doubling.
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**weak (max 3 per target)** - each hit in the attack deals -1 damage.
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token removed after the attack. for AoE or multi-hit attacks, only 1 weak
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token is consumed.
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**weak vs vulnerable** - if attacker is weak AND target is vulnerable, the
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effects cancel out. attack is unaffected. remove 1 weak from attacker and
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1 vulnerable from all affected targets.
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**poison (max 30 total across all enemies)** - at end of turn, enemies lose
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1 HP per poison token. ignores block. poison stays until the enemy dies.
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## triggered abilities
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**on death** - triggers when the enemy with this ability dies.
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**start of turn** - triggers at start of player turn.
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**start of combat** - like start of turn, but only on turn 1.
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**start of next round** - triggers during next player turn's start-of-turn.
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**end of turn** - triggers at end of player turn (not enemy turn).
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**end of combat** - triggers when combat ends.
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**once per combat** - usable once during any player turn. flip item face-down
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when used.
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**once per room** - usable once per combat or event. can affect die results.
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**die relic abilities** - trigger on specific die results at start of turn.
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found on relics and boss relics only.
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## cards from other characters
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if you get cards from another character:
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- use their tokens the same way (shared token limits)
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- transform: new card comes from YOUR card rewards deck
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- golden tickets from other characters' rewards: rare comes from THAT
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character's rare deck
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- stances and orbs from other characters: gain the prismatic shard special
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relic. start each combat in neutral stance. defect doesn't gain extra orb
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slots this way.
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## playing copies
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when a card is played multiple times (by an effect), copies are free to play.
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copies can have different targets. copies are affected separately by
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vulnerable, weak, and single-use bonuses. copies can't be copied.
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copies resolve first, then the original goes to discard.
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## golden rule
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when a card's text contradicts the rules, the card wins.
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## optional rules
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**the last stand** - if a player dies during a boss fight, other players can
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keep fighting. enemies in the dead player's row target the nearest player
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below (or above if none below). if at least 1 player survives the boss,
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the party wins. if a player dies, you can't continue to the next act.
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**sequential turns** - if simultaneous play doesn't work for your group,
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take turns in order starting from bottom lane (lane 1), going left. die is
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only rolled on the first player's turn. your abilities/triggers only happen
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on your turn.
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||||||
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**choose your relic** - when gaining relics from elites or treasure in
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multiplayer, reveal relics equal to player count. each player picks one.
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## act IV (unlockable)
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||||||
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requires collecting 3 keys during act III:
|
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- **ruby key** - all players skip actions at a campfire room
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||||||
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- **sapphire key** - all players skip a relic at an elite or treasure room
|
||||||
|
- **emerald key** - defeat a burning elite (replaces one encounter on the map)
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||||||
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act IV has its own map (on the back of the boss card) and boss.
|
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||||||
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## ascension (difficulty scaling)
|
||||||
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|
||||||
|
unlocked after beating act II boss (or act III solo). each level adds a
|
||||||
|
modifier that stacks with all previous levels:
|
||||||
|
|
||||||
|
1. harder elites (replace with ascension elites)
|
||||||
|
2. -1 max HP
|
||||||
|
3. harder events (add ascension events)
|
||||||
|
4. potion limit reduced to 2
|
||||||
|
5. start with ascender's bane curse
|
||||||
|
6. heal only 4 HP (not full) after boss in acts II+
|
||||||
|
7. harder encounters (replace with ascension encounters + summons)
|
||||||
|
8. card removes cost 4g at merchant
|
||||||
|
9. lose 1 HP at game start
|
||||||
|
10. harder bosses (use ascension boss deck)
|
||||||
|
11. harder act IV boss + ascension elites in act IV
|
||||||
|
12. even harder elites (replace with ascension 12 elites)
|
||||||
|
13. double act III boss (fight a second random boss after the first)
|
||||||
|
|
||||||
|
## daily climb (optional mode)
|
||||||
|
|
||||||
|
roll die twice, gain one random modifier from each group:
|
||||||
|
|
||||||
|
**positive modifiers:** all star (5 random colorless cards), shiny (5 random
|
||||||
|
rares), heirloom (random boss relic), transformed (all card rewards become
|
||||||
|
transforms), vintage (encounter card rewards become upgraded card rewards),
|
||||||
|
prismatic shard (start with prismatic shard, card rewards pull from
|
||||||
|
different characters' decks)
|
||||||
|
|
||||||
|
**negative modifiers:** terminal (lose 1 HP end of combat), insanity
|
||||||
|
(transform a random card end of combat), uncertain future (map tokens
|
||||||
|
hidden until you land on them), cursed (start with 2 random curses),
|
||||||
|
deadly events (lose 2 HP after each event), night terrors (can't rest)
|
||||||
|
|
||||||
|
## quick start (joining late / starting at act II+)
|
||||||
|
|
||||||
|
use the quick start table to catch up players joining at later acts.
|
||||||
|
gives scaling amounts of gold, card rewards, transforms, relics, potions,
|
||||||
|
upgrades, and a merchant visit based on starting act.
|
||||||
|
|
||||||
|
## achievements
|
||||||
|
|
||||||
|
tracked across runs. examples: hit strength limit (8), hit poison limit (30),
|
||||||
|
play 7 shivs in one turn, have 7 powers in play, beat act III with each
|
||||||
|
character, beat a boss on turn 1, beat act III with a 5-card deck.
|
||||||
Loading…
Reference in a new issue