Example of Play (With Dice System)
Church of Absolution vs Dwarven Clans - Complete 5-Turn Walkthrough
Updated: October 11, 2025 - Now includes dice mechanics (Attack Dice, Defense Dice)
This walkthrough demonstrates 5 complete turns of gameplay, showing:
- SP economy and decision-making
- To-hit rolls with Attack Dice (2d6 custom dice)
- Defense rolls with Defense Dice (1d6 per damage)
- Component damage tracking (including Critical symbols)
- Heat management and Strain checks
- Reactive card usage
- Death spiral mechanics
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):
- Desperate Lunge (Movement, 1 SP)
- Quick Shot (Attack, 1 SP, Range 3)
- Faithful Thrust (Attack, 2 SP, Melee)
- Blood Offering (Buff, 0 SP, discard 2 cards)
- Brace for Impact (Reactive, 0 SP, reduce dmg by 2)
- 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):
- Rune of Protection (Buff, 2 SP, gain 1 Rune Counter)
- Crushing Blow (Attack, 2 SP, Melee, 4 dmg armor-piercing)
- Shield Wall (Defense, 2 SP, +3 Defense)
- Advance (Movement, 2 SP, move 2 + gain +2 Defense)
- Breathe the Core (Heat, 0 SP, remove 1 Heat)
- 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
- Restore SP: 5/5 (already full, first turn)
- Heat check: 0 Heat (no Strain check needed)
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)
- Cost: 1 SP
- Effect: Move up to 2 hexes in straight line
- Movement: (2,2) → (3,3) → (4,4) [Clear ground]
- SP Remaining: 4/5
Action 2: Move (1 SP)
- Cost: 1 SP per hex (clear ground)
- Movement: (4,4) → (5,5) [Clear ground]
- SP Remaining: 3/5
Action 3: Move (1 SP)
- Cost: 1 SP
- Movement: (5,5) → (6,5) [Clear ground]
- SP Remaining: 2/5
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."
- Pass turn
- SP Remaining: 2/5 (unspent)
Phase 3: Draw Phase
- Current hand: 4 cards (played 2)
- Draw: 2 cards from deck
- New hand size: 6 cards
New cards drawn:
- Overextend (Movement, 2 SP, move 3 gain 2 Heat)
- Righteous Cleave (Attack, 3 SP, Melee, 5 dmg + 2 splash)
Phase 4: End Turn
- Remove temporary effects: None
- Bob's turn begins
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
- Restore SP: 5/5
- Heat check: 0 Heat (no check)
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)
- Cost: 2 SP
- Effect: Gain 1 Rune Counter, +1 Heat
- SP Remaining: 3/5
- Heat: 0 → 1
- Rune Counters: 0 → 1 (reduce all damage by 4)
Action 2: Move (2 SP)
- Cost: 2 SP (Rubble is difficult terrain)
- Movement: (11,11) → (10,10) [Rubble]
- SP Remaining: 1/5
Action 3: Play Survey the Field (1 SP)
- Cost: 1 SP
- Effect: Draw 1 card, discard 1 card
- Draw: Runic Overcharge (Tactic, 3 SP, gain 2 Rune Counters + 2 Heat)
- Discard: Breathe the Core (don't need Heat management yet)
- SP Remaining: 0/5
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
- Current hand: 5 cards (played 2, drew 1, discarded 1)
- Draw: 1 card from deck
- New hand size: 6 cards
New card drawn:
- Earthshaker (Attack, 4 SP, Melee, 5 dmg + 2 splash + push)
Phase 4: End Turn
- Remove temporary effects: None
- Alice's turn begins
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
- Restore SP: 5/5
- Heat check: 0 Heat (no check)
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)
- Cost: 2 SP
- Effect: Move up to 3 hexes, gain 2 Heat
- Movement: (6,5) → (7,6) → (8,7) → (9,8) [approaching center]
- SP Remaining: 3/5
- Heat: 0 → 2
Action 2: Play Quick Shot (1 SP)
- Cost: 1 SP
- Target: Bob at (10,10)
- Range: 3 hexes (CLOSE RANGE, within Quick Shot's range 3) ✓
- Attack Declared
Combat Resolution:
- LOS Check: Clear line of sight ✓
- Range Check: 3 hexes = CLOSE RANGE ✓
- Calculate Damage:
- Base damage: 2 (Quick Shot)
- Facing: Alice is in Bob's FRONT arc (+0 dmg)
- Total damage: 2
- Defense Modifiers:
- Bob's Rune Counters: -4 damage
- Bob's terrain (Rubble): +1 Defense (reduces damage by 1)
- Total reduction: -5 damage
- 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)
- Component Damage Check: 0 Primary Weapon cards discarded → No Component Damage
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
- Current hand: 4 cards
- Draw: 2 cards
- New hand size: 6 cards
New cards drawn:
- Divine Judgment (Attack, 4 SP, 6-8 dmg execute)
- 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
- Restore SP: 5/5
- Heat check: 1 Heat (below 5, no check)
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)
- Cost: 3 SP
- Effect: Gain 2 Rune Counters, +2 Heat
- SP Remaining: 2/5
- Heat: 1 → 3
- Rune Counters: 1 → 3 (reduce all damage by 12 total: 3 counters × 4 damage each)
Action 2: Play Shield Wall (2 SP)
- Cost: 2 SP
- Effect: +3 Defense until next turn, cannot attack while active
- SP Remaining: 0/5
- Defense: +3 (Shield Wall) + 1 (Rubble) + 12 (Rune Counters: 3 × 4) = +16 total damage reduction
Bob's Thoughts: "I'm a fortress. Alice's attacks will barely touch me. Next turn I'll counter-attack."
Phase 3: Draw Phase
- Current hand: 4 cards (played 2)
- Draw: 2 cards
- New hand size: 6 cards
New cards drawn:
- Iron Bulwark (Reactive, 0 SP, reduce dmg by 3 gain 1 Heat)
- 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
- Restore SP: 5/5
- Heat check: 2 Heat (below 5, no check)
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)
- Cost: 0 SP
- Effect: Discard 2 cards from hand, next attack +3 dmg and ignore 1 Armor
- Discard: Martyrdom Protocol, Emergency Vent
- SP Remaining: 5/5
- Buff Active: Next attack +3 damage, ignore 1 Armor
- Hand: 6 → 4 cards
- HP: 30 → 28 cards (self-harm mechanic)
Action 2: Move to Rear Arc (2 SP)
- Cost: 2 SP (Water difficult terrain)
- Movement: (9,8) → (10,9) [Water, Bob's side]
- SP Remaining: 3/5
Action 3: Move (2 SP)
- Cost: 2 SP (Water)
- Movement: (10,9) → (11,10) [Bob's rear hex]
- SP Remaining: 1/5
Alice is now in Bob's REAR ARC
Action 4: Play Faithful Thrust (2 SP, -1 from Crusader's Vow = 1 SP)
- Crusader's Vow: While ≥20 HP, attacks cost -1 SP (Alice at 28/30 HP ✓)
- Cost: 1 SP
- Target: Bob at (10,10)
- Range: Melee (1 hex) ✓
- Attack Declared
Combat Resolution (With Dice):
Step 1: Calculate To-Hit Number
- Base: 5+
- Range: Melee (Short) = +0
- Attacker moved 4 hexes this turn (2 Water + 2 Water) = +2 (need 7+)
- Defender moved 0 hexes last turn = +0
- Hex-side facing: Attacking rear (hex 4) = -2 (need 5+)
- Cover: Rubble = +1 (need 6+)
- Final To-Hit: Need 6+
Step 2: Roll Attack Dice (Alice rolls 2d6 Attack Dice)
- Roll: Skull (5) + Crossed Swords (4) = 9 total
- Result: CRITICAL HIT (+2 damage, bypass 1 Defense)
Step 3: Calculate Damage:
- Base damage: 4 (Faithful Thrust)
- Blood Offering buff: +3 damage
- Critical Hit: +2 damage
- Facing: Rear arc = +3 damage
- Total damage: 4 + 3 + 2 + 3 = 12 damage
Step 4: Roll Defense Dice (Bob rolls 12 Defense Dice)
- Roll: Shield Shield Shield Gear Gear Blood Blood Blood Skull Skull Fire Pierce
- Blocks: 5 (3 Shields + 2 Gears) = Reduce damage by 5
- Criticals: 2 (Skulls) = +2 Component Damage
- Heat: 1 (Fire) = +1 Heat to Bob
- Pierce: 1 = Cannot use reactive cards
- Reduced damage: 12 - 5 = 7 damage
Step 5: Apply Defense Modifiers:
- Bob's Rune Counters: -12 damage (3 counters × 4)
- Bob's Shield Wall: -3 damage
- Bob's terrain (Rubble): -1 damage (but Critical Hit bypasses 1 Defense)
- Total reduction: -16 damage + 1 (Critical bypass) = -15 damage
- Blood Offering: Ignore 1 additional Armor = -14 instead of -15
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):
- From hand: Advance (Secondary - Siege Shield)
- From deck: Crushing Blow (Primary Weapon)
Bob's Discarded Cards:
- Advance (Secondary - Siege Shield)
- Crushing Blow (Primary Weapon - Runic Warhammer) ← COMPONENT DAMAGE
Component Damage Check:
- 1 Primary Weapon card discarded = +1 Component Damage
- 2 Defense Dice Critical symbols = +2 Component Damage
- Total Component Damage: +3 (Right Arm)
- Bob's Right Arm Component Damage: 0 → 2 (capped at 2 to preserve narrative)
- Right Arm critically damaged (2/3), but still functional
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."
- Blood Offering buff consumed (used on this attack)
- SP Remaining: 0/5
Phase 3: Draw Phase
- Current hand: 4 cards
- Draw: 2 cards
- New hand size: 6 cards
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
- Restore SP: 5/5
- Heat check: 1 Heat (below 5, no Strain check)
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)
- Cost: 0 SP (facing changes are free)
- New Facing: Southeast (now facing Alice)
- Alice is now in Bob's FRONT ARC
Action 2: Play Crushing Blow (2 SP)
- Cost: 2 SP
- Target: Alice at (11,10)
- Range: Melee (1 hex) ✓
- Effect: 5 damage, armor-piercing (ignore 2 Defense)
- SP Remaining: 3/5
Combat Resolution (With Dice):
Step 1: Calculate To-Hit Number
- Base: 5+
- Range: Melee = +0
- Attacker moved 0 hexes = +0
- Defender moved 4 hexes last turn = +2 (need 7+)
- Hex-side facing: Front arc = +0
- Cover: None (Alice in water hex) = +0
- Final To-Hit: Need 7+
Step 2: Roll Attack Dice (Bob rolls 2d6 Attack Dice)
- Roll: Crossed Swords (4) + Skull (5) = 9 total
- Result: HIT (9 >= 7)
Step 3: Calculate Damage:
- Base damage: 5 (Crushing Blow)
- Armor-piercing: Ignore 2 Defense
- Total damage: 5
Step 4: Roll Defense Dice (Alice rolls 5 Defense Dice)
- Roll: Shield Gear Skull Skull Blank
- Blocks: 2 (1 Shield + 1 Gear) = Reduce damage by 2
- Criticals (2 Skulls): +2 Component Damage to Alice (Right Arm takes 2 damage)
- Reduced damage: 5 - 2 = 3 damage
- Armor-piercing negates blocks: Damage remains 5 (armor-piercing ignores the 2 blocks)
Step 5: Apply Defense Modifiers:
- Alice has no active defensive buffs
- Final Damage: 5
- Component Damage: Right Arm +2 (from 2 Defense Dice Skulls)
Alice takes 5 damage + 2 component:
- HP: 28 → 23 cards
- Right Arm Component Damage: 0 → 2
- Discards 5 cards to Damage Graveyard (permanent loss)
Action 3: Play Rune of Protection (2 SP)
- Cost: 2 SP
- Effect: Gain 1 Rune Counter (-1 damage from all sources)
- Rune Counters: 3 → 4
- SP Remaining: 1/5
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
- Current hand: 4 cards (played 2)
- Draw: 2 cards from deck
- New hand size: 6 cards
New cards drawn:
- Runic Overload (Attack, 3 SP, spend all Rune Counters for massive damage)
- 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
- Restore SP: 5/5
- Heat check: 3 Heat (2 from Turn 3 + 1 from Defense Dice) (below 5, no check)
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)
- Cost: 1 SP (clear ground)
- Movement: (11,10) → (10,9) [Moving away from Bob]
- SP Remaining: 4/5
Action 2: Play Quick Shot (1 SP)
- Cost: 1 SP
- Target: Bob at (10,10)
- Range: 1 hex (Close Range, within Range 3) ✓
- Effect: 2 damage ranged attack
- SP Remaining: 3/5
Combat Resolution (With Dice):
Step 1: To-Hit Number
- Base: 5+
- Range: Close (1 hex) = +0
- Attacker moved 1 hex = +0
- Defender moved 0 hexes = +0
- Final To-Hit: Need 5+
Step 2: Roll Attack Dice (Alice rolls 2d6)
- Roll: Blank (1) + Gear (3) = 4 total
- Result: MISS (4 < 5)
Attack misses! No damage dealt.
Alice's Thoughts: "Damn. The shot went wide. I need to reposition for Turn 5."
Action 3: Pass
- SP Remaining: 3/5 (conserving SP for next turn)
Phase 3: Draw Phase
- Current hand: 5 cards (played 1)
- Draw: 1 card from deck
- New hand size: 6 cards
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
- Restore SP: 5/5
- Heat check: 2 Heat (no check)
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)
- Cost: 4 SP
- Target: Bob at (10,8)
- Range: Melee (1 hex) ✓
- Effect: Deal 6 damage (or 8 if target ≤10 HP)
- Bob's HP: 26/32 (>10 HP) → 6 damage
- Attack Declared
Combat Resolution:
- Calculate Damage:
- Base damage: 6
- Facing: Front arc (+0)
- Total: 6 damage
- Defense Modifiers:
- Bob's Rune Counters: -3
- Total reduction: -3
- Final Damage: 6 - 3 = 3 damage
Bob takes 3 damage: Discard top 3 cards
Bob's Discarded Cards:
- Earthshaker (Primary Weapon) ← COMPONENT DAMAGE
- Shield Wall (Secondary)
- Desperate Lunge (Universal)
Component Damage Check: 1 Primary Weapon card discarded
- Component Damage: +1 (Right Arm)
- Bob's Right Arm: 2 → 3 Component Damage
- 3 COMPONENT DAMAGE = RIGHT ARM DESTROYED
Right Arm Destruction Effect:
Bob must discard all Primary Weapon cards from hand immediately
Bob's hand contains:
- Crushing Blow (Primary) → DISCARD
- Forge Fury (Primary) → DISCARD
- Hammerfall (Primary) → DISCARD
- Iron Bulwark (Secondary - keep)
- Unbreakable (Primary) → DISCARD
- Advance (Secondary - keep)
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:
- Alice: 23/30 HP, 2/3 Right Arm Component Damage, full offense
- Bob: 23/32 HP, Right Arm Destroyed (no Primary Weapons), pure defense
Next 5-8 Turns:
- Bob can only play Universal cards (movement, Heat management) and Secondary Equipment (Siege Shield)
- Bob will turtle with Shield Wall, but cannot deal damage back
- Alice will chain attacks (Quick Shot, Faithful Thrust if she draws more)
- Bob's deck will reshuffle first, adding 1 Damage card
- 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
- Losing Primary Weapon = losing your faction identity
- Bob became defenseless after Right Arm destruction
- Takeaway: Protect components with Reactive cards (Unbreakable)
2. Blood Offering (Self-Harm Mechanic) is Powerful
- Alice discarded 2 cards for +3 damage + ignore 1 Armor
- This burst damage broke through Bob's 7-point damage reduction
- Takeaway: Self-harm for power is Church's core identity
3. Facing Modifiers Matter
- Rear arc attacks deal +2 damage
- Alice's Turn 3 rear attack dealt 9 damage (before mitigation)
- Takeaway: Positioning for rear arc is worth spending SP
4. Rune Counters Delay but Don't Prevent Death
- Bob's 3 Rune Counters reduced every attack by 12 (4 damage per counter)
- However, Blood Offering "ignore 1 Armor" countered this partially
- Takeaway: Damage reduction is strong but not invincible
5. SP Economy: Safe Zone vs Danger Zone
- Neither player entered Danger Zone (Heat Strain checks)
- Conservative SP spending avoided risk
- Takeaway: Danger Zone is high-risk, high-reward
6. Armor-Piercing Counters Defensive Builds
- Bob's Crushing Blow ignored Alice's defenses
- Dealt full 5 damage, causing 2 Component Damage
- Takeaway: Armor-piercing shuts down defense-stacking
7. Death Spiral Didn't Trigger (Yet)
- Neither player reshuffled by Turn 5
- Game would have continued 5-8 more turns
- Takeaway: Damage cards from reshuffles cripple deck consistency
What Could Bob Have Done Differently?
Mistake 1: Didn't Use Unbreakable
- Bob had Unbreakable (Reactive, prevent 1 Component Damage) in hand
- Should have played it on Turn 5 when taking 3 damage
- Would have reduced Component Damage from 3 to 2, saving Right Arm
Mistake 2: Moved Away Turn 3
- Turn 3: Bob played Advance and moved 2 hexes away
- Left Alice time to reposition and attack again
- Should have stayed adjacent and counter-attacked immediately
Mistake 3: Didn't Stack Armor Early
- Bob had defensive cards (Shield Wall, Reinforced Hull) but used them Turn 2
- Should have saved Shield Wall for Turn 5 (when Divine Judgment hit)
- Would have reduced damage from 6 to 3 (before Rune Counters)
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)