V01 — House Rules · combat variant prototype

"The element die decides what counts as a match this turn; the number die is the number."
Turn 1 Energy 0

Rules

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

You always roll exactly two dice: a number die (1–4 or blank) and an element die (Agni, Jal, Vayu, Prithvi, or blank). Place cards into the 4 slots for free, then pay 1 energy for the first roll. Rerolls cost 2 and reroll both.

At turn end every matched slot fires in order 1→4. Unmatched cards stay stuck on their slot (clog) and keep their Scorch into later turns; pay 1 energy to Exhaust a clogged card off its slot.

Then the enemy acts and your Block decays. Energy each turn = your empty slots (minimum 1), never carried over. Kill the Betaal Sentinel before it kills you.

Element Legend

  • AGNI Threshold: every slot at or above the number matches. Lower slots gain Scorch (+1 damage/block each, cap 4).
  • JAL Mirror: the opposite slot matches (1↔4, 2↔3). Firing applies Weak to the enemy.
  • VAYU Neighbours: the slots either side of the number match — not the number's own slot. Fired cards return to hand, and you draw 1.
  • PRITHVI Latch: the number's slot matches and stays matched through every reroll this turn.
  • BLANK Calm: the number's slot matches, plainly.
  • AKASHA Void: not on the die. Clears all Scorch and latches; every slot still occupied when the turn resolves fires at half effect, however late you filled it.
Blank number die: N = the lowest-index occupied slot. If the board is empty, nothing matches and you draw 1.

You

Block 0

Betaal Sentinel

Block 0 Weak 0 turns left
Intent:

Dice (always exactly 2)

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Number die
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Element die

Slots (exactly 4, never more)

Hand

Combat Log