Nine fights. One new card after each. The usual bargain — except that your deck is never
shuffled, and the enemy tells you its exact next move.
At the end of every turn the cards you played go to the bottom of the deck in the order you
played them, and the cards you didn't play follow behind. Nothing is random. You can see what
is coming. So every turn you are choosing two things at once: what happens now, and what you will
be holding three turns from now.
The consequence worth knowing early: cards you play together come back together. Fire off
three attacks in a row and in two turns' time you will draw a fistful of attacks and nothing to
block with. Spacing your plays is as much of the game as choosing them.
Energy is 3 a turn and unspent energy is lost. Block soaks damage and is gone at the
start of your next turn. Strength adds to every hit of an attack, so a card that hits four
times gains four times as much. Poison takes its value off the enemy at end of turn, then
drops by one. Thorns hurt anything that hits you. Four kinds of card — force,
guard, venom and
tempo — each have one card that pays off enormously if you
built for it and does nearly nothing if you didn't.
Seed
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Act I · Fight 110 cards
——
80 / 80Energy
0deck
Keys: 1–5 play a card, enter ends the turn
Played this turn — these go to the bottom in this order
Coming up — in this exact order
The fight is won
Take one card. It goes to the bottom of your deck.
Your deck — top of the pile first
The act ends
You are back to full health. Burn one card out of your deck — a Strike or a Defend
is usually the one you no longer want.