Official Rulebook

"Loot, Learn and Run Again!"

Scroll
01

Overview

Relic Run is a cooperative fantasy deck-builder card game for 1–4 players. Players control heroes who fight together against groups of enemies. Each hero has a personal starting deck of 10 cards, equipment, health (HP), four attributes (Stamina, Instinct, Arcana, Grit — each mapped to a die color), an Aether pool, and their own pool of Action Points (AP) to play cards.

The game is played in battles (scenarios). Between battles, heroes upgrade their decks, attributes, or equipment using XP earned from enemy kills and zone discoveries. The core loop is the battle system described below.

Key Design Pillars

Co-op PvE

All players vs. enemies — work together or fall together.

Per-Hero AP

Each hero has individual resource tension: "Do I attack or save cards for AP?"

Dual Card Effects

Every card has a Play effect and a Discard effect — creating constant trade-offs.

Zone Positioning

Zone positioning and weapon reach add tactical depth to every decision.

Doom Track Escalation

The Doom Track escalates the fight as enemies die — killing is both progress and punishment.

↑ Back to Contents
02

Heroes

Each hero has HP (varies per hero), Aether (resource for spark conversion, weapon powers, and card abilities), four Attributes (Stamina, Instinct, Arcana, Grit — one per die color), a deck of 10 cards, Equipment slots (Left Hand, Right Hand, Armor, Trinket[s]), and a hand of up to 5 cards drawn each round.

Attributes

Every hero has four attribute scores, each tied to a die color. Values are preset on pre-built heroes or chosen at custom creation. Attributes feed the future Attribute Test system (events, skill checks, scenario challenges, between-battle content — currently any attribute check auto-fails until the test system is wired in).

Attribute Die Color
StaminaRed
InstinctBlue
ArcanaPurple
GritGreen
⚔ Barbarian
HP13
Aether3
AttributesGrit 3 · Stamina 2 · Instinct 1 · Arcana 0
WeaponTwo-Handed Sword — 2 DMG, Reach 1, 2H, 1 Red die
ArmorThick Fur — 2 Armor · +1 Armor/round (item ability)
TrinketsPotion of Doom · Healing Potion (Heal 4)

Role: Frontline tank. High armor and HP. Uses Block cards to build armor for the Guard mechanic — protecting backline allies. Devastating Blow burns and deals pure Crit that bypasses all armor and Bulwark — a one-shot finisher. Hunker Down is the power block. Rampage (0 AP, burns) converts built-up Armor into damage (Armor is not consumed). Variable AP costs (0/1/2) create a second decision axis: power vs efficiency vs AP economy. Reach 1 means he must be in Player Frontline to hit Enemy Frontline. All attack cards are Frontline-locked, preventing Flank exploitation.

Weapon Powers (Broadsword)
PowerCostEffect
+1 DMG1 Bolt+1 Damage
Cleave 11 BoltCleave (1 Crit)
Reroll1 AetherReroll 1 die

Hero Bolt Power — Blood Rage (2 Bolts): +2 Damage, take 1 HP self-damage, spend 1 Aether.

Starting Deck — 10 Cards
Card × Cost Play Effect Discard Effect
Bold Swing 2 1 Attack 1× (Frontline) +1 Aether
Cleave 1 2 Attack 1× hits ALL enemies in reach (Frontline) +1 AP, +1 Armor
Devastating Blow 1 1 Burn. Deal 2 Crit (Frontline) Heal 2
Brace 3 1 Block 1× (any zone) +1 AP, +1 Armor
Rampage 1 0 Burn. Damage = current Armor (Frontline) Purge 1
Ultimate 1 2 Attack 1× with +1 Blue bonus die (Frontline) Cleanse 1
Hunker Down 1 2 Block 3× (Frontline) +1 AP
🏹 Archer
HP6
Aether5
AttributesInstinct 3 · Arcana 1 · Grit 1 · Stamina 1
WeaponComposite Bow — 2 DMG, Reach 2, 2H, 1 Blue die
ArmorLeather — 1 Armor
TrinketHealing Potion (Heal 2, 1-use)

Role: Glass cannon ranged attacker. Low HP makes her fragile — she relies on the Barbarian's Guard to survive. Reach 2 lets her deal consistent damage from the Backline. Bull's Eye rewards staying in Backline with a bonus Red die. Longshot is her signature flanking card — Flank only, Attack 2× with a reposition. Quick Slice is a free Frontline poke. Druwhnish Aim doubles weapon damage on the next attack card — a one-time power spike (burns after use). Oomph!'s Aether Ability converts 1 Aether into +1 Reach for the shot, opening Backline → Enemy Backline.

Weapon Powers (Composite Bow)
PowerCostEffect
Pierce 11 Bolt+1 Pierce (ignore 1 Bulwark)
+1 DMG1 Bolt+1 Damage
Reroll1 AetherReroll 1 die

Hero Bolt Power — Find the Gap (2 Bolts): Ignore Bulwark on this attack.

Starting Deck — 10 Cards
Card × Cost Play Effect Discard Effect
Jump Shot 2 1 Attack 1× + Shift 1 (Front/Back) Shift 1, +1 AP
Longshot 1 2 Attack 2× + Shift 1 (Flank only) +1 AP
Bull's Eye 1 2 Attack 1× with +1 Red bonus die (Backline only) Cleanse 1
Dodge 2 1 +3 Armor flat (ignores equip) (any) +1 AP, +1 Armor
Druwhnish Aim 1 2 Burn. Next attack deals double weapon damage (any) +1 Aether
Oomph! 2 1 Attack 1× (Front/Back) · Aether Ability: +1 Reach (1 Aether) +1 Aether
Quick Slice 1 0 Attack 1× (Frontline only) Heal 1
↑ Back to Contents
03

Enemies

Shared Activation Deck

All enemy types share a single activation deck. At round start, 1 card is drawn per living enemy type (not per individual). When the deck is empty, shuffle the discard and redraw — no cards burn. These are revealed to all players.

Card Value Count
12
22
31
41
51
61
Total8
Enemy Attacks

Enemy attacks roll dice just like hero attacks. Each ability defines its own dice pool. Damage per hit = rolled skulls + bonuses − target's effective Bulwark. Crit damage bypasses Bulwark and hero Armor entirely. Enemy dice can roll Bolts too — these feed shared Bolt Effects on the enemy definition.

💀 Zombie
HPPhase 1: 3 · Phase 2: 4 (max 7)
Initiative7 (acts later)
ZoneEnemy Frontline
WeaponClaws — 1 Red die
Activation Table
Activation Name Effect
1–2 Drag Them Down Attack 1× (1 Red die), Reach 1. Target: lowest HP hero in reach.
3–5 Rise Again Group. Summon 1 Zombie in Enemy Frontline, then Heal 2 HP on all Zombies.
6 Tear Them Apart Attack 1× (2 Red dice), Reach 1. Target: lowest HP in reach.

Bolt Effect — Grave Rot: If the attack roll contains a Bolt and it deals any HP damage, place 1 Festering Wound into the target's discard pile.

Fallback (no target in reach): Heal 2 HP (capped at current phase's max HP).

Passive — Bone Fortress

When 2+ Zombies are alive in the same zone, all Zombies in that zone gain Bulwark 1. Stacks with zone Bulwark. Removed instantly when the ally count drops below 2.

PhaseHPEffect
Normal3Base abilities
Angry4 +1 Damage on every attack

When HP reaches 0 in Phase 1, the Zombie transitions to Angry: HP resets to 4 (overkill does NOT carry over), Armor resets to 0, temp buffs cleared, Phase 2 modifiers apply immediately.

Death Trigger (final phase killed): Deal 1 Damage to the hero with lowest current HP · Advance the Doom Track by 1 slot · Grant 2 XP to the team.

🏹 Skeletal Archer
HP3
Initiative3 (acts first)
ZoneEnemy Backline
WeaponLongbow — 2 Blue dice
Activation Table
Activation Name Effect
1–3 Prime Target Attack 1× (2 Blue dice), Reach 2 (+1 zone = effective 3). Target: highest HP in reach.
4–5 Bone Piercer Attack 1× (2 Blue dice), Reach 2 (+1). Target: lowest Armor in reach.
6 Finishing Shot Attack 1× (2 Blue dice) +1 Crit, Reach 2 (+1). Target: lowest HP in reach.

Bolt Effects (priority — only one fires per attack):

  • Rend and Ruin (2 Bolts): Shred 2, place 1 Wound on HP damage.
  • Lay Them Bare (1 Bolt): Shred 1.

Fallback (no target in reach): Gain +1 Damage and +1 Reach next round (does not stack; clears when buff is spent or expires).

Death Trigger: Advance the Doom Track by 1 slot · Grant 2 XP to the team.

Future Death Trigger Types

The engine supports additional death trigger types not yet assigned to any enemy:

↑ Back to Contents
04

Zones & Battlefield

The battlefield has 6 zones arranged vertically — 3 per side:

Player Flank
+1 Dmg per attack
Player Backline
+2 Armor
Player Frontline
+1 Dmg from enemies
⚔ BATTLE LINE ⚔
Enemy Frontline
No effects
Enemy Backline
+1 Bulwark, +1 Reach
Enemy Flank
No effects

The Flank Bridge

Player Flank and Enemy Flank are connected by a shortcut — they are only 1 boundary apart for reach/distance purposes. This creates an alternate, shorter attack path.

Critical Rule

The Flank Bridge affects reach/distance only. Heroes NEVER enter enemy zones. Enemies NEVER enter player zones. No entity moves across the bridge — it simply makes the flanks closer for attack range calculations.

Distance from Player Flank (with Flank Bridge)
Target Linear Bridge Effective
Enemy Frontline 3 3 3 (tie)
Enemy Backline 4 2 2
Enemy Flank 5 1 1

Zone Effects (Tutorial Scenario)

Zone Terrain Effects Rarity
Enemy FlankRuinsnone
Enemy BacklineBalcony+1 Bulwark, +1 ReachRare
Enemy FrontlineWardstep Risenone
Player FrontlineNarrow Bridge+1 Damage from enemiesRare
Player BacklinePillar Court+2 Armor
Player FlankBalcony+1 Damage per attackRare

Effect types:

Zone Rarity

Discoveries Award XP

Each zone carries a rarity tag: common, rare, epic, legendary. Rare+ zones are discoveries — the first time a hero enters one this battle, the team earns XP.

Zone XP values: common 0 · rare 1 · epic 2 · legendary 3.

↑ Back to Contents
05

Reach System

Distance is measured in zone boundaries crossed. The battlefield has two paths: the linear chain and the Flank Bridge. Distance uses the shorter of the two.

Base Distance Table

From ↓ / To → Enemy Frontline Enemy Backline Enemy Flank
Player Frontline 1 2 3
Player Backline 2 3 3
Player Flank 3 2 (bridge) 1 (bridge)

Empty Zone Rule

Key Rule

If a zone between the source and target is empty (no active entities), reduce the distance by 1. Face-down (inactive) enemies do NOT count as occupying a zone.

Reach Examples

All Zones Occupied (Starting State)

  • Barbarian (Reach 1) in Player Frontline → Enemy Frontline: distance 1. ✅
  • Archer (Reach 2) in Player Backline → Enemy Frontline: distance 2. ✅
  • Skel. Archer (Reach 2 + 1 zone = 3) in Enemy Backline → Player Backline: distance 3. ✅

Flank Bridge Examples (Enemy Flank Occupied)

  • Archer (Reach 2) in Player Flank → Enemy Flank: distance 1. ✅ (via bridge, direct)
  • Archer (Reach 2) in Player Flank → Enemy Backline: distance 2. ✅ (via bridge)
  • Skel. Archer (Reach 3) in Enemy Backline → Player Flank: distance 2 (via bridge). ✅ ⚠️ Can now reach!

Flank Bridge with Empty Enemy Flank (Typical)

  • Archer (Reach 2) in Player Flank → Enemy Backline: 2, empty e-flank → 1. ✅ Flanking maneuver!
  • Skel. Archer (Reach 3) in Enemy Backline → Player Flank: 2, empty e-flank → 1. ✅ ⚠️ Flank is exposed!

Enemy Frontline Empty (Zombies Dead)

  • Barbarian (Reach 1) in Player Frontline → Enemy Backline: 2 → 1. ✅ Can now reach!
  • Archer (Reach 2) in Player Backline → Enemy Backline: 3 → 2. ✅ Can now reach!

Player Frontline Empty

  • Zombie (Reach 1) in Enemy Frontline → Player Backline: 2 → 1. ✅ Can now reach!

Zone Reach Bonuses

Zone reach bonuses (like Enemy Backline +1 Reach) are added to the entity's base weapon reach, calculated at attack time based on the entity's current zone.

Doom Track Reach Bonus

Hunters

If the Hunters doom effect is revealed and active, all enemies gain +1 Reach for the rest of combat. See Doom Track.

↑ Back to Contents
06

Cards

Card Anatomy

Every card has a Name, an AP Cost (0–2), a Play Effect (triggered when played from hand), and a Discard Effect (triggered when discarded via the DISCARD action). A card never triggers both effects.

Card Zones (Per Hero)

Deck
Hand
Played Area
Discard Pile
Burn Pile

When the deck is empty and a draw is needed, shuffle the discard pile into a new deck. The Burn Pile holds permanently destroyed cards — never retrieved. Cards enter the burn pile from burn-after-play effects (Devastating Blow, Rampage, Druwhnish Aim).

The Wound Supply is a shared pool of 10 wound cards. When a Wound is triggered on draw, it is destroyed (returned to the supply, NOT burned). If empty, no new wounds can be placed. The Curse Supply is a parallel shared pool of 10 curse cards (specific trigger effects TBD).

Play Effects Reference
  • Attack N× — Trigger your weapon N times. Each hit can target a different enemy in reach (or the same one). Each hit rolls dice separately and applies Bulwark independently.
  • Attack 1× with +1 bonus die — Adds a specific color die (e.g., Blue or Red) to that single roll.
  • Block N× — Trigger your armor N times. Each trigger can target a different same-zone ally, or stack on yourself.
  • +N Flat Armor — Grants N Armor ignoring armor equipment value (e.g., Dodge).
  • Armor-Strike — Deal damage equal to current Armor (Armor stays — not consumed). Reduced by enemy Bulwark.
  • Cleave — This hit fans out to every enemy in reach, resolved individually.
  • Buff (double weapon damage) — The hero's next attack card this round deals double weapon damage. Consumed when the next attack resolves, expires at round end if unused. Card burns after use.
  • Aether Ability (toggle) — Some cards carry a toggled ability that costs Aether to activate on play (e.g., Oomph! spends 1 Aether for +1 Reach). Toggle before dropping the card.
Discard Effects Reference
  • +N AP — Adds N to hero's AP pool for the next round.
  • +N Armor — Instantly grants N Armor to the hero.
  • +N Aether — Grants N Aether (capped at hero's max).
  • Heal N — Restores N HP (capped at max; has no effect at Death's Door).
  • Shift N — Move N zones for free (no card sacrifice, ignores zone-locking).
  • Purge — Destroy 1 Wound card from the hero's discard pile (returned to wound supply).
  • Cleanse — Remove 1 status condition (e.g., Bleed) from the hero.
AP Economy

Both starting decks cost 12 AP total to play all their cards — the tension: high-value discard effects compete with high-value play effects.

Zone-Locked Cards

Every card has required zones — it can only be played when the hero is in one of its listed zones. If the hero is not in a required zone, the card is greyed out. Moving to a different zone changes which cards are playable.

↑ Back to Contents
07

Action Points

AP is a per-hero resource. Each hero generates and spends their own AP independently. Heroes cannot share AP.

AP Generation

Starting Round

2 AP per hero.

Subsequent Rounds

Each hero's AP = the sum of AP values from all cards that hero discarded via the DISCARD action in the previous round plus any unspent AP carried over. Most cards give +1 AP; some give +2 AP (Hunker Down, Longshot, Jump Shot, Dodge, Brace) or +0 AP (Bold Swing, Devastating Blow, Rampage, Ultimate, Bull's Eye, Druwhnish Aim, Oomph!, Quick Slice) in exchange for stronger discard effects.

AP Spending

Cards have variable costs: 0 AP (free setup/combo cards), 1 AP (standard), or 2 AP (power plays). Fortune Dice cost 1 AP each (adds a White Die to the next attack roll). Moving does NOT cost AP (sacrifices cards instead). Discarding does NOT cost AP. Unspent AP carries over to the next round (added to whatever is banked via discards).

AP Economy Example (Barbarian)

Round 1 (2 AP): Play Devastating Blow (1 AP, burns — 2 crit!) + Brace (1 AP). Discard 3 cards: Hunker Down +1, Bold Swing +0 (+1 Aether), Brace +1. → Next round AP = 2 from discards + 0 unspent. Also gains: 1 Armor, 1 Aether.

Round 2 (2 AP): Play Rampage (0 AP, burns — free armor-strike) + Bold Swing (1 AP). Discard 3 cards: Brace +1, Cleave +1, Ultimate +0. → Next round AP = 2 + 1 unspent = 3. Also gains: 1 Armor, Cleanse 1.

The tension: Playing more cards this round = fewer discards = less AP next round. Which cards you discard matters too — some give extra AP, Armor, Heal, Purge, Aether, or Shift.

↑ Back to Contents
08

Round Flow

Phase 0 — Setup (First Round Only)

Scenario loads — enemies placed, zone effects defined, Doom Track rolled (6 random effects by rarity). Players place heroes into zones, then confirm to begin Round 1.

Phase 1 — Round Start
  1. Apply round-start Doom effects — e.g., Souldrain (−1 AP per hero), Rotten Stink (−1 Armor per hero).
  2. Apply zone Armor to heroes (e.g., Player Backline +2).
  3. Apply item abilities — equipment with round-start abilities triggers (e.g., Barbarian's Thick Fur grants +1 Armor).
  4. Each living hero draws 5 cards (or 4 under the Withering doom effect). If deck has fewer, shuffle discard into deck first.
  5. Draw 1 enemy activation card per living enemy type (revealed to all).
Phase 2 — Player Phase

Players act freely, switching between heroes:

  • PLAY a card — costs AP. Drag onto valid target. Play effect triggers.
  • BUY FORTUNE DIE — costs 1 AP. Adds 1 White Die to the hero's next attack roll. Stacks. Consumed on next attack; unused dice reset at round start.
  • MOVE a hero — costs 1 card per zone boundary. If Punishing doom is active, each move also deals 1 damage.
  • USE TRINKET — costs 1 card (sacrifice). Consumable trinkets (Healing Potion, Potion of Doom) are spent after one use.
  • DISCARD — all remaining hand cards go to discard pile. Discard effects trigger for each. Hero is done.

The Player Phase ends when ALL heroes have used DISCARD.

Phase 3 — Status Effects Resolution

Between Player Phase and Enemy Phase, resolve persistent status conditions:

  1. Bleed tick: Every hero and enemy with Bleed takes 1 HP damage. Can trigger Death's Door, phase transitions, or deaths.
  2. Bleed persists until end of combat — it does not clear after ticking.

Status resolves after discards (so heroes can heal/armor-up first) and before enemy attacks.

Phase 4 — Enemy Phase

Enemies act in Initiative order (lower = first). All enemies of one type resolve before the next type. Targets recalculate between groups. Group activations (e.g., Zombie "Rise Again") resolve once for the whole type rather than per individual.

Phase 5 — Round End
  1. Played Area cards → Discard Piles (no effects).
  2. Armor resets — all hero AND enemy Armor is set to 0. Zone Armor and item ability Armor are re-applied at next round start. Note: Bulwark is a separate permanent stat — it is never reset.
  3. Calculate next round's AP (= sum of AP values from each hero's discarded cards + unspent AP → that hero's AP next round).
  4. Clear expired enemy temp buffs (damage/reach bonuses).
  5. Apply end-of-round Regenerate (if any living enemies have it).
  6. Advance round counter.
↑ Back to Contents
09

Combat Resolution

Attack Resolution (Player → Enemy)

  1. Player drags an Attack card onto an enemy target.
  2. Reach check: Is the target within weapon reach (including zone/card bonuses and the Hunters doom bonus)?
  3. Roll dice: The hero's weapon defines a dice pool (Barbarian: 1 Red; Archer: 1 Blue). Any Fortune Dice and card bonus dice are added. A 3D dice overlay appears with a damage preview.
  4. Interact with the overlay (before accepting): convert Sparks to Skulls (1 Aether each), activate Weapon Bolt Powers, activate Weapon Aether Powers (e.g., reroll), activate the Hero Bolt Power.
  5. Accept Roll.
  6. Calculate damage per hit: rolled skulls + card bonuses + zone bonuses + bolt/aether power bonuses.
  7. Apply Bulwark: Reduce each hit's normal damage by target's effective Bulwark (min 0). Crit bypasses Bulwark.
  8. Resolve against HP: Remaining damage + all Crit damage go directly to HP.
  9. Check death / phase transition.
  10. Retaliate: If the enemy has Retaliate N and the attack dealt damage, enemy deals N back to attacker (Armor first, then HP). Per hit, triggers even if enemy dies.
  11. Nervous shift: If the enemy is nervous, it Shifts 1 zone when attacked.

Dice System

Each weapon/ability defines a dice pool — a set of colored dice rolled on every attack. Damage is determined by counting skull (💀) icons.

Die Face 1 Face 2 Face 3 Face 4 Face 5 Face 6
RedSpark1 DMG1 DMG + Bolt2 DMG2 DMG2 DMG + Spark
BlueSpark1 DMG1 DMG + Aether1 DMG + Bolt1 DMG + Bolt2 DMG
GreenSpark1 DMG1 DMG + Bolt1 DMG + Aether2 DMG2 Aether
PurpleSpark1 DMG1 DMG + Aether1 DMG + BoltBolt + Aether2 Bolts
BlackBlankBlankBlank1 Aether1 Bolt1 DMG
WhiteBlankBlankBlank1 Spark1 Aether1 Bolt

Dice Icon Effects

IconEffect
Skull (💀/DMG)Deals 1 damage per skull. The core damage source.
SparkCan be converted to a Skull by spending 1 Aether. Click a Spark die in the overlay to convert it (flips smoothly to its damage face).
AetherGrants 1 Aether to the attacking hero immediately. Can exceed max temporarily (for Spark conversions); capped on Accept.
BoltFeeds into Weapon Bolt Powers and the Hero Bolt Power. Each power has its own Bolt cost.

Bolt Powers

Bolt icons rolled in an attack can activate two tiers of Bolt Powers:

Priority resolution: Each named bolt power fires at most once per roll. When multiple powers could activate, the player chooses which to trigger (pay Bolts one power at a time) before accepting the roll.

Weapon Aether Powers

Some weapons have Aether Powers that spend Aether for bonus effects during the dice overlay. Unlike Bolt Powers, they don't require specific die icons — they just cost Aether. Both starting weapons offer Reroll 1 die (1 Aether).

Fortune Dice

Spend AP for White Dice

During the Player Phase, heroes can spend 1 AP to buy a Fortune Die (White Die). Multiple stack. When the hero plays their next attack card, all purchased Fortune Dice are added to the roll.

  • Cost: 1 AP per die
  • Die type: White (3 blank, 1 Spark, 1 Aether, 1 Bolt — no guaranteed damage)
  • Consumed on attack; reset at round start if unused
  • Undoable: Undo reverts all Fortune purchases at once
  • Multi-hit: Fortune Dice only apply to the first hit

Bulwark

Per-Hit Damage Reduction

Bulwark is permanent and not consumed. It applies to every hit. Multi-hit attacks have Bulwark applied to each individual hit. Crit bypasses entirely. Pierce N reduces effective Bulwark by N (not below 0). Stonekin enemies are immune to Pierce.

Sources stack: phase Bulwark · zone Bulwark · passive abilities (Bone Fortress) · active Doom Track effects (Bone Plate).

damage per hit = max(0, (dice skulls + bonuses) − effective bulwark)

Block Resolution

Drag a Block card onto yourself or a same-zone ally. Armor equipment value × number of blocks is added to the target's Armor pool (or a flat amount for cards like Dodge). Armor pools from multiple sources stack (zone armor + card armor + item-ability armor).

Enemy Attack Resolution

  1. Activation determines the ability.
  2. Apply targeting priority (including Bodyguard override).
  3. Shred: If Shred N (or a Bolt Effect triggers Shred), deplete up to N Armor from the target before damage or Guard. Shred does not return at round end.
  4. Roll dice: The enemy rolls its ability's dice pool.
  5. Calculate damage: rolled skulls + phase bonus + temp buff damage + zone damage bonus + active Doom bonuses (Frenzied +1 DMG, Predatory +1 Crit).
  6. Crit damage (ability crit and Predatory crit) is added separately and bypasses all armor — always HP.
  7. Guard check: If target is in Player Frontline or Backline, any different living Frontline hero with Armor may guard (optional). Flank targets cannot be guarded.
  8. Remaining normal damage → target's own Armor → HP.
  9. Check death.
  10. Wounds: If woundOnDamage: N and HP damage was dealt, place N Wound cards into target's discard.
  11. Stun N: Deplete up to N AP from target's banked apForNextRound.
  12. Bleed: Inflict Bleed if target survived. If target already has Bleed, deal 1 HP direct damage instead (binary — no stacking).
  13. Knockback: If target is in Frontline and survived, push to Backline (forced Shift).
  14. Hook: If target is in Backline, pull to Frontline.
  15. Bloodsucker: If the attack dealt any damage, the attacker heals 1 HP (capped).
  16. Curse cards: curseOnDamage: N places N Curses into target's discard.
  17. Corruption: Forces an attribute test; on failure, N Curses are placed. (Auto-fails until tests are wired in.)
  18. Debuff / Buff tokens: debuffTarget adds Black Dice to the target's attack rolls; buffAlly gives a random alive ally White Dice.

Guard Mechanic

Player Decision

When a Frontline or Backline hero is targeted, any other living Frontline hero with Armor may guard them. Guard is entirely optional. The player chooses how much Armor the guardian spends (0 = no guard, up to the normal damage amount). Multiple Frontline heroes may each independently contribute. A hero cannot guard themselves.

Flank heroes are NOT guarded. Some enemy abilities have Snipe (bypassGuard: true) and ignore the interceptor. Crit damage always bypasses Guard. Bodyguard enemies (if in play) must be killed first — other enemies cannot be selected as attack targets while any Bodyguard is alive.

Status Effects

Wounds & Curses

Wound cards are placed into a hero's discard pile by abilities with woundOnDamage (drawn from a shared supply of 10). When drawn, the hero takes 2 HP damage and the wound is destroyed (returned to the supply, NOT burned). Curse cards are structurally parallel (shared supply of 10, placed via curseOnDamage); specific trigger effects are TBD.

↑ Back to Contents
10

Movement

Heroes move between zones during the Player Phase. Movement costs 1 card per zone boundary crossed (not AP):

Move Cost
Adjacent zone (Frontline↔Backline, Backline↔Flank) 1 card
Two zones (Frontline↔Flank) 2 cards

Sacrificed cards go to the Played Area with no effects — just consumed. Moving does not clear Armor. A hero can move and still play other cards in the same round.

Punishing Doom Effect

If the Punishing Doom Track effect is active, each move also deals 1 damage to the moving hero (armor absorbs it).

Shift (Card Effects)

Some cards grant Shift as part of their effect — no card sacrifice required. Shift ignores movement restrictions (no card cost, no zone-locking check). Used by cards (Jump Shot, Longshot), their discard effects (Jump Shot: Shift 1 + 1 AP), and forced displacements (Knockback, Hook). Shift is always any direction and does not clear Armor.

↑ Back to Contents
11

Death & Win/Lose

Death's Door

Second Chance (Once Per Game)

When a hero's HP would drop to 0 or below for the first time, they do NOT die. Instead HP is set to 1 and the hero enters Death's Door:

  • HP permanently capped at 1 — healing has no effect.
  • Any further HP damage kills them permanently.
  • Desperate Surge: +1 AP at the start of each round, +1 weapon damage on all attacks while at Death's Door.

Triggers from any HP-reducing source: enemy attacks, death trigger damage, wound card draws, Bleed, Punishing.

Win Condition

All enemies dead → scenario won. Enemies with Reanimate must be truly dead (not in a bones pile) for victory.

Lose Condition

Any hero killed (HP reaches 0 after Death's Door) → scenario lost immediately.

Resolution Priority

When an enemy kill and a hero death happen simultaneously, defeat takes priority over victory. Mutual kill = loss. Hero deaths evaluate before enemy deaths.

↑ Back to Contents
12

Enemy AI & Targeting

Targeting Priority

  1. Must be in reach — based on enemy's reach (weapon + zone bonus + Hunters doom bonus) and the distance table.
  2. Apply priority rule — e.g., lowest-hp, highest-hp, lowest-armor, random, self.
  3. Tie-breaker — target the hero with higher weapon damage (bigger threat).
  4. Second tie-breaker — random.
  5. Fallback — if no valid target, execute fallback.
  6. Bodyguard override — if any bodyguard: true enemy is in reach, the player must target a Bodyguard first.

Enemy Ability Types

Fallback Actions

Summoning

Initiative Order

Enemy Type Initiative Acts
Skeletal Archer 3 First
Zombie 7 Later
↑ Back to Contents
13

Starting Scenario

Tutorial Battle — "The Undead Vanguard"

A patrol of zombies and skeletal archers blocks your path. Fight as one — if either hero falls, all is lost.

Enemy Setup

Zone Enemies
Enemy Backline 2× Skeletal Archer (3 HP each)
Enemy Frontline 2× Zombie (3 HP each, Normal phase)

Zone Effects & Rarity

Zone Terrain Effects Rarity
Enemy FlankRuinsnone
Enemy BacklineBalcony+1 Bulwark, +1 ReachRare (+1 XP)
Enemy FrontlineWardstep Risenone
Player FrontlineNarrow Bridge+1 Damage from enemiesRare (+1 XP)
Player BacklinePillar Court+2 Armor
Player FlankBalcony+1 Damage per attackRare (+1 XP)

Player Setup

Players choose zone placement for their heroes during the Setup Phase. Recommended starting positions:

↑ Back to Contents
14

Doom Track

The Doom Track is an escalating threat counter. Killing enemies makes the battle harder — every enemy death advances the track and can unlock a new global effect.

Setup

At battle start, 6 slots are rolled from a pool of 12 possible doom effects, weighted by rarity:

RarityWeight
Common55%
Rare25%
Epic15%
Legendary5%

Each slot is face-down at the start. The rolled track is fixed for the duration of the battle.

Reveal

An enemy's death trigger can include doomAdvance: N. When an enemy dies, the next N face-down slots are flipped face-up. A revealed slot's effect activates immediately and lasts for the rest of combat (unless it is a one-time effect — see below — or the player deactivates it with Potion of Doom). Both current enemies have doomAdvance: 1 — one slot per kill.

Potion of Doom

The Barbarian's Potion of Doom trinket is a consumable (1 card sacrifice) that flips one revealed slot back down, deactivating its recurring bonus for the rest of combat. One-time effects that have already fired cannot be undone this way.

Recurring Effects

While revealed and not deactivated, these apply every round:

EffectRarityTargetDescription
HuntersCommonEnemies+1 Reach for all enemies for the rest of combat.
FrenziedEpicEnemiesEach enemy deals +1 Damage per attack for the rest of combat.
PredatoryEpicEnemiesEach enemy deals +1 Crit per attack for the rest of combat.
Bone PlateLegendaryEnemies+1 Bulwark for all enemies for the rest of combat.
WitheringEpicHeroesHeroes draw 4 cards instead of 5 for the rest of combat.
SouldrainLegendaryHeroesAt the start of each round, each hero loses 1 AP.
Rotten StinkRareHeroesAt the start of each round, each hero loses 1 Armor.
PunishingRareHeroesEvery time a hero moves, they take 1 Damage (armorable).

One-Time Effects

These fire once when revealed and cannot be deactivated afterwards:

EffectRarityTargetDescription
RisingRareEnemiesSpawn a random enemy in a fitting zone. Once per combat.
HardenedEpicEnemiesEach existing enemy +1 Max HP and +1 current HP. New enemies arrive at Max HP +1. Once per combat.
WoundsCommonHeroesEach hero gets a random Wound card into their discard pile. Once per combat.

The Bluff

Bluff — Common

No effect — heroes got lucky! A "dud" slot that feels intentionally ambiguous — the reveal tension is preserved even when nothing happens.

Every revealed doom slot also awards XP to the team based on its rarity — see XP & Progression.

↑ Back to Contents
15

Experience & Progression

XP is a team-wide resource earned during battle and spent between battles for upgrades (deck, attributes, equipment — between-battle systems TBD).

XP Sources

XP Display

The team's XP total is shown as a badge in the UI and incremented live during combat. At scenario end, the game-over screen breaks down XP by source (kills, zones, doom).

↑ Back to Contents
16

UI Layout

The desktop layout uses a three-column design optimised for landscape screens.

Left Sidebar — Hero Info

Center — Battlefield

Right Sidebar — Enemy Activation & Doom Track

Bottom Dock — Hand & Actions

Exact pixel layout and styling evolve frequently and are not specified here — dice overlay, Doom Track HUD, enemy info cards, guard decision overlay, deck/discard modals, etc. are implemented in the app.

↑ Back to Contents
17

Card Interaction UX

Playing a Card — Drag & Drop

MOVE Flow

  1. Click MOVE on active hero.
  2. Destination zones highlight with cost displayed.
  3. Click destination zone.
  4. Hand cards become selectable — pick cards equal to the cost.
  5. Confirm → cards sacrificed, hero moves.

DISCARD Flow

  1. Click DISCARD on active hero.
  2. All remaining hand cards animate to the discard pile.
  3. Discard effects trigger for each card.
  4. Hero is marked as done for the round.

Dice Overlay

Pre-Accept Interactions

When an attack rolls, a 3D dice overlay appears. The player can: convert Sparks (1 Aether each), activate Weapon Bolt Powers (pay Bolts), activate Weapon Aether Powers (pay Aether, e.g., reroll), activate the Hero Bolt Power (pay Bolts), then click Accept Roll to commit damage.

Guard Decision Overlay

When an enemy attack targets a guard-eligible hero and at least one Frontline ally has Armor, a Guard Decision overlay appears showing a damage preview (including wound placement if woundOnDamage). The player chooses the Armor amount to spend.

Enemy Phase Animation

Auto-plays with animations (one enemy at a time). Player can click to speed up each action.

Deck/Discard Browsing

Click the deck or discard pile to open a modal showing all cards in that pile.

↑ Back to Contents
18

Terminology

Term Definition
AttackTriggering your weapon to deal damage. Multi-hit attacks (Attack N×) let the player choose a target for each hit independently.
DamageThe currency dealt by attacks. Determined by rolled skulls + bonuses − Bulwark.
BlockThe action of triggering your armor to generate Armor points.
ArmorA damage absorption pool for heroes. Absorbs damage point-by-point before HP. Hero Armor resets to 0 at round end; zone Armor and item-ability Armor are re-applied at round start. Multiple blocks within a round stack. Enemies do NOT use Armor — they use Bulwark.
BulwarkPer-hit damage reduction for enemies. Each hit's normal damage is reduced by Bulwark (min 0). Not consumed. Crit bypasses. Multi-hit attacks apply Bulwark per hit. Pierce reduces it; Stonekin blocks Pierce.
AP (Action Points)Per-hero resource spent to play cards. 0 / 1 / 2 AP per card today; unspent AP carries over to the next round.
ReachHow many zones away an entity can target. Base weapon reach + zone bonuses + active doom effects (Hunters).
ZoneA battlefield position. 6 zones: Enemy Flank, Enemy Backline, Enemy Frontline, Player Frontline, Player Backline, Player Flank.
FlankThe outermost zone on each side. Player Flank heroes are NOT protected by Guard. High-risk/high-reward position.
Zone RarityA zone can be common / rare / epic / legendary. Rare+ zones award XP on first discovery.
Armor-StrikeA play effect that deals damage equal to the hero's current Armor (Armor stays). (e.g., Rampage — 0 AP, burns.)
Zone-LockedA card that can only be played from specific zones (e.g., Bull's Eye: Backline only).
Zone-BonusA card that gains extra effects when played from a specific zone. (Future — not yet implemented.)
ActivationThe numbered card drawn for an enemy type that determines their action.
Group ActivationAn activation flagged for group resolution (e.g., Zombie "Rise Again") — resolves once for the whole type rather than per individual.
InitiativeDetermines enemy action order. Lower = acts first.
FallbackThe action an enemy takes when no valid target is in reach.
SacrificePut a card from your hand into the Played Area without triggering any effect. Used to pay for movement (1 card per zone boundary) and trinket use (1 card).
Play EffectThe effect triggered when a card is played from hand (costs AP).
Discard EffectThe effect triggered when a card is discarded via the DISCARD action.
Played AreaTemporary zone for cards played this round. Cleared to Discard at round end.
Face-downLegacy inactive state. Summoned enemies now arrive active immediately.
GuardAn optional player decision during the enemy phase. A Frontline hero with Armor may absorb some of an incoming attack's normal damage against a different hero. Flank targets cannot be guarded.
CritAdditional unblockable damage that bypasses all armor and Bulwark. Added on top of normal damage.
WoundA harmful card placed into a hero's discard pile by enemy abilities with woundOnDamage. When drawn, the hero takes 2 HP damage and the card is destroyed (returned to the wound supply).
Wound SupplyA shared pool of 10 wound cards. If empty, no new wounds can be placed.
CurseA harmful card placed into a hero's discard pile by abilities with curseOnDamage (drawn from a shared supply of 10). Specific trigger effects TBD.
TrinketAn equipment item each hero carries. Costs 1 sacrificed card to use. Consumable trinkets are used once per game.
Healing PotionA consumable trinket. Heal amount varies by hero (Barbarian 4 HP, Archer 2 HP).
Potion of DoomThe Barbarian's consumable trinket. Flips one revealed Doom Track slot back down, deactivating its recurring bonus for the rest of combat.
XP (Experience Points)Team-wide resource earned from enemy kills (per-enemy xp value), zone discoveries (by rarity), and Doom Track reveals (by rarity). Spent between scenarios for upgrades.
AttributePer-hero score (Stamina = Red · Instinct = Blue · Arcana = Purple · Grit = Green). Used by future Attribute Tests. ⚠️ Tests auto-fail until wired in.
Attribute Test⚠️ Pending. A future check that rolls the hero's relevant attribute die. Currently any reference (e.g., Corruption) auto-fails.
UnburnableA card property (currently unused — was relevant when card burn on hit was active). Wound cards have this property.
DestroyA card fate distinct from burn. Destroyed cards return to their source supply (e.g., wound cards to the wound supply) rather than going to the burn pile.
Burn PileA per-hero zone for cards permanently removed from the game. Cards enter from burn-after-play effects.
Card Burn (on hit)(DEACTIVATED — BURN_ON_HIT_ENABLED = false.) Previously: hero took HP damage → burn 1 card from discard.
Death's DoorA one-time survival mechanic. HP capped at 1 (healing has no effect), +1 AP per round, +1 weapon damage. Any further HP damage kills permanently. Once per hero per game.
Phase TransitionWhen a phased enemy reaches 0 HP and has a next phase, it transitions instead of dying. HP resets to next phase's max, armor/temp buffs clear, stat modifiers apply. Death triggers fire only on final phase.
ShredAn enemy attack property that depletes hero Armor before Guard and damage. Only affects the target's Armor.
StunDepletes the target's accumulated AP for next round (apForNextRound) after damage resolves.
BleedA persistent binary status (no stacking). Ticks 1 HP damage each round after the Discard Phase. Re-applying to a bleeding target deals 1 HP direct damage instead. Persists until end of combat. Applies to heroes and enemies.
SummonAn enemy activation ability. Summoned enemy arrives active. Per-round cap 1 per type; zone cap 4; otherwise the summoner executes its Fallback.
Heal (activation)An enemy activation ability (healAlly: N) — heal a target for N HP (capped at max).
Inspire (activation)An enemy activation ability (inspireAlly: N) — grant N Aether to a target. ⚠️ No gameplay effect for enemies yet.
CommandAn enemy activation ability (commandAlly: true). The enemy grants a random alive ally a free attack using that ally's own attack ability.
Corruption⚠️ (Attribute tests TBD.) An enemy keyword (corruption: N). Forces an attribute check; on failure, N Curses are placed. Auto-fails until tests are wired in.
HookAn enemy keyword (hook: true). Pulls a Backline target to Frontline.
KnockbackAn enemy keyword (knockback: true). Pushes a Frontline target to Backline. Forced Shift (free).
MoveStandard movement: 1 card sacrificed per zone boundary.
ShiftFree movement that ignores restrictions (no card cost, no zone-lock). Used by card effects and forced displacements.
Passive AbilityAn always-on ability (conditional or unconditional). Example: Bone Fortress.
Item AbilityA triggered equipment ability (e.g., Thick Fur Armor: +1 Armor at round start).
SnipeAn enemy keyword (bypassGuard: true). Attack ignores Guard. Crit also bypasses Guard independently.
BarrageAn enemy keyword (barrage: true). Attack hits all heroes in the target's zone, each resolved as a separate attack.
RetaliateA passive enemy stat (retaliate: N). When attacked, the enemy deals N damage back to the attacker (Armor first, then HP). Fires per hit. Triggers even if the enemy dies.
ReanimateAn enemy property (reanimate: true). On final-phase kill, the enemy collapses into a bones pile instead of dying permanently. At next round start, bones piles revive at full HP. Victory requires all enemies truly dead.
BloodsuckerAn enemy keyword (bloodsucker: true). If the attack deals any damage, the attacker heals 1 HP (capped at max).
NervousA passive enemy stat (nervous: true). When attacked (regardless of damage), the enemy Shifts 1 zone.
BodyguardAn enemy property (bodyguard: true). While a Bodyguard enemy is alive and in reach, heroes must target it first.
Buff (token)A White Die token granted to an allied enemy by buffAlly: N. Added to the enemy's damage roll.
Debuff (token)A Black Die token placed on a hero by debuffTarget: N. Added to the hero's attack rolls.
PierceAttack keyword (pierce: N). Reduces effective Bulwark by N (minimum 0). Available on enemy attacks and hero bolt powers. Blocked by Stonekin.
StonekinA passive ability (stonekin: true). Immune to Pierce — Bulwark cannot be reduced by Pierce.
AetherA resource tracked on heroes (and enemies). Heroes spend it to: convert Spark → Skull (1 Aether each), activate Weapon Aether Powers (e.g., reroll), and toggle card Aether Abilities. Capped at max; can exceed cap temporarily during the dice overlay.
Fortune DieA White Die purchased by a hero for 1 AP. Added to the next attack roll, then consumed. Stacks. Unused dice reset at round start.
Aether Ability (card)A toggled ability on a card that consumes Aether when the card is played (e.g., Oomph!'s +1 Reach for 1 Aether). Toggle before dropping the card.
Execute⚠️ Type defined — not yet wired. A hero card keyword (execute: N). If the attack kills an enemy, the hero is refunded N AP.
RegenerateA passive enemy ability (regenerate: N or 'all'). At round end, the enemy heals N HP (or to full). Conditional triggers supported.
FrenzyA passive (frenzy: true) on enemies or heroes. Each time the entity takes HP damage, it gains 1 White Die token added to attack rolls. Tokens persist until death.
Horrifying⚠️ Aether-cost gating TBD. A passive enemy ability (horrifying: true). Heroes must spend 1 Aether to attack this enemy.
SiphonA passive enemy ability (siphon: true). Damage is diverted to the ally with the most current HP (ignores reach). No effect if no living allies.
Seal⚠️ Aether-drain system TBD. A passive (seal: N). Shields N Aether from drain abilities.
Construct⚠️ Bleed/Poison immunity type defined — not yet consumed in engine. A passive (construct: true). Immune to Bleed and Poison.
Stealthy⚠️ Pending dice modifier pipeline. A passive (stealthy: true). Every hero attack against this enemy adds a Black Die to the roll.
Marked⚠️ Pending dice modifier pipeline. A passive (marked: true). Every hero attack against this enemy adds a White Die to the roll.
Veteran⚠️ Pending dice modifier pipeline. A passive that lets the enemy reroll weak dice.
Advantage⚠️ Pending dice modifier pipeline. A dice roll modifier — pick one die and roll it twice, keep the better result.
Disadvantage⚠️ Pending dice modifier pipeline. A dice roll modifier — roll one die twice, keep the worse result.
Doom TrackAn escalating threat track revealed as enemies die. 6 slots rolled from a pool of 12 effects at battle start.
Doom AdvanceA death-trigger effect (doomAdvance: N) that flips the next N Doom Track slots face-up when the enemy dies. Both current enemies have Doom Advance 1.
Bone FortressZombie passive: When 2+ Zombies are alive in the same zone, all Zombies in that zone gain Bulwark 1. Stacks with zone Bulwark.
PurgeDestroy 1 Wound card from the hero's discard pile (returned to wound supply).
CleanseRemove 1 status condition (e.g., Bleed) from the hero.
↑ Back to Contents