V06 — TIDE PRICE

Firing is a purchase, not a lottery. Every price is printed on every card, always.

Rules

“The element die sets this turn's price rule and the number die says which slot you may pay for.”

Each turn you gain 3 energy (+1 per card fired last turn, max +2). Place cards free into the 4 slots. Other pre-roll sinks: paid draw 1 → 2 cards, and swap a slot card back to hand for 1. Pay 1 to roll both dice. The number die (1–4, or blank = lowest occupied slot) opens exactly one slot — if that slot is empty the roll is dead and you must reroll. The element die sets the TIDE, which rewrites every price on the board. Pay the open card's tide price to buy and fire it — one purchase per roll, Shunya included. Reroll for 2 for a new slot + tide and another purchase. A card matching the tide costs 1 less. Kill the Betaal Sentinel (70 HP) before it kills you (50 HP).

Element Legend — what each tide DOES

AGNI — Blood Tide: pay costs in HP, not energy (unblockable). Damage you deal is doubled — Block gained is NOT.
JAL — Ebb Tide: firing refunds its cost; leftover energy carries to next turn (cap 6) and Weakens the enemy (cap Weak 3).
VAYU — Slack Tide: everything is free, but each firing — Shunya included — discards 1 random card and draws 1. Placement does not lock.
PRITHVI — High Tide: everything costs 1 more; leftover energy becomes Block; a fired card stays in its slot (Shunya excepted — it always exhausts).
BLANK — Neap Tide: prices as printed.
MATCHING: a card whose element is the tide costs 1 less (before High Tide's +1).
AKASHA — No Tide: Shunya ignores the tide completely — always FREE, always 12 damage (never doubled), fired from hand or from the open slot, and it always exhausts. It obeys the one-purchase-per-roll rule like any other card.

Piles

Betaal Sentinel
INTENT →
ACTIVE TIDE
— NO ROLL YET —
Prices are as printed until you roll.
ENERGY
0
You

Dice — always exactly 2

Number d4
Element

Slots (max 4)

Hand — prices shown at the current tide

Combat Log