Goal: drop the Sentinel to 0. It has 45 HP. You have 50.
The dice are the enemy’s. It rolls them face-up one turn early and tells you exactly where it will hit.
Energy = 1 + your empty slots. It does not carry over.
First card each turn free · after that 1 · take a card back 1 · draw 2 cards 1 ·
force the enemy to reroll 2, then 4.
A blank number means the blow skips your board and hits you for 4 extra.