Improve the rule docs
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docs/rules-canon.md
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# slay the spire board game rules (canonical reference)
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This file is the canonical mechanical reference for this project.
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Source: `STS_KS_Rulebook.pdf`.
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Use this for adjudicating rule disputes and deciding implementation behavior.
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For a smaller implementation spec, see `docs/rules-web-mvp.md`.
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For intentional product deviations, see `docs/rules-web-delta.md`.
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## Canonical clarifications (high-value)
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These points are called out explicitly because they are commonly simplified or misremembered.
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1. Setup shuffle behavior
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- Do not shuffle Summons, Daze, or Status decks during setup.
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- Keep 1st Encounter cards separate from the main Encounter deck.
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2. Act transition behavior
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- Replace act-specific decks with next-Act versions.
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- Summons also use the next-Act deck and remain unshuffled.
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- Heal to max HP at start of Act II/III (and Act IV when used).
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- Shuffle each player's card rewards deck with skipped cards; do not shuffle rares.
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3. Combat ordering
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- One shared player turn (simultaneous player actions), then enemy turn.
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- Die is rolled once per round and drives all die-based effects that round.
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- Enemy action order: highest row to lowest row, left to right; bosses act last.
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- Enemy Block is removed at start of enemy turn.
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4. Reward and inventory constraints
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- Players may evaluate combat rewards with full knowledge before finalizing choices.
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- Potions are limited; overflow requires skip/pass/use-discard handling.
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- Potions are the only tradeable item type outside combat.
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5. Targeting and damage semantics
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- Player AoE targets one row and always includes boss if present.
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- "ALL enemies" targets every row plus boss.
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- Weak and Vulnerable interact via cancellation rule in canon reference.
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- "Lose HP" is not damage and is not prevented by Block.
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6. Playing copies
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- Copies are free.
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- X-cost copies use original X value.
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- Copies resolve before original card resolves.
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- Only one "play multiple times" effect can apply to a given played card; additional effects wait for next valid card.
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7. Cross-character mechanics
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- Transforming off-class/colorless cards still draws from your own card rewards deck.
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- Golden Ticket revealed from another character uses that character's rare deck.
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- If stances/orbs are gained cross-character, Prismatic Shard rules apply.
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8. Golden rule
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- If card text contradicts general rules, card text takes precedence.
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## Scope notes
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The official rulebook also includes:
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- FAQ and specific card interactions
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- Unlock progression and Ascension ladder
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- Daily Climb/custom modifiers
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- Act IV keys and quick-start tables
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- Optional modes
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All are canonical unless explicitly listed as product deltas in `docs/rules-web-delta.md`.
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docs/rules-web-delta.md
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# slaywithfriends rules delta (canon vs web)
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This file records intentional and current differences between:
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- Canon: `docs/rules-canon.md`
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- Web implementation target: `docs/rules-web-mvp.md`
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Use statuses:
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- `implemented` - enforced in app
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- `planned` - accepted but not yet built
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- `deferred` - intentionally skipped for now
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## Current deltas
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1. Setup shuffle details for non-combat decks
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status: planned
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canon: Summons, Daze, and Status are not shuffled in setup.
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web: MVP setup may simplify by treating some decks uniformly.
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impact: low if card order is random anyway, but should be corrected for parity.
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2. Act transition deck swapping granularity
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status: planned
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canon: only act-specific decks are replaced; relic/potion/boss-relic handling differs.
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web: MVP may use a simplified deck replacement step.
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impact: medium; affects progression balance and content pools.
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3. Summons transition behavior between Acts
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status: planned
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canon: switch to next Act's Summons deck (not shuffled).
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web: currently documented ambiguously in prior markdown.
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impact: medium; can change encounter difficulty distribution.
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4. Playing Copies edge-case constraints
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status: planned
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canon: X-cost copies use original X; only one multi-play effect can apply per card at a time.
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web: MVP doc currently describes the basic copy model only.
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impact: medium-high for combo correctness.
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5. Cross-character Stance/Orb caveat (Prismatic Shard)
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status: planned
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canon: additional restrictions apply (including Watcher stance caveat).
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web: simplified handling.
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impact: low-medium; niche but rules-visible.
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6. Status card mode specifics
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status: planned
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canon: Status card behavior depends on icon mode from source enemy.
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web: MVP currently treats status at a higher level.
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impact: medium for enemy fidelity.
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7. Potion limit overflow options
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status: planned
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canon: when at potion cap, player must skip/pass/use-discard before gaining.
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web: MVP requires explicit UI decision flow.
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impact: medium UX and correctness.
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8. Act IV key acquisition details
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status: deferred
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canon: includes Burning Elite token replacement, Sapphire reveal/discard flow, and key-specific setup effects.
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web: not required for first playable Act loop.
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impact: low for Act I MVP, high for Act IV parity.
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9. Daily Climb and custom modifiers
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status: deferred
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canon: full positive/negative modifier system.
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web: out of MVP scope.
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impact: none for base mode.
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10. Achievements and full FAQ interactions
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status: deferred
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canon: includes broad edge-case rulings and achievement list.
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web: omitted in MVP.
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impact: none on base gameplay if core engine is correct.
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## Promotion criteria (move planned -> implemented)
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A delta can be marked `implemented` when:
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- it is represented in rules docs,
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- enforced in engine logic,
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- and covered by at least one deterministic test.
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docs/rules-web-mvp.md
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# slaywithfriends web rules (MVP)
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This document defines the rules currently enforced by the web app.
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It is intentionally smaller than the full board game rulebook.
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Scope: support a complete multiplayer run through at least Act I with
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correct turn order, combat resolution, rewards, and map progression.
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## Core loop
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- 1-4 players cooperate through map rooms.
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- If any player reaches 0 HP, the run ends in defeat.
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- Clear the Act boss to complete the Act.
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## Setup
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1. Each player chooses a character and starts with that character's starter deck.
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2. Each player starts with 3 Energy, 0 Block, and max HP.
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3. Prepare decks needed for the selected Act.
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4. Build/reveal the map and place players in starting rows.
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5. Resolve Neow bonuses.
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6. Start first encounter combat.
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## Map rooms
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- Encounter
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- Elite
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- Event
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- Campfire (Rest/Smith)
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- Treasure
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- Merchant
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- Boss
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## Combat flow
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### Player turn
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1. Reset Energy to 3 and Block to 0.
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2. Draw 5 cards.
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3. Roll die once for round-level enemy/relic effects.
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4. Resolve start-of-turn/start-of-combat/die-trigger effects.
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5. Players act simultaneously: play cards, use potions/items, choose targets.
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6. Resolve end-of-turn effects, then discard hand (except retained cards).
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### Enemy turn
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1. Remove all enemy Block.
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2. Enemies act by row order, then bosses/acts-last enemies.
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3. Advance cube-action enemies.
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### End of combat
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1. Resolve end-of-combat triggers.
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2. Grant rewards.
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3. Reset decks/boards/tokens according to combat cleanup rules.
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4. Allow row switching before next combat room.
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## Keywords required for MVP
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- Energy (max 6)
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- Block (player max 20)
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- Strength (max 8)
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- Vulnerable (max 3)
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- Weak (max 3)
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- Poison (max 30 across all enemies)
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- Exhaust
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- Ethereal
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- Retain
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- Scry
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- Unplayable
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- Area of Effect (single row + boss)
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- All Enemies
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- Multi-hit
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## Reward handling required for MVP
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- Card Reward, Upgraded Card Reward, Rare Reward
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- Potion (max 3) and potion use/discard rules
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- Relic, Boss Relic
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- Gold
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- Remove, Upgrade, Transform
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- Golden Ticket behavior
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## Character mechanics required for MVP
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- Ironclad: Strength interactions
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- Silent: Shiv + Poison limits/behavior
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- Defect: Orb channel/end-of-turn/evoke behavior
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- Watcher: Neutral/Calm/Wrath + Miracle behavior
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## Explicitly out of MVP scope
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- Daily Climb mode
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- Achievement tracking
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- Full unlock tree UX
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- Complete FAQ card-by-card interaction coverage
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## Source of truth
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- Canonical rules: `docs/rules-canon.md`
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- Product deltas: `docs/rules-web-delta.md`
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# slay the spire: board game rules
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# rules docs index
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cooperative rogue-like deckbuilder for 1-4 players. each act takes 60-90 min.
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Use these files by intent:
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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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- `docs/rules-canon.md`
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- Canonical rules reference based on `STS_KS_Rulebook.pdf`.
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- Use for correctness decisions.
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## overview
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- `docs/rules-web-mvp.md`
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- Implementation rules for first playable web version.
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- Use for current scope and task planning.
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- each player picks a character, starts with a simple deck, and improves it
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- `docs/rules-web-delta.md`
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by adding/removing/upgrading cards throughout the run
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- Explicit differences between canon and web behavior.
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- the party travels up a map, hitting encounters, events, merchants, campfires,
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- Use to track planned/deferred parity work.
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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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- `docs/rules-legacy.md`
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- Previous condensed rules writeup kept for historical reference.
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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.
|
|
||||||
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.
|
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue