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Combat Variants — Selected Slate (V01–V10)

Version: 1.0 Date: 2026-07-31 Owner: Design / Combat Status: Binding build order. Governed by prototypes/combat-variants/00-CHARTER.md.

19 candidates were produced by four parallel design teams (buckets: verb, reaction, track, wildcard). This document scores all 19, records SELECTED / DISCARDED with reasons, and then gives a complete, decision-free build spec for each of the 10 selections.

Bucket quota honoured: 3 verb, 3 reaction, 2 track, 2 wildcard.

Slate order is a difficulty ramp: V01 is nearest to the live core, V10 is the most radical.


1. Scoring pass — all 19 candidates

Legend: CC charter compliance, INT intuitiveness (C8), LOAD element load-bearingness (C7 swap test), DIST distinctness within the slate, FUN likely fun. Scores 1–5.

Bucket: verb

Candidate CC INT LOAD DIST FUN Verdict
House Rules pass 5 5 5 5 SELECTED → V01
Painted Ground pass 4 5 5 5 SELECTED → V04
Tide Price pass 4 5 5 4 SELECTED → V06
Forge pass 2 4 2 3 DISCARDED
Weather Die pass 4 5 2 4 DISCARDED

Bucket: reaction

Candidate CC INT LOAD DIST FUN Verdict
Four Braziers (Mandala) pass 5 5 5 5 SELECTED → V02
Sangam (Confluence) pass 4 5 4 5 SELECTED → V05
Fuse Line (Agnihotra) pass 3 5 5 5 SELECTED → V08
Manthan (The Churning) pass 3 5 2 4 DISCARDED
Kalari Stance pass 3 4 2 4 DISCARDED

Bucket: track

Candidate CC INT LOAD DIST FUN Verdict
Twin Wells pass 4 5 4 4 SELECTED → V03
One Wick pass 4 5 5 5 SELECTED → V07
Engraving pass 2 5 2 4 DISCARDED
The Churn pass 2 5 3 3 DISCARDED

Bucket: wildcard

Candidate CC INT LOAD DIST FUN Verdict
Their Dice (Pratighata) pass 5 5 5 5 SELECTED → V09
The Written Die pass 5 5 5 4 SELECTED → V10
Declare (Aahuti) pass 5 4 4 3 DISCARDED
The Walker (Chakra) pass 3 5 4 4 DISCARDED
Fuse (Kaal) pass 3 5 4 3 DISCARDED

Selection summary

id name bucket filename
V01 House Rules verb V01-house-rules.html
V02 Four Braziers reaction V02-four-braziers.html
V03 Twin Wells track V03-twin-wells.html
V04 Painted Ground verb V04-painted-ground.html
V05 Sangam reaction V05-sangam.html
V06 Tide Price verb V06-tide-price.html
V07 One Wick track V07-one-wick.html
V08 Fuse Line reaction V08-fuse-line.html
V09 Their Dice wildcard V09-their-dice.html
V10 The Written Die wildcard V10-the-written-die.html

2. Conventions shared by every build spec

Each spec below repeats what it needs, so no spec requires reading this section. It is here only to record why the numbers agree with each other.


3. Build specs

V01 — House Rules (verb)

Teaching sentence: "The element die decides what counts as a match this turn; the number die is the number."

Dice (exactly 2, always).

Slots. 4 numbered slots, 1–4, left to right. A slot is a board position holding at most 1 card. Occupying a slot means the card is on the board and eligible to be matched. Occupied slots cannot be overwritten. Placement costs 0 energy.

Element behaviours (the element die selects the match predicate; the number die N is its argument).

Energy. Income at turn start = number of empty slots (0–4), minimum 1. Sinks: first roll of the turn 1; each consecutive reroll 2 (flat); voluntarily exhaust one clogged card to free its slot 1; paid draw 1 energy → 2 cards from discard; play the Akasha card 2. Energy does not carry over. Energy is displayed as a single number.

Reroll. Rerolls both dice together. Cost 2 flat, unlimited while energy lasts (from a 4-energy turn: 1 + 2 → 2 rolls; 4 empty slots and no spends is the maximum). A reroll re-derives every match from the new dice, except Prithvi latches, which persist. A reroll does not undo: energy already spent, Scorch already placed, cards already placed (placement is locked once you roll), or a latched match. Nothing has fired yet at reroll time — all firing happens at turn end — so a reroll cannot un-fire anything.

Resolution order (deterministic).

  1. Energy income = empty slots, min 1.
  2. Draw 1 (reshuffle discard into draw if needed). Optional paid draws.
  3. Place any number of cards from hand into empty slots (free).
  4. First roll: pay 1, roll both dice. Placement now locked for the turn.
  5. Derive matches from the current dice per the predicate. Latched slots stay matched.
  6. Optionally reroll (2 each) → return to step 5.
  7. Turn end: every matched slot fires in slot order 1→4. Apply Scorch bonuses, then the card's effect through the damage pipeline. Fired cards go to discard (or hand, under Vayu). Unmatched cards remain on their slots (clog).
  8. Enemy acts. Player Block decays to 0.

Win / lose. Enemy HP ≤ 0 → win. Player HP ≤ 0 → lose.

Starting deck — 10 cards. Hand starts at 5.

Enemy — Betaal Sentinel. HP 70. 4-turn intent cycle, telegraphed 1 turn ahead:

  1. Strike — 8 damage.
  2. Strike — 8 damage.
  3. Cleave — 13 damage.
  4. Guard — gains 10 Block, then Jab for 4 damage. Average 8.25/turn. Player throughput averages ~10/turn, so the fight lands at 8–9 turns.

Player HP 50.

Element legend (UI text).


V02 — Four Braziers (reaction)

Teaching sentence: "Every slot belongs to an element, so where you put a card decides what it does."

Dice.

Slots. 4 braziers, printed with fixed elements that never change: slot 1 = Agni, slot 2 = Jal, slot 3 = Vayu, slot 4 = Prithvi. The wheel is Agni → Jal → Vayu → Prithvi → Agni and the arrow means FEEDS. Across the wheel: Agni↔︎Vayu and Jal↔︎Prithvi. A brazier holds at most 1 card. Placing a card into a brazier costs 0 energy and immediately fixes its pairing (card element vs brazier element). The UI shows a live preview icon of the resulting pairing on every empty brazier before the player commits.

Pairings (this is the element behaviour layer).

Element verbs (fire when that element's brazier resolves).

Resolution selection. The number die names the brazier that resolves at turn end. Blank number = the lowest-index occupied brazier resolves (never nothing). The element die modifies it:

Energy. Income at turn start = 1 + number of Charged braziers (range 1–5). Sinks: first roll 1; each reroll 2 flat; clear a Doused brazier early 1; paid draw 1 → 2 cards; hold a card from resolving 1 (the named brazier does not resolve; the card and its pairing stay). No carry-over.

Reroll. First reroll of each combat is free (turn-1 mercy). Every reroll after that is 2 flat. Rerolls both dice. Resolution is deferred to turn end, so a reroll only changes which brazier resolves and how loud — it does not undo placements, pairings, Charge, Douse, or spent energy.

Resolution order.

  1. Energy = 1 + Charged braziers.
  2. Draw 1. Optional paid draws.
  3. Place cards into empty, non-Doused braziers (previews shown). Placement phase.
  4. First roll: pay 1, roll both. Placement locks.
  5. Optional rerolls at 2.
  6. Turn end: the named brazier resolves — apply pairing multiplier, then STRONG/SWIFT, then the Agni escalation bonus, then the damage pipeline. Apply Charge/Douse. The resolved card leaves to discard (or exhausts, under RUPTURE). Non-resolving braziers keep their cards, pairings and markers.
  7. Enemy acts. Block decays (except standing Block from Prithvi).

Win / lose. Enemy HP ≤ 0 → win. Player HP ≤ 0 → lose.

Starting deck — 10 cards. Hand starts at 5.

Enemy — Betaal Sentinel. HP 70. Cycle: Strike 8 → Strike 8 → Cleave 13 → Guard (10 Block) + Jab 4. One card resolves per turn, but multipliers mean average player output is ~10–12/turn; fight lands at 7–9 turns.

Player HP 50.

Element legend (UI text).


V03 — Twin Wells (track)

Teaching sentence: "Rolling an element fills that element's well, and wells pay for everything you do — but no two wells work the same way."

Prototype adaptation: the source concept scoped wells to the run's two-element pair. This prototype puts all four wells on the board at once so all four verbs are observable in a single fight (C7.3). The run-pair scoping is a shipping decision, not a prototype one.

Dice.

Slots. 4 numbered slots, 1–4, 1 card each, placement free, no overwriting. A slot is a board position; occupying one means the card can be matched and primed.

Match rules.

Wells (the element behaviours — four different physical laws).

Energy. Charge is energy; there is no separate pool. Four visible numbers. Income: +2 to the rolled element's well on every roll, including rerolls; blank element face = +1 to all four wells; +1 to a well for each card of that element that fires. Sinks: reroll 2 charge from any single well (or 1 if paid from Vayu); paid draw 2 charge → 2 cards; voluntarily exhaust a clogged card 1 charge; Jal's and Agni's own spends as listed. Charge can never go negative and can only be spent from a well that holds it.

Reroll. The first roll of the turn is free — but it is not a free lunch, because it commits which well gets filled. Every reroll costs 2 flat (1 from Vayu). Rerolls both dice. A reroll re-derives all locks and primes from the new dice. A reroll does not undo: charge already poured by earlier rolls this turn (it stays), placements (locked once you roll), or spends already made.

Resolution order.

  1. Primed cards check their well: well ≥ 3 → the card fires now, free, and goes to discard. Otherwise the prime is cleared and the card stays.
  2. Draw 1. Optional paid draws.
  3. Place cards into empty slots (free).
  4. First roll (free): both dice. Pour charge. Derive locks and primes. Placement locks.
  5. Optional rerolls at 2 (1 from Vayu) → pour more charge, re-derive locks and primes.
  6. Turn end: locked cards fire in slot order 1→4 and go to discard. New primes recorded. The Vayu well empties to 0. Prithvi thresholds re-evaluate. Unfired cards clog.
  7. Enemy acts. Block decays.

Win / lose. Enemy HP ≤ 0 → win. Player HP ≤ 0 → lose.

Starting deck — 10 cards. Hand starts at 5.

Enemy — Betaal Sentinel. HP 60. Proc rates here are the lowest on the slate (both-match survives), so the enemy is correspondingly gentler. Cycle: Strike 7 → Strike 7 → Cleave 12 → Guard (8 Block) + Jab 4. Average 7.5/turn. With Agni detonations the fight lands at 8–11 turns.

Player HP 50.

Element legend (UI text).


V04 — Painted Ground (verb)

Teaching sentence: "Your rolls paint the four anchors, and each turn every painted anchor runs its card the painted way."

Dice.

Slots. 4 anchors, 1–4. An anchor holds at most 1 card AND carries a paint colour (one of the four elements) or is bare. Paint persists across rerolls and across turns until repainted or scraped. Occupying an anchor means the card will resolve under whatever that anchor's paint says.

Painting. Every roll paints exactly one anchor: the number die picks the anchor, the element die is the colour.

Resolution. At turn end, every anchor that is painted and holds a card resolves that card under the paint's verb, in slot order 1→4. The card's own element is not a gate; if the card's element equals the paint colour the effect is doubled (resonance). An unpainted anchor does nothing. There is no clog penalty — an unpainted card simply waits.

Element behaviours (properties of the anchor, not the card).

Energy. Income at turn start = the number of distinct paint colours currently on the board (0–4), minimum 1. This is the element-interaction pressure: a monochrome board is poor, a four-colour board is rich. Sinks: first roll 1; rerolls escalate 2, then 3, then 4, then 4 flat; scrape an anchor bare 1; paid draw 1 → 2 cards. No carry-over.

Reroll. Rerolls both dice and paints an additional anchor. Paint from earlier rolls this turn is not undone — rerolling is how you build a multicoloured board, not how you retry. A reroll does not undo placements (locked once you roll), scrapes, or spent energy.

Resolution order.

  1. Energy = distinct paint colours on board, min 1.
  2. Draw 1. Optional paid draws.
  3. Place cards into empty anchors (free).
  4. First roll: pay 1. Number picks anchor, element paints it (or scrapes on blank). Placement locks.
  5. Optional rerolls (2, 3, 4, 4…) → each paints another anchor.
  6. Turn end: resolve every painted+occupied anchor in slot order. Apply the paint verb, then resonance doubling if card element = paint colour, then the damage pipeline.
  7. Jal spread: each Flooded anchor paints its right neighbour Jal if bare.
  8. Enemy acts. Block decays.

Win / lose. Enemy HP ≤ 0 → win. Player HP ≤ 0 → lose.

Starting deck — 10 cards. Hand starts at 5.

Enemy — Betaal Sentinel. HP 75. This engine compounds (Scorched escalation, Stone permanence), so the enemy is the toughest of the near-core group. Cycle: Strike 8 → Strike 8 → Cleave 14 → Guard (10 Block) + Jab 5. Average 8.75/turn. Fight lands at 8–10 turns.

Player HP 50.

Element legend (UI text).


V05 — Sangam (reaction)

Teaching sentence: "Each roll pours one element onto one of your cards, and what those two elements do to each other is your turn."

Dice.

Slots. 4 numbered slots, 1–4, 1 card each, placement free, no overwriting. A card in a slot is an ingredient waiting to meet an incoming element.

The wheel (printed on the board, one picture). Vayu → Agni → Prithvi → Jal → Vayu, arrows read as FEEDS. Across the wheel: Vayu↔︎Prithvi and Agni↔︎Jal.

The four outcomes. Compare the incoming element (element die) with the card's element in the named slot:

Board verbs (fire only on FEED).

Blank handling (never nothing). Blank number → the confluence lands on the leftmost occupied slot; if the board is empty, no confluence occurs and you draw 1 instead. Blank element → PURE by default.

Energy. Income at turn start = 2 flat, + 2 per card destroyed by a CLASH last turn. Empty slots pay nothing — this core wants a full board. Sinks: first roll 1; rerolls escalate 1, 2, 3, 4, 5… with no cap; Brace 2 — forces this turn's confluence to resolve as PURE regardless of elements; paid draw 1 → 2 cards. No carry-over.

Reroll. Rerolls both dice. The confluence outcome is previewed live but resolves only once, at the end of the roll phase — so a reroll replaces the pending outcome rather than undoing a resolved one. A reroll does not refund a Brace already paid, does not undo placements (locked once you roll), and does not refund spent energy.

Resolution order.

  1. Energy = 2 + clash refunds from last turn.
  2. Draw 1. Optional paid draws.
  3. Place cards into empty slots (free).
  4. First roll: pay 1, roll both. Placement locks. Preview the outcome.
  5. Optional rerolls (1, 2, 3, 4…) or Brace (2).
  6. Resolve the confluence: apply the outcome multiplier, then the Agni escalation bonus, then the damage pipeline. Apply conversion / destruction / board verb.
  7. Board mutations (conversions, rotations) persist into next turn.
  8. Enemy acts. Block decays (unless Prithvi HOLD is active).

Win / lose. Enemy HP ≤ 0 → win. Player HP ≤ 0 → lose.

Starting deck — 10 cards. Hand starts at 5.

Enemy — Betaal Sentinel. HP 65. Exactly one card resolves per turn (but often at ×2), so the enemy is tuned down. Cycle: Strike 7 → Strike 7 → Cleave 12 → Guard (8 Block) + Jab 4. Average 7.5/turn. Fight lands at 8–11 turns.

Player HP 50.

Element legend (UI text).


V06 — Tide Price (verb)

Teaching sentence: "The element die sets this turn's price rule and the number die says which slot you may pay for."

Dice.

Slots. 4 numbered slots, 1–4. A slot holds 1 card, placed face-up and unfired. Placing costs 0. Occupying a slot means the card is on offer — it can be bought and fired when its slot is opened. Cards carry a printed energy cost.

Tides (the element behaviours).

Energy. Income at turn start = 3 flat, +1 per card that fired last turn (cap +2, so 3–5), plus any Jal carry-over. Sinks: card firing costs (the main sink, tide-adjusted); first roll 1; each reroll 2 flat; swap a placed card back to hand 1; paid draw 1 → 2 cards. Energy is lost at turn end except under Jal (carry) and Prithvi (converts to Block).

Reroll. Rerolls both dice, changing both the open slot and the tide. Cost 2 flat. A reroll does not undo a card already fired this turn, does not refund the energy or HP already paid for it, and does not return a card that already left its slot.

Resolution order.

  1. Energy income = 3 + (cards fired last turn, cap 2) + Jal carry-over.
  2. Draw 1. Optional paid draws.
  3. Place cards from hand into empty slots (free).
  4. First roll: pay 1, roll both. The number opens one slot; the element sets the tide. Placement locks (except under Vayu).
  5. Optionally pay the open card's tide-adjusted cost to fire it. The effect resolves immediately through the damage pipeline. Fired cards go to discard (or stay, under Prithvi).
  6. Optionally reroll (2) → return to step 4's outcome with new dice, and you may fire again. Repeat while energy lasts.
  7. Turn end: Prithvi converts leftover energy to Block; Jal carries it over; otherwise it is lost.
  8. Enemy acts. Block decays.

Win / lose. Enemy HP ≤ 0 → win. Player HP ≤ 0 → lose.

Starting deck — 10 cards. Hand starts at 5.

Enemy — Betaal Sentinel. HP 70. Cycle: Strike 8 → Strike 8 → Cleave 13 → Guard (10 Block) + Jab 4. Average 8.25/turn. Player output ~9–11/turn (Blood Tide spikes to 18). Fight lands at 7–10 turns.

Player HP 50.

Element legend (UI text).


V07 — One Wick (track)

Teaching sentence: "One meter, one colour — the die paints the colour, and every card of that colour on the board fires at once."

Dice.

The Wick. One visible meter under the board: a number (charge) and a colour. It is the only energy in the game. Rolling the element die repaints the Wick to the rolled colour and adds +2 charge. Paying 2 charge holds the colour (refuses the repaint; the +2 charge is still gained).

Slots. 4 numbered slots, 1–4, 1 card each. A slot is a board position. You may only place into the slot the number die names this turn. Cards wait in their slots indefinitely — there is no clog penalty; a card simply waits for its colour.

Resolution. At the end of the turn, every card whose element equals the Wick's colour fires, in slot order 1→4, and goes to discard. A colourless Wick fires nothing but preserves everything.

Colour laws (the element behaviours — how each element owns the meter).

Energy. The Wick is energy. Income: +2 on every roll, in the rolled colour; +1 colourless per empty slot at turn start; +1 per card that fires. Sinks: reroll 2 (free under Vayu, 3 under Prithvi); hold the colour 2 (the signature spend); the current colour's own spend list; paid draw 2 charge → 2 cards; exhaust the named slot's card 1.

Reroll. First roll of the turn is free. Rerolls cost 2 flat (Vayu free, Prithvi 3) and roll both dice — a reroll therefore repaints the Wick again and names a different accessible slot. It is never a neutral retry: you are gambling the colour you already own. A reroll does not undo charge already gained, spends already made, or cards already placed this turn.

Resolution order.

  1. The Wick decays or grows per its current colour (Agni +1, Vayu halves rounded down, Prithvi floors at 3, Jal static).
  2. Draw 1. Optional paid draws.
  3. First roll (free): the element repaints the Wick and adds +2; the number names the accessible slot.
  4. Choose: accept the repaint, or pay 2 to hold the previous colour.
  5. Place into the named slot only (free). Spend charge on the current colour's actions.
  6. Optionally reroll (2 / free / 3) → return to step 3.
  7. Turn end: every card whose element equals the Wick's colour fires in slot order and goes to discard. Gain +1 charge per card fired.
  8. Enemy acts. Block decays (except Prithvi's persistent Block).

Win / lose. Enemy HP ≤ 0 → win. Player HP ≤ 0 → lose.

Starting deck — 10 cards. Hand starts at 5. Card numbers are deliberately small because resolution is colour-wide and can fire 3 cards at once.

Enemy — Betaal Sentinel. HP 75. Cascades make the average high and spiky. Cycle: Strike 8 → Strike 8 → Cleave 14 → Guard (10 Block) + Jab 5. Average 8.75/turn. Player output averages ~11/turn with hard spikes on a matching cascade. Fight lands at 7–10 turns.

Player HP 50.

Element legend (UI text).


V08 — Fuse Line (reaction)

Teaching sentence: "Line your cards up so each one feeds the next, then roll to see where the spark lands."

Dice.

Slots. 4 slots in a row, 1–4, left to right, 1 card each. A slot is a link in a fuse. Occupying one means the card is part of the line and can be walked through. Before the first roll of a turn you may place into empty slots and rearrange placed cards freely, for free.

The wheel (printed once on the board). Vayu → Agni → Prithvi → Jal → Vayu, arrows read as FEEDS. Across the wheel: Agni↔︎Jal, Vayu↔︎Prithvi.

The walk. Spark enters at the slot named by the number die carrying the element named by the element die. Loop: evaluate the relation against the card in the current slot, apply the result, and if it was FEEDS/SAME advance one slot right and repeat. The walk also stops at slot 4 or at an empty slot.

Element behaviours (properties of a link the chain passes through).

Energy. Income at turn start = 1 base + 1 per card that resolved in last turn's chain (cap 6). Chains pay for themselves. Sinks: each reroll 2; pull a clogged card off the line back to hand 1; paid draw 1 → 2 cards. Rearranging before the first roll is free. No carry-over.

Reroll. The first roll of the turn is free — you always get one spark. Every reroll is a flat 2. Both dice always reroll together; you cannot keep the number and re-spin the element. Resolution happens once, after the roll phase ends, so a reroll replaces the pending walk rather than undoing a resolved one. A reroll does not undo placements or rearrangements (both lock on the first roll) or refund spent energy.

Resolution order.

  1. Energy = 1 + last turn's chain length (cap 6).
  2. Draw 1. Optional paid draws.
  3. Place into empty slots and rearrange placed cards freely (free).
  4. First roll (free). Placement and arrangement lock. The pending chain is previewed.
  5. Optional rerolls at 2 each → the pending chain is recomputed.
  6. The chain resolves, walking left to right from the entry slot. Apply each link's relation, the Agni escalation multiplier, then the damage pipeline. Resolved cards go to discard, except Prithvi links (stay) and OPPOSED cards (stay).
  7. Enemy acts. Block decays (except Prithvi Block).

Win / lose. Enemy HP ≤ 0 → win. Player HP ≤ 0 → lose.

Starting deck — 10 cards. Hand starts at 5.

Enemy — Betaal Sentinel. HP 70. Chains are spiky: a 4-link chain with two Agni links can exceed 30. Cycle: Strike 8 → Strike 8 → Cleave 13 → Guard (10 Block) + Jab 4. Average 8.25/turn. Fight lands at 7–10 turns.

Player HP 50.

Element legend (UI text).


V09 — Their Dice (wildcard)

Teaching sentence: "The enemy shows you where and how it will strike — put a card there to turn its blow into your effect."

Dice (still exactly 2 — they simply belong to the enemy). Both are rolled face-up at the end of every turn as the enemy's declaration for next turn, and both remain in state and on screen at all times.

Slots. 4 numbered slots, 1–4, 1 card each. A slot is a place the enemy can hit. Occupying one means: if that slot is struck, your card fires (that is your counter) and its Block value absorbs the incoming blow. First placement each turn is free; each additional placement costs 1 energy.

Resolution. There is no match condition. The card occupying the struck slot resolves 100% of the time, and the struck element's verb resolves with it. Cards in unstruck slots wait; they are never dead, because the strike walks the board over time. Clog does not exist.

Element behaviours (the blow's material).

Damage exchange. The enemy's blow damage is its intent number. If the struck slot holds a card with Block, that Block absorbs the blow first and the remainder hits the player. If the struck slot holds an attack card, the attack fires at the enemy and the full blow hits the player (a trade). An empty struck slot means the full blow hits the player and nothing fires.

Energy. Income at turn start = 1 + number of empty slots (range 1–5), visible on the board. Sinks: force the enemy to reroll its declared intent 2, and 4 for a second forcing in the same turn; each placement after the first free one 1; pull a card off a slot back to hand 1; paid draw 1 → 2 cards. No carry-over.

Reroll. The player never rerolls their own outcome — the reroll action forces the enemy to reroll its declared intent, both dice together. Cost 2, then 4 for a second forcing that turn, hard-bounded by income. It is a genuine gamble in both directions: you may replace a survivable strike with a lethal one. A forcing does not undo placements made this turn (you may re-place afterwards, paying the normal placement price), does not refund energy, and cannot be taken back once the new declaration is shown.

Resolution order.

  1. Read the enemy's declaration (rolled face-up at the end of last turn).
  2. Energy income = 1 + empty slots.
  3. Draw 1. Optional paid draws.
  4. Place cards (first free, then 1 each).
  5. Optionally force a reroll of the intent (2, then 4). You may then re-place.
  6. Resolve, in this order: Vayu slide (if Vayu) → the struck card fires (and adjacent/hopped cards per the verb) → the element verb's remaining effects → the enemy's blow damage is applied, reduced by any Block from the struck slot.
  7. Cards exit per the verb (discard by default; exhaust under Agni; hand under Vayu; stay under Prithvi).
  8. The enemy rolls its next declaration face-up.

Win / lose. Enemy HP ≤ 0 → win. Player HP ≤ 0 → lose.

Starting deck — 10 cards. Hand starts at 5.

Enemy — Betaal Sentinel. HP 70. Blow damage on a 4-turn cycle, always declared one turn ahead: 8 → 8 → 13 → 5 (on the 4th it also gains 10 Block before striking). Average 8.5/turn before Block. Because the player always knows the target slot, mitigation is high, so the enemy hits harder than its counterparts on paper. Fight lands at 8–10 turns.

Player HP 50.

Element legend (UI text).


V10 — The Written Die (wildcard)

Teaching sentence: "Your cards are written on the four faces of the die — roll it, and whatever face comes up happens."

Dice.

Slots. The countable unit is the 4 value faces of the number die (C3.5: four, never more). "Playing a card into slot 3" means inscribing that card onto face 3. A face holds at most 1 card. The first inscription each turn is free; each further inscription that turn costs 1 energy. An engraved face (see Prithvi) cannot be overwritten.

Resolution. Roll both dice. The element verb resolves first, then the landed face fires its inscribed card. If the landed face is blank or unwritten, nothing fires but the element verb still resolves against the whole die. There is no turn in which the dice did nothing.

Element behaviours (the element die edits the number die).

Energy. Income at turn start = 2 + the number of faces that cleared last turn, where a face "clears" when its card leaves it (to discard, exhaust, or hand). Range 2–6, printed beside the die. Sinks: inscriptions beyond the first each turn 1 each; TILT 1 each; reroll both dice 2, then 4; clear an engraving 2; paid draw 1 → 2 cards. No carry-over.

Reroll. The first roll of the turn is free. Rerolls cost 2, then 4, and roll both dice. Resolution occurs once per turn, after the roll phase, so a reroll replaces the pending outcome rather than undoing a resolved one. A reroll does not undo tilts (they last the turn), inscriptions (they stay written), engravings, or spent energy — and a tilt is deliberately the cheaper, plannable alternative to a reroll.

Resolution order.

  1. Energy = 2 + faces cleared last turn.
  2. Draw 1. Optional paid draws.
  3. Inscribe cards onto free, unengraved faces (first free, then 1 each).
  4. Optionally tilt element-die faces (1 each).
  5. First roll (free): both dice.
  6. Optionally reroll (2, then 4) → return to step 5.
  7. Resolve: the element verb applies to the die, then the landed face fires its card through the damage pipeline.
  8. Cards exit per the verb (discard by default; exhaust under Agni; hand under Vayu; stay under Prithvi).
  9. Enemy acts. Block decays.

Win / lose. Enemy HP ≤ 0 → win. Player HP ≤ 0 → lose.

Starting deck — 10 cards. Hand starts at 5. Card numbers are the largest on the slate because at most one card fires per turn (twice under Agni).

Enemy — Betaal Sentinel. HP 70. Throughput is thin and blank faces cost whole turns, so the enemy is the gentlest on the slate. Cycle: Strike 7 → Strike 7 → Cleave 12 → Guard (8 Block) + Jab 4. Average 7.5/turn. Player output ~10/turn with Agni and Prithvi engines pushing higher. Fight lands at 8–11 turns.

Player HP 50.

Element legend (UI text).


Changelog