Example of Play (With Dice System)

Church of Absolution vs Dwarven Clans - Complete 5-Turn Walkthrough

Version: 1.0 | Last Updated: October 11, 2025

Scenario: Arena Scenario #1 - The Proving Grounds

Players: Alice (Church) vs Bob (Dwarves)

Updated: October 11, 2025 - Now includes dice mechanics (Attack Dice, Defense Dice)

This walkthrough demonstrates 5 complete turns of gameplay, showing:

Note: Turn 3 features a detailed dice combat example showing how Attack Dice and Defense Dice interact with the existing card system.

Initial Setup

Alice (Church of Absolution)

Casket: Church Medium Frame

SP Maximum: 5

Heat Capacity: 6 (Strain check at 5+)

Starting HP: 30 cards (example)

Deck: "Martyr's Fury" (Holy Pistol + Righteous Fury + Crusader's Vow)

Deployment: Forest hex (2,2) - top-left corner

Facing: Southeast (toward center)

Opening Hand (6 cards, drawn after shuffle):

  1. Desperate Lunge (Movement, 1 SP)
  2. Quick Shot (Attack, 1 SP, Range 3)
  3. Faithful Thrust (Attack, 2 SP, Melee)
  4. Blood Offering (Buff, 0 SP, discard 2 cards)
  5. Brace for Impact (Reactive, 0 SP, reduce dmg by 2)
  6. Emergency Vent (Heat, 2 SP, remove 3 Heat)

Current State: HP: 30/30 | SP: 5/5 | Heat: 0 | Hand: 6 cards | Righteous Fury counter: 0 kills

Bob (Dwarven Clans)

Casket: Dwarven Forge Walker

SP Maximum: 5

Heat Capacity: 6

Starting HP: 32 cards (Stone Endurance passive)

Deck: "Immovable Wall" (Siege Shield + Stone Endurance + Runic Overcharge)

Deployment: Rubble hex (11,11) - bottom-right corner

Facing: Northwest (toward center)

Opening Hand (6 cards, drawn after shuffle):

  1. Rune of Protection (Buff, 2 SP, gain 1 Rune Counter)
  2. Crushing Blow (Attack, 2 SP, Melee, 4 dmg armor-piercing)
  3. Shield Wall (Defense, 2 SP, +3 Defense)
  4. Advance (Movement, 2 SP, move 2 + gain +2 Defense)
  5. Breathe the Core (Heat, 0 SP, remove 1 Heat)
  6. Survey the Field (Utility, 1 SP, draw 1 discard 1)

Current State: HP: 32/32 | SP: 5/5 | Heat: 0 | Hand: 6 cards | Rune Counters: 0

Turn 1: Alice (Church)

Phase 1: Refresh

Phase 2: Action Phase

Alice's Thoughts: "I need to close distance quickly. The map center has elevation advantage. I'll rush toward Elevation 1 using Desperate Lunge, then position for ranged harassment."

Action 1: Play Desperate Lunge (1 SP)

Action 2: Move (1 SP)

Action 3: Move (1 SP)

Alice considers attacking: "Bob is at (11,11), that's 8 hexes away (LONG RANGE). Quick Shot has Range 3 (CLOSE). Out of range. I'll pass."

Phase 3: Draw Phase

New cards drawn:

  1. Overextend (Movement, 2 SP, move 3 gain 2 Heat)
  2. Righteous Cleave (Attack, 3 SP, Melee, 5 dmg + 2 splash)

Phase 4: End Turn

Alice's End State: Position: (6,5) | HP: 30/30 | SP: 2/5 | Heat: 0 | Hand: 6 cards

Turn 1: Bob (Dwarves)

Phase 1: Refresh

Phase 2: Action Phase

Bob's Thoughts: "Alice is rushing the center. I need to set up defensive buffs early. I'll play Rune of Protection for damage reduction, then advance toward the central elevation slowly."

Action 1: Play Rune of Protection (2 SP)

Action 2: Move (2 SP)

Action 3: Play Survey the Field (1 SP)

Bob's Thoughts: "Perfect draw. Next turn I'll use Runic Overcharge to stack Rune Counters to 3, then activate Shield Wall. Alice won't break through."

Phase 3: Draw Phase

New card drawn:

  1. Earthshaker (Attack, 4 SP, Melee, 5 dmg + 2 splash + push)

Phase 4: End Turn

Bob's End State: Position: (10,10) - Rubble (+1 Defense from terrain) | HP: 32/32 | SP: 0/5 | Heat: 1 | Hand: 6 cards | Rune Counters: 1 (damage reduction -4)

Turn 2: Alice (Church)

Phase 1: Refresh

Phase 2: Action Phase

Alice's Thoughts: "Bob is stacking defensive buffs. I need to close to Melee range and attack from his rear arc for +2 damage before he becomes unkillable. I'll use Overextend to rush in."

Action 1: Play Overextend (2 SP)

Action 2: Play Quick Shot (1 SP)

Combat Resolution:

  1. LOS Check: Clear line of sight ✓
  2. Range Check: 3 hexes = CLOSE RANGE ✓
  3. Calculate Damage:
    • Base damage: 2 (Quick Shot)
    • Facing: Alice is in Bob's FRONT arc (+0 dmg)
    • Total damage: 2
  4. Defense Modifiers:
    • Bob's Rune Counters: -4 damage
    • Bob's terrain (Rubble): +1 Defense (reduces damage by 1)
    • Total reduction: -5 damage
  5. Final Damage: 2 - 2 = 0 damage (minimum 1)

Minimum Damage Rule: All attacks deal at least 1 damage

Bob takes 1 damage: Discard top 1 card from deck

Bob's Discarded Card: Breathe the Core (Universal, not Primary Weapon)

Alice's Thoughts: "Barely scratched him. Those Rune Counters are brutal. Next turn I need to use Blood Offering for +3 damage to punch through his armor."

Phase 3: Draw Phase

New cards drawn:

  1. Divine Judgment (Attack, 4 SP, 6-8 dmg execute)
  2. Martyrdom Protocol (Reactive, 0 SP, redirect ally damage)

Phase 4: End Turn

Alice's End State: Position: (9,8) | HP: 30/30 | SP: 2/5 | Heat: 2 | Hand: 6 cards

Turn 2: Bob (Dwarves)

Phase 1: Refresh

Phase 2: Action Phase

Bob's Thoughts: "Alice hit me for only 1 damage thanks to Rune Counters. Now I'll stack to 3 Rune Counters using Runic Overcharge, activate Shield Wall, and become nearly invincible."

Action 1: Play Runic Overcharge (3 SP)

Action 2: Play Shield Wall (2 SP)

Bob's Thoughts: "I'm a fortress. Alice's attacks will barely touch me. Next turn I'll counter-attack."

Phase 3: Draw Phase

New cards drawn:

  1. Iron Bulwark (Reactive, 0 SP, reduce dmg by 3 gain 1 Heat)
  2. Unbreakable (Reactive, 0 SP, prevent 1 Component Damage gain 1 Heat)

Phase 4: End Turn

Bob's End State: Position: (10,10) - Rubble | HP: 31/32 (took 1 damage) | SP: 0/5 | Heat: 3 | Hand: 6 cards | Rune Counters: 3 | Shield Wall active: +3 Defense, cannot attack

Total Damage Reduction: 12 (Rune: 3 counters × 4) + 3 (Shield Wall) + 1 (Rubble) = -16 damage

Turn 3: Alice (Church) - The Combo

Phase 1: Refresh

Phase 2: Action Phase

Alice's Thoughts: "Bob has SEVEN damage reduction. My strongest attack won't scratch him. I need Blood Offering (+3 dmg, ignore 1 Armor) + rear arc (+2 dmg) to break through."

Action 1: Play Blood Offering (0 SP)

Action 2: Move to Rear Arc (2 SP)

Action 3: Move (2 SP)

Alice is now in Bob's REAR ARC

Action 4: Play Faithful Thrust (2 SP, -1 from Crusader's Vow = 1 SP)

Combat Resolution (With Dice):

Step 1: Calculate To-Hit Number

Step 2: Roll Attack Dice (Alice rolls 2d6 Attack Dice)

Step 3: Calculate Damage:

Step 4: Roll Defense Dice (Bob rolls 12 Defense Dice)

Step 5: Apply Defense Modifiers:

Final Damage: 7 - 14 = 0 damage (minimum 1)

Bob takes 1 damage (minimum damage rule)

Bob chooses to discard (2 cards: chooses 1 from hand + 1 from deck):

Bob's Discarded Cards:

  1. Advance (Secondary - Siege Shield)
  2. Crushing Blow (Primary Weapon - Runic Warhammer) ← COMPONENT DAMAGE

Component Damage Check:

Component Damage Warning:

Bob's Right Arm is at 2/3 Component Damage - one more hit to a Primary Weapon and his arm will be destroyed!

Bob's Reaction: "That was close! My arm is barely holding together. One more hit like that and I'm done."

Phase 3: Draw Phase

Phase 4: End Turn

Alice's End State: Position: (11,10) - Bob's rear | HP: 28/30 (discarded 2 for Blood Offering) | SP: 0/5 | Heat: 2 | Hand: 6 cards

Turn 4: Bob (Dwarves) - Counterattack

Phase 1: Refresh

Phase 2: Action Phase

Bob's Thoughts: "Alice got behind me and landed a hit. I need to turn around and punish her for that rear arc attack. Crushing Blow will hurt."

Bob's Current State: Position: (10,10) | HP: 26/32 | SP: 5/5 | Heat: 1 | Hand: 6 cards | Rune Counters: 3 | Facing: NW (Alice is in his rear arc at 11,10)

Action 1: Turn Around (Free Action)

Action 2: Play Crushing Blow (2 SP)

Combat Resolution (With Dice):

Step 1: Calculate To-Hit Number

Step 2: Roll Attack Dice (Bob rolls 2d6 Attack Dice)

Step 3: Calculate Damage:

Step 4: Roll Defense Dice (Alice rolls 5 Defense Dice)

Step 5: Apply Defense Modifiers:

Alice takes 5 damage + 2 component:

Action 3: Play Rune of Protection (2 SP)

Bob's Thoughts: "I'll save my last SP. With 4 Rune Counters, I'm reducing all incoming damage by 4. Let's see her break through that."

Phase 3: Draw Phase

New cards drawn:

  1. Runic Overload (Attack, 3 SP, spend all Rune Counters for massive damage)
  2. Stone Skin (Defense, 2 SP, +2 Defense permanent until damaged)

Phase 4: End Turn

Bob's End State: Position: (10,10) | HP: 26/32 | SP: 1/5 | Heat: 1 | Hand: 6 cards | Rune Counters: 4 | Facing: SE (toward Alice) | Right Arm Component Damage: 2/3

Turn 4: Alice (Church) - Response

Phase 1: Refresh

Phase 2: Action Phase

Alice's Thoughts: "Bob hit me hard. He's stacking Rune Counters - up to 4 now! That's -4 damage reduction. I need to either break his defense or heal up. I'll retreat and use a different angle next turn."

Alice's Current State: Position: (11,10) | HP: 23/30 | SP: 5/5 | Heat: 3 | Hand: 6 cards | Right Arm Component Damage: 1

Action 1: Play Brace for Impact (Reactive from earlier turn) - Wait, this was already played

Action 1: Retreat (1 SP)

Action 2: Play Quick Shot (1 SP)

Combat Resolution (With Dice):

Step 1: To-Hit Number

Step 2: Roll Attack Dice (Alice rolls 2d6)

Attack misses! No damage dealt.

Alice's Thoughts: "Damn. The shot went wide. I need to reposition for Turn 5."

Action 3: Pass

Phase 3: Draw Phase

Phase 4: End Turn

Alice's End State: Position: (10,9) | HP: 23/30 | SP: 3/5 | Heat: 3 | Hand: 6 cards | Right Arm Component Damage: 2/3

Turn 5: Alice (Church) - Climax

Phase 1: Refresh

Phase 2: Action Phase

Alice's Current State: HP: 23/30 (28 - 5 damage = 23 cards) | Right Arm Component Damage: 2/3

Bob's Current State: HP: 26/32 | Right Arm Component Damage: 2/3

Alice's Thoughts: "Both of us are at 2/3 Component Damage. Whoever lands the next big hit wins. I have Divine Judgment (6-8 dmg execute). If I can force Bob to discard 3+ cards with at least 1 Primary Weapon, his Right Arm is destroyed and he can't fight back."

Action 1: Play Divine Judgment (4 SP)

Combat Resolution:

  1. Calculate Damage:
    • Base damage: 6
    • Facing: Front arc (+0)
    • Total: 6 damage
  2. Defense Modifiers:
    • Bob's Rune Counters: -3
    • Total reduction: -3
  3. Final Damage: 6 - 3 = 3 damage

Bob takes 3 damage: Discard top 3 cards

Bob's Discarded Cards:

  1. Earthshaker (Primary Weapon) ← COMPONENT DAMAGE
  2. Shield Wall (Secondary)
  3. Desperate Lunge (Universal)

Component Damage Check: 1 Primary Weapon card discarded

Right Arm Destruction Effect:

Bob must discard all Primary Weapon cards from hand immediately

Bob's hand contains:

Bob discards 4 Primary Weapon cards from hand

Bob's Thoughts: "My Right Arm is destroyed. I can't use any Runic Warhammer attacks. I'm defenseless. This is over."

Alice's Thoughts: "YES! Bob can't attack anymore. I just need to chip away the remaining 23 HP over the next few turns."

Phase 3: Draw Phase

Phase 4: End Turn

Alice's End State: Position: (9,8) | HP: 23/30 | Right Arm Component Damage: 2/3

Outcome Projection

Current State:

Next 5-8 Turns:

  1. Bob can only play Universal cards (movement, Heat management) and Secondary Equipment (Siege Shield)
  2. Bob will turtle with Shield Wall, but cannot deal damage back
  3. Alice will chain attacks (Quick Shot, Faithful Thrust if she draws more)
  4. Bob's deck will reshuffle first, adding 1 Damage card
  5. Alice systematically reduces Bob to 0 HP

Victor: Alice (Church of Absolution)

Victory Method: Component destruction (Right Arm) → inability to counter-attack → slow attrition death

Estimated Turns to Victory: Turn 10-12

Key Lessons from This Game

1. Component Destruction is Devastating

2. Blood Offering (Self-Harm Mechanic) is Powerful

3. Facing Modifiers Matter

4. Rune Counters Delay but Don't Prevent Death

5. SP Economy: Safe Zone vs Danger Zone

6. Armor-Piercing Counters Defensive Builds

7. Death Spiral Didn't Trigger (Yet)

What Could Bob Have Done Differently?

Mistake 1: Didn't Use Unbreakable

Mistake 2: Moved Away Turn 3

Mistake 3: Didn't Stack Armor Early

Status: Example Complete

Playtest Status: Ready for Table Play

Estimated Learning Time: 2-3 games to master core mechanics

Estimated Game Length: 45-60 minutes (first game), 30-45 minutes (experienced)