Improve the rule docs
This commit is contained in:
parent
26958ac195
commit
759779b319
4 changed files with 257 additions and 414 deletions
64
docs/rules-canon.md
Normal file
64
docs/rules-canon.md
Normal file
|
|
@ -0,0 +1,64 @@
|
|||
# slay the spire board game rules (canonical reference)
|
||||
|
||||
This file is the canonical mechanical reference for this project.
|
||||
Source: `STS_KS_Rulebook.pdf`.
|
||||
|
||||
Use this for adjudicating rule disputes and deciding implementation behavior.
|
||||
For a smaller implementation spec, see `docs/rules-web-mvp.md`.
|
||||
For intentional product deviations, see `docs/rules-web-delta.md`.
|
||||
|
||||
## Canonical clarifications (high-value)
|
||||
|
||||
These points are called out explicitly because they are commonly simplified or misremembered.
|
||||
|
||||
1. Setup shuffle behavior
|
||||
- Do not shuffle Summons, Daze, or Status decks during setup.
|
||||
- Keep 1st Encounter cards separate from the main Encounter deck.
|
||||
|
||||
2. Act transition behavior
|
||||
- Replace act-specific decks with next-Act versions.
|
||||
- Summons also use the next-Act deck and remain unshuffled.
|
||||
- Heal to max HP at start of Act II/III (and Act IV when used).
|
||||
- Shuffle each player's card rewards deck with skipped cards; do not shuffle rares.
|
||||
|
||||
3. Combat ordering
|
||||
- One shared player turn (simultaneous player actions), then enemy turn.
|
||||
- Die is rolled once per round and drives all die-based effects that round.
|
||||
- Enemy action order: highest row to lowest row, left to right; bosses act last.
|
||||
- Enemy Block is removed at start of enemy turn.
|
||||
|
||||
4. Reward and inventory constraints
|
||||
- Players may evaluate combat rewards with full knowledge before finalizing choices.
|
||||
- Potions are limited; overflow requires skip/pass/use-discard handling.
|
||||
- Potions are the only tradeable item type outside combat.
|
||||
|
||||
5. Targeting and damage semantics
|
||||
- Player AoE targets one row and always includes boss if present.
|
||||
- "ALL enemies" targets every row plus boss.
|
||||
- Weak and Vulnerable interact via cancellation rule in canon reference.
|
||||
- "Lose HP" is not damage and is not prevented by Block.
|
||||
|
||||
6. Playing copies
|
||||
- Copies are free.
|
||||
- X-cost copies use original X value.
|
||||
- Copies resolve before original card resolves.
|
||||
- Only one "play multiple times" effect can apply to a given played card; additional effects wait for next valid card.
|
||||
|
||||
7. Cross-character mechanics
|
||||
- Transforming off-class/colorless cards still draws from your own card rewards deck.
|
||||
- Golden Ticket revealed from another character uses that character's rare deck.
|
||||
- If stances/orbs are gained cross-character, Prismatic Shard rules apply.
|
||||
|
||||
8. Golden rule
|
||||
- If card text contradicts general rules, card text takes precedence.
|
||||
|
||||
## Scope notes
|
||||
|
||||
The official rulebook also includes:
|
||||
- FAQ and specific card interactions
|
||||
- Unlock progression and Ascension ladder
|
||||
- Daily Climb/custom modifiers
|
||||
- Act IV keys and quick-start tables
|
||||
- Optional modes
|
||||
|
||||
All are canonical unless explicitly listed as product deltas in `docs/rules-web-delta.md`.
|
||||
79
docs/rules-web-delta.md
Normal file
79
docs/rules-web-delta.md
Normal file
|
|
@ -0,0 +1,79 @@
|
|||
# slaywithfriends rules delta (canon vs web)
|
||||
|
||||
This file records intentional and current differences between:
|
||||
- Canon: `docs/rules-canon.md`
|
||||
- Web implementation target: `docs/rules-web-mvp.md`
|
||||
|
||||
Use statuses:
|
||||
- `implemented` - enforced in app
|
||||
- `planned` - accepted but not yet built
|
||||
- `deferred` - intentionally skipped for now
|
||||
|
||||
## Current deltas
|
||||
|
||||
1. Setup shuffle details for non-combat decks
|
||||
status: planned
|
||||
canon: Summons, Daze, and Status are not shuffled in setup.
|
||||
web: MVP setup may simplify by treating some decks uniformly.
|
||||
impact: low if card order is random anyway, but should be corrected for parity.
|
||||
|
||||
2. Act transition deck swapping granularity
|
||||
status: planned
|
||||
canon: only act-specific decks are replaced; relic/potion/boss-relic handling differs.
|
||||
web: MVP may use a simplified deck replacement step.
|
||||
impact: medium; affects progression balance and content pools.
|
||||
|
||||
3. Summons transition behavior between Acts
|
||||
status: planned
|
||||
canon: switch to next Act's Summons deck (not shuffled).
|
||||
web: currently documented ambiguously in prior markdown.
|
||||
impact: medium; can change encounter difficulty distribution.
|
||||
|
||||
4. Playing Copies edge-case constraints
|
||||
status: planned
|
||||
canon: X-cost copies use original X; only one multi-play effect can apply per card at a time.
|
||||
web: MVP doc currently describes the basic copy model only.
|
||||
impact: medium-high for combo correctness.
|
||||
|
||||
5. Cross-character Stance/Orb caveat (Prismatic Shard)
|
||||
status: planned
|
||||
canon: additional restrictions apply (including Watcher stance caveat).
|
||||
web: simplified handling.
|
||||
impact: low-medium; niche but rules-visible.
|
||||
|
||||
6. Status card mode specifics
|
||||
status: planned
|
||||
canon: Status card behavior depends on icon mode from source enemy.
|
||||
web: MVP currently treats status at a higher level.
|
||||
impact: medium for enemy fidelity.
|
||||
|
||||
7. Potion limit overflow options
|
||||
status: planned
|
||||
canon: when at potion cap, player must skip/pass/use-discard before gaining.
|
||||
web: MVP requires explicit UI decision flow.
|
||||
impact: medium UX and correctness.
|
||||
|
||||
8. Act IV key acquisition details
|
||||
status: deferred
|
||||
canon: includes Burning Elite token replacement, Sapphire reveal/discard flow, and key-specific setup effects.
|
||||
web: not required for first playable Act loop.
|
||||
impact: low for Act I MVP, high for Act IV parity.
|
||||
|
||||
9. Daily Climb and custom modifiers
|
||||
status: deferred
|
||||
canon: full positive/negative modifier system.
|
||||
web: out of MVP scope.
|
||||
impact: none for base mode.
|
||||
|
||||
10. Achievements and full FAQ interactions
|
||||
status: deferred
|
||||
canon: includes broad edge-case rulings and achievement list.
|
||||
web: omitted in MVP.
|
||||
impact: none on base gameplay if core engine is correct.
|
||||
|
||||
## Promotion criteria (move planned -> implemented)
|
||||
|
||||
A delta can be marked `implemented` when:
|
||||
- it is represented in rules docs,
|
||||
- enforced in engine logic,
|
||||
- and covered by at least one deterministic test.
|
||||
101
docs/rules-web-mvp.md
Normal file
101
docs/rules-web-mvp.md
Normal file
|
|
@ -0,0 +1,101 @@
|
|||
# slaywithfriends web rules (MVP)
|
||||
|
||||
This document defines the rules currently enforced by the web app.
|
||||
It is intentionally smaller than the full board game rulebook.
|
||||
|
||||
Scope: support a complete multiplayer run through at least Act I with
|
||||
correct turn order, combat resolution, rewards, and map progression.
|
||||
|
||||
## Core loop
|
||||
|
||||
- 1-4 players cooperate through map rooms.
|
||||
- If any player reaches 0 HP, the run ends in defeat.
|
||||
- Clear the Act boss to complete the Act.
|
||||
|
||||
## Setup
|
||||
|
||||
1. Each player chooses a character and starts with that character's starter deck.
|
||||
2. Each player starts with 3 Energy, 0 Block, and max HP.
|
||||
3. Prepare decks needed for the selected Act.
|
||||
4. Build/reveal the map and place players in starting rows.
|
||||
5. Resolve Neow bonuses.
|
||||
6. Start first encounter combat.
|
||||
|
||||
## Map rooms
|
||||
|
||||
- Encounter
|
||||
- Elite
|
||||
- Event
|
||||
- Campfire (Rest/Smith)
|
||||
- Treasure
|
||||
- Merchant
|
||||
- Boss
|
||||
|
||||
## Combat flow
|
||||
|
||||
### Player turn
|
||||
|
||||
1. Reset Energy to 3 and Block to 0.
|
||||
2. Draw 5 cards.
|
||||
3. Roll die once for round-level enemy/relic effects.
|
||||
4. Resolve start-of-turn/start-of-combat/die-trigger effects.
|
||||
5. Players act simultaneously: play cards, use potions/items, choose targets.
|
||||
6. Resolve end-of-turn effects, then discard hand (except retained cards).
|
||||
|
||||
### Enemy turn
|
||||
|
||||
1. Remove all enemy Block.
|
||||
2. Enemies act by row order, then bosses/acts-last enemies.
|
||||
3. Advance cube-action enemies.
|
||||
|
||||
### End of combat
|
||||
|
||||
1. Resolve end-of-combat triggers.
|
||||
2. Grant rewards.
|
||||
3. Reset decks/boards/tokens according to combat cleanup rules.
|
||||
4. Allow row switching before next combat room.
|
||||
|
||||
## Keywords required for MVP
|
||||
|
||||
- Energy (max 6)
|
||||
- Block (player max 20)
|
||||
- Strength (max 8)
|
||||
- Vulnerable (max 3)
|
||||
- Weak (max 3)
|
||||
- Poison (max 30 across all enemies)
|
||||
- Exhaust
|
||||
- Ethereal
|
||||
- Retain
|
||||
- Scry
|
||||
- Unplayable
|
||||
- Area of Effect (single row + boss)
|
||||
- All Enemies
|
||||
- Multi-hit
|
||||
|
||||
## Reward handling required for MVP
|
||||
|
||||
- Card Reward, Upgraded Card Reward, Rare Reward
|
||||
- Potion (max 3) and potion use/discard rules
|
||||
- Relic, Boss Relic
|
||||
- Gold
|
||||
- Remove, Upgrade, Transform
|
||||
- Golden Ticket behavior
|
||||
|
||||
## Character mechanics required for MVP
|
||||
|
||||
- Ironclad: Strength interactions
|
||||
- Silent: Shiv + Poison limits/behavior
|
||||
- Defect: Orb channel/end-of-turn/evoke behavior
|
||||
- Watcher: Neutral/Calm/Wrath + Miracle behavior
|
||||
|
||||
## Explicitly out of MVP scope
|
||||
|
||||
- Daily Climb mode
|
||||
- Achievement tracking
|
||||
- Full unlock tree UX
|
||||
- Complete FAQ card-by-card interaction coverage
|
||||
|
||||
## Source of truth
|
||||
|
||||
- Canonical rules: `docs/rules-canon.md`
|
||||
- Product deltas: `docs/rules-web-delta.md`
|
||||
427
docs/rules.md
427
docs/rules.md
|
|
@ -1,419 +1,18 @@
|
|||
# slay the spire: board game rules
|
||||
# rules docs index
|
||||
|
||||
cooperative rogue-like deckbuilder for 1-4 players. each act takes 60-90 min.
|
||||
players win by defeating the final boss. if any player hits 0 HP, everyone loses.
|
||||
Use these files by intent:
|
||||
|
||||
---
|
||||
- `docs/rules-canon.md`
|
||||
- Canonical rules reference based on `STS_KS_Rulebook.pdf`.
|
||||
- Use for correctness decisions.
|
||||
|
||||
## overview
|
||||
- `docs/rules-web-mvp.md`
|
||||
- Implementation rules for first playable web version.
|
||||
- Use for current scope and task planning.
|
||||
|
||||
- each player picks a character, starts with a simple deck, and improves it
|
||||
by adding/removing/upgrading cards throughout the run
|
||||
- the party travels up a map, hitting encounters, events, merchants, campfires,
|
||||
elites, and a boss at the top
|
||||
- the game is divided into acts (I, II, III, optionally IV). you can stop after
|
||||
any act and save your progress
|
||||
- `docs/rules-web-delta.md`
|
||||
- Explicit differences between canon and web behavior.
|
||||
- Use to track planned/deferred parity work.
|
||||
|
||||
## characters
|
||||
|
||||
each character has a unique starter deck, player board, and mechanics.
|
||||
|
||||
**ironclad** (red, easiest) - strength-based fighter with exhaust synergies.
|
||||
starts with the most HP. strength (max 8) adds +1 damage per hit.
|
||||
|
||||
**silent** (green, easy) - poison and shiv specialist.
|
||||
poison (max 30 across all enemies) deals 1 HP loss per token at end of turn,
|
||||
ignoring block. shivs (max 5) are tokens that deal 1 damage each, usable
|
||||
anytime you could play a card.
|
||||
|
||||
**defect** (blue, hard) - orb channeler. uses lightning, frost, and dark orbs
|
||||
placed in slots on the player board. orbs trigger end-of-turn effects and can
|
||||
be evoked for stronger effects. any orb can go in any slot.
|
||||
|
||||
**watcher** (purple, hardest) - stance-based fighter with miracles.
|
||||
stances: neutral (no effect), calm (gain 2 energy when leaving), wrath (+1
|
||||
damage on all hits, but take 1 damage at end of turn). miracles (max 5)
|
||||
are tokens that give 1 energy each, usable anytime.
|
||||
|
||||
## setup
|
||||
|
||||
1. each player picks a character, takes their player board, starter deck,
|
||||
card rewards deck, and rare rewards deck. shuffle the decks.
|
||||
2. player board: energy cube at 3, block cube at 0, HP cube at max
|
||||
3. prepare shared decks: encounters, elites, summons, events, relics,
|
||||
potions, boss relics, daze, status, curses. shuffle each (except summons).
|
||||
keep "1st encounter" cards separate from the encounter deck.
|
||||
4. randomly choose an act I map board. place it on the table.
|
||||
5. shuffle map tokens face-down. dark tokens on dark spaces, light on light.
|
||||
flip them all face-up.
|
||||
6. place character figures on the lowest open space of the map.
|
||||
7. randomly choose an act I boss. place it face-down at the top of the map.
|
||||
8. place boot meeple at bottom of map next to the first encounter.
|
||||
9. neow's blessing: each player draws 1 neow's blessing card. gain the red
|
||||
reward, then choose 1 of the 3 blue rewards.
|
||||
10. set up the 1st encounter and start combat.
|
||||
|
||||
### setup for acts II and III
|
||||
|
||||
- swap all card decks (encounters, elites, events, etc.) for the next act's
|
||||
versions. shuffle them. summons deck carries over.
|
||||
- new map board, new boss.
|
||||
- all players heal to max HP.
|
||||
- shuffle your card rewards deck (include any skipped cards). don't shuffle rares.
|
||||
|
||||
## the map
|
||||
|
||||
move the boot meeple up the map after finishing each room. follow the paths -
|
||||
you choose which fork to take. room types:
|
||||
|
||||
**encounter** - fight monsters. 1st encounter uses special "1st encounter"
|
||||
cards (one per player row). other encounters draw 1 card per player from the
|
||||
encounter deck.
|
||||
|
||||
**elite** - harder fight. 1 elite in the bottom row, with summons in each
|
||||
player's row if the elite has them.
|
||||
|
||||
**event** - draw from event deck. options in [yellow brackets] are choices -
|
||||
each player picks one independently. "pay" or "give" options require you to
|
||||
already have the thing.
|
||||
|
||||
**campfire** - each player independently chooses: rest (heal 3 HP) or smith
|
||||
(upgrade a card).
|
||||
|
||||
**treasure** - each player gains a relic.
|
||||
|
||||
**merchant** - place 3 relics and 3 potions on the merchant board. each player
|
||||
reveals top 3 of their card rewards. players can buy:
|
||||
- items (relics/potions) for their gold cost. top-left relic is on sale (-1 gold).
|
||||
- cards: common 2g, uncommon 3g, rare 6g
|
||||
- card remove: 3g, once per merchant per player
|
||||
- you can spend your gold on another player's purchase.
|
||||
|
||||
**boss** - fight the act boss at the top of the map. beat it to clear the act.
|
||||
|
||||
## your deck
|
||||
|
||||
### card types
|
||||
|
||||
- **attack** - deals damage to enemies
|
||||
- **skill** - blocks damage and other utility effects
|
||||
- **power** - stays in play for the rest of combat (not discarded after playing)
|
||||
- **curse** - bad cards added to your deck. can't be transformed.
|
||||
- **status / daze** - bad cards added by enemies. removed from your deck at
|
||||
end of combat.
|
||||
|
||||
### card rarity (banner color)
|
||||
|
||||
- starter (gray border) - your starting cards
|
||||
- common (gray banner) - 2 copies of each exist
|
||||
- uncommon (blue banner)
|
||||
- rare (yellow banner)
|
||||
|
||||
### energy
|
||||
|
||||
energy is used to play cards. pay the cost in the top-left corner.
|
||||
max 6 energy. resets to 3 at the start of each turn.
|
||||
x-cost cards: spend any amount of energy (including 0), effect scales with
|
||||
amount spent.
|
||||
|
||||
### card piles
|
||||
|
||||
- **draw pile** - shuffle your deck at the start of combat. draw from here.
|
||||
- **discard pile** - played cards go here. when draw pile is empty, shuffle
|
||||
discard into a new draw pile.
|
||||
- **exhaust pile** - exhausted cards go here. can't be used again this combat.
|
||||
returned to your deck at end of combat.
|
||||
|
||||
## combat
|
||||
|
||||
### combat setup
|
||||
|
||||
**encounters** - 1 enemy per player row.
|
||||
|
||||
**elites** - 1 elite in bottom row. summons (if any) in each player's row,
|
||||
to the right of the elite.
|
||||
|
||||
**bosses** - treated as being in ALL rows. placed to the right of the board.
|
||||
boss HP scales with player count (listed on boss card).
|
||||
|
||||
enemy HP: put a cube on the starting HP number (yellow outline). enemies
|
||||
with 11+ HP use 2 cubes on the HP board.
|
||||
|
||||
### combat round
|
||||
|
||||
rounds repeat until combat ends. each round = player turn, then enemy turn.
|
||||
all players act simultaneously during the player turn.
|
||||
|
||||
#### player turn
|
||||
|
||||
**1. start of turn**
|
||||
- reset energy to 3, block to 0
|
||||
- draw 5 cards (no max hand size)
|
||||
- roll the die (determines enemy actions and relic triggers for this round)
|
||||
- resolve start-of-turn abilities (relics, powers, die triggers)
|
||||
- start-of-combat abilities trigger only on turn 1
|
||||
|
||||
**2. play phase**
|
||||
- play cards, use potions, activate abilities in any order
|
||||
- discuss strategy openly (encouraged!)
|
||||
- to play a card: pay energy, choose targets, resolve effects top to bottom,
|
||||
then discard (or exhaust, or place as power)
|
||||
- effects with the area-of-effect symbol hit all enemies in one row AND
|
||||
the boss (if present)
|
||||
- players can target any enemy, not just ones in their row
|
||||
|
||||
**3. end of turn**
|
||||
- end-of-turn abilities trigger
|
||||
- discard all remaining cards in hand
|
||||
|
||||
#### enemy turn
|
||||
|
||||
**1. remove enemy block** - all enemies lose their block tokens
|
||||
|
||||
**2. enemy actions** - enemies act row by row, top to bottom, left to right
|
||||
within each row. bosses always act last. each enemy takes one action:
|
||||
- *single action* - same action every turn
|
||||
- *die action* - action depends on the die result rolled during player turn
|
||||
- *cube action* - tracks progress down a list. cube slides down each round.
|
||||
gray actions at the bottom don't repeat.
|
||||
|
||||
enemies target the player in their row. area-of-effect enemy actions hit
|
||||
all players.
|
||||
|
||||
**3. move cube actions** - slide cubes down for any cube-action enemies
|
||||
|
||||
### end of combat
|
||||
|
||||
triggers when all monsters are dead (unless an on-death ability summons more).
|
||||
|
||||
1. end-of-combat abilities trigger
|
||||
2. gain rewards from the enemy card (encounters: from your row's enemy.
|
||||
elites/bosses: all players gain rewards)
|
||||
3. reset your deck: return powers, discard pile, exhaust pile to your deck.
|
||||
remove status/daze cards back to their decks.
|
||||
4. reset player board: block and energy to 0. lose all tokens except gold.
|
||||
defect removes orbs. watcher enters neutral stance.
|
||||
5. clear enemies back to their decks. summons return to summons deck.
|
||||
6. players may switch rows before next combat.
|
||||
|
||||
## rewards
|
||||
|
||||
gain rewards in any order. you may skip any reward. you can look at all
|
||||
rewards before making final decisions.
|
||||
|
||||
**card reward** - reveal top 3 of your card rewards deck. add 1 to your deck
|
||||
or skip. return unchosen cards to the bottom.
|
||||
- golden ticket: when revealed, also reveal top card of your rare rewards.
|
||||
add that as an option. return golden ticket to bottom of card rewards.
|
||||
|
||||
**upgraded card reward** - same as card reward but the chosen card is
|
||||
immediately upgraded.
|
||||
|
||||
**rare reward** - reveal 3 from your rare rewards deck. add 1 or skip.
|
||||
|
||||
**potion** - draw 1 from potion deck. keep (face-up, in front of you) or skip.
|
||||
max 3 potions. single-use items. some potions can be used outside combat.
|
||||
|
||||
**relic** - draw 1 from relic deck. keep (face-up) or skip.
|
||||
|
||||
**boss relic** - reveal 1 per player + 1 (or 3 if solo). each player may
|
||||
take one.
|
||||
|
||||
**gold** - gain gold tokens equal to the value shown. spend at merchants or
|
||||
events. you can pay for other players' purchases.
|
||||
|
||||
**trading** - potions can be given to other players outside combat.
|
||||
nothing else can be traded.
|
||||
|
||||
## remove, upgrade, transform
|
||||
|
||||
**remove** - take a card out of your deck permanently. keep it in a removed pile.
|
||||
|
||||
**upgrade** - flip a card to its upgraded side (green text). cards are
|
||||
double-sided: normal on one side, upgraded on the other.
|
||||
|
||||
**transform** - remove a non-curse card from your deck, then add the top card
|
||||
of your card rewards to your deck. if it's a golden ticket, add the top rare
|
||||
instead and return the golden ticket to the bottom.
|
||||
|
||||
## items
|
||||
|
||||
items are small cards kept in front of you.
|
||||
|
||||
**relics** - persistent effects. some have die-triggered abilities.
|
||||
some are "once per combat" or "once per room" (flip face-down when used,
|
||||
flip back after).
|
||||
|
||||
**boss relics** - same as relics but from the boss relic deck.
|
||||
|
||||
**potions** - single-use. max 3 at a time. some usable outside combat.
|
||||
|
||||
## keywords and abilities
|
||||
|
||||
**area of effect (AoE)** - affects all enemies in one row, always includes
|
||||
the boss.
|
||||
|
||||
**ALL enemies** - targets every enemy in every row, including boss.
|
||||
|
||||
**block (max 20 for players)** - prevents 1 damage per point.
|
||||
player block resets at start of player turn. enemy block resets at start
|
||||
of enemy turn. does NOT prevent "lose X HP" effects.
|
||||
|
||||
**daze** - bad card placed on top of your draw pile. returns to daze deck
|
||||
when exhausted.
|
||||
|
||||
**energy (max 6)** - resource for playing cards. all character energy symbols
|
||||
are equivalent.
|
||||
|
||||
**ethereal** - if still in hand at end of turn, it's exhausted.
|
||||
|
||||
**exhaust** - card is removed from play for this combat. goes to exhaust pile.
|
||||
returns to your deck at end of combat.
|
||||
|
||||
**hit** - damage icon on cards. hits are affected by vulnerable, weak, and
|
||||
strength. "damage" effects (like "lose HP") are NOT hits.
|
||||
|
||||
**multi-hit** - multiple hit icons on one card/action. all hits target the
|
||||
same enemy (unless stated otherwise). all are affected equally by strength,
|
||||
vulnerable, weak. remove vuln/weak token only after the full multi-hit
|
||||
resolves.
|
||||
|
||||
**retain** - card is not discarded at end of turn. cards "forget" they were
|
||||
retained once they leave your hand.
|
||||
|
||||
**scry X** - look at top X cards of your draw pile. discard any of them.
|
||||
put the rest back on top in the same order.
|
||||
|
||||
**strength (max 8)** - +1 damage on each hit per strength token. enemies
|
||||
can also gain strength.
|
||||
|
||||
**unplayable** - can't be played. if an effect tries to play it, discard it
|
||||
instead.
|
||||
|
||||
**vulnerable (max 3 per target)** - when attacked, damage from each hit is
|
||||
doubled. token removed after the attack resolves. add strength before doubling.
|
||||
|
||||
**weak (max 3 per target)** - each hit in the attack deals -1 damage.
|
||||
token removed after the attack. for AoE or multi-hit attacks, only 1 weak
|
||||
token is consumed.
|
||||
|
||||
**weak vs vulnerable** - if attacker is weak AND target is vulnerable, the
|
||||
effects cancel out. attack is unaffected. remove 1 weak from attacker and
|
||||
1 vulnerable from all affected targets.
|
||||
|
||||
**poison (max 30 total across all enemies)** - at end of turn, enemies lose
|
||||
1 HP per poison token. ignores block. poison stays until the enemy dies.
|
||||
|
||||
## triggered abilities
|
||||
|
||||
**on death** - triggers when the enemy with this ability dies.
|
||||
|
||||
**start of turn** - triggers at start of player turn.
|
||||
|
||||
**start of combat** - like start of turn, but only on turn 1.
|
||||
|
||||
**start of next round** - triggers during next player turn's start-of-turn.
|
||||
|
||||
**end of turn** - triggers at end of player turn (not enemy turn).
|
||||
|
||||
**end of combat** - triggers when combat ends.
|
||||
|
||||
**once per combat** - usable once during any player turn. flip item face-down
|
||||
when used.
|
||||
|
||||
**once per room** - usable once per combat or event. can affect die results.
|
||||
|
||||
**die relic abilities** - trigger on specific die results at start of turn.
|
||||
found on relics and boss relics only.
|
||||
|
||||
## cards from other characters
|
||||
|
||||
if you get cards from another character:
|
||||
- use their tokens the same way (shared token limits)
|
||||
- transform: new card comes from YOUR card rewards deck
|
||||
- golden tickets from other characters' rewards: rare comes from THAT
|
||||
character's rare deck
|
||||
- stances and orbs from other characters: gain the prismatic shard special
|
||||
relic. start each combat in neutral stance. defect doesn't gain extra orb
|
||||
slots this way.
|
||||
|
||||
## playing copies
|
||||
|
||||
when a card is played multiple times (by an effect), copies are free to play.
|
||||
copies can have different targets. copies are affected separately by
|
||||
vulnerable, weak, and single-use bonuses. copies can't be copied.
|
||||
copies resolve first, then the original goes to discard.
|
||||
|
||||
## golden rule
|
||||
|
||||
when a card's text contradicts the rules, the card wins.
|
||||
|
||||
## optional rules
|
||||
|
||||
**the last stand** - if a player dies during a boss fight, other players can
|
||||
keep fighting. enemies in the dead player's row target the nearest player
|
||||
below (or above if none below). if at least 1 player survives the boss,
|
||||
the party wins. if a player dies, you can't continue to the next act.
|
||||
|
||||
**sequential turns** - if simultaneous play doesn't work for your group,
|
||||
take turns in order starting from bottom lane (lane 1), going left. die is
|
||||
only rolled on the first player's turn. your abilities/triggers only happen
|
||||
on your turn.
|
||||
|
||||
**choose your relic** - when gaining relics from elites or treasure in
|
||||
multiplayer, reveal relics equal to player count. each player picks one.
|
||||
|
||||
## act IV (unlockable)
|
||||
|
||||
requires collecting 3 keys during act III:
|
||||
- **ruby key** - all players skip actions at a campfire room
|
||||
- **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)
|
||||
|
||||
act IV has its own map (on the back of the boss card) and boss.
|
||||
|
||||
## ascension (difficulty scaling)
|
||||
|
||||
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.
|
||||
- `docs/rules-legacy.md`
|
||||
- Previous condensed rules writeup kept for historical reference.
|
||||
|
|
|
|||
Loading…
Reference in a new issue