T

he Proving Grounds

"Steel meets steel. Faith meets fury. Only one walks out."

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Scenario Overview

Scenario Type Arena Scenario #1: 1v1 Deathmatch
Factions Church of Absolution vs Dwarven Forge-Guilds
Map Size 12×12 hex grid
Estimated Playtime 45-60 minutes (30-45 for experienced players)
Difficulty Beginner-Friendly (Core Mechanics Tutorial)
Victory Condition Reduce opponent to 0 HP OR force 4+ deck reshuffles
Status Playtest Ready
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Scenario Description

The Proving Grounds is a classic arena deathmatch designed to teach the core combat mechanics of Penance. Two Caskets face off on a 12×12 hex battlefield featuring varied terrain...forests for cover, rubble for defensive positioning, water for Heat management, and elevated platforms for tactical advantage.

This scenario emphasizes fundamentals: SP economy (when to spend, when to save), Heat management (risking overload for power), deck cycling (when to reshuffle), and component damage tracking. Players learn how terrain modifiers, facing angles, and reactive cards create tactical depth through actual play rather than rules study.

After playing this scenario 2-3 times, players should understand all core mechanics and be ready for more complex objective-based scenarios.

The Proving Grounds Hex Map
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Map Features & Terrain

Terrain Type Hexes Movement Cost Effects
Forest (F) 8 1 SP per hex +1 Defense when standing in hex. Blocks LOS if 2+ forest hexes in a row.
Rubble (R) 8 2 SP per hex +1 Defense when standing in hex. Difficult terrain. Does not block LOS.
Water/Mud (W) 20 2 SP per hex Difficult terrain. If you end turn standing in water, remove 1 Heat.
Elevation 1 (E1) 4 3 SP to climb +1 damage to attacks FROM this hex. Ignore cover when attacking from here.
Elevation 2 (E2) 4 5 SP from ground, 3 SP from E1 +2 damage, +1 Range to attacks FROM this hex. Ignore cover. Commanding view.
Clear Ground Rest 1 SP per hex No modifiers. Standard open battlefield.

Tactical Terrain Notes

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Deployment

Deployment Zones

Faction Zone Terrain Features
Church of Absolution Top-left quadrant (rows 1-3, columns 1-3) Forest (2 hexes), Rubble (3 hexes), Clear (4 hexes)
Dwarven Forge-Guilds Bottom-right quadrant (rows 10-12, columns 10-12) Forest (2 hexes), Rubble (3 hexes), Clear (4 hexes)

Deployment Procedure

  1. Roll Initiative: Both players roll 1d6. Higher roll chooses who deploys first.
  2. First Player Deploys: Place Casket in any hex within their deployment zone. Choose initial facing (Front/Weapon/Shield/Rear arcs).
  3. Second Player Deploys: Place Casket in their deployment zone. Choose initial facing.
  4. First Player Takes Turn 1: The player who deployed first begins the game.
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Pre-Built Decks

Church: "Martyr's Fury" (Aggressive Striker)

Casket Class Assault (Medium Frame - 5 SP per turn)
Total Deck Size 29 cards (10 Universal + 6 Faction + 11 Equipment + 2 Tactics)
Starting HP 29 HP (1 card = 1 HP)
Playstyle Aggressive martyr striker focusing on burst damage through self-harm

⚠️ 1v1 DECK OPTIMIZATION NOTE:

The default deck below contains 4 cards designed for team play that are useless or suboptimal in 1v1:

For 1v1 play, use the "Optimized for 1v1" variant below instead.

Deck Composition (Default - Includes Team Cards):

Universal Core (10 cards - Mandatory):

Church Faction Core (6 cards - Mandatory):

Equipment - Longsword (6 cards):

Equipment - Buckler Shield (2 cards):

Equipment - Martyr's Brand Sigil (3 cards, Church-Exclusive):

Tactics (2 cards - Choose from faction list):

Strategy: Blood Offering turn 1 for alpha strike. Longsword provides reliable melee attacks. Buckler Shield gives reactive defense without slowing movement. Martyr's Brand rewards self-harm with defensive buffs. Trade HP aggressively for positioning and damage. Fast deck cycling (29 cards) enables aggressive reshuffles. High-risk, high-reward martyrdom.

Church: "Martyr's Fury" - OPTIMIZED FOR 1v1

✓ 1v1 Optimized Variant

This version replaces all team-based cards with 1v1-optimized alternatives. Same deck size (29 cards), but every card is useful.

Card Replacements for 1v1:

Church Faction Core Changes:

Equipment Changes:

Complete Optimized Deck (29 cards):

Optimized Strategy: Every card now contributes to 1v1 combat. More damage options (Smite, Zealot Strike), better reactive defense (Holy Retribution, Martyr's Resolve). Maintains aggressive martyr playstyle without dead cards. Total of 7 direct damage cards (up from 5). Superior action economy and threat density.
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Dwarves: "Immovable Wall" (Defensive Tank)

Casket Class Heavy (Heavy Frame - 4 SP per turn)
Total Deck Size 33 cards (12 Universal + 6 Faction + 13 Equipment + 2 Tactics)
Starting HP 33 HP (includes +2 from Stone Endurance)
Playstyle Defensive fortress tank focusing on damage mitigation and attrition

⚠️ 1v1 DECK OPTIMIZATION NOTE:

The default deck contains 2 cards with reduced efficiency in 1v1:

For optimized 1v1 play, see the variant below.

Deck Composition (Default):

Universal Core (12 cards - includes +2 from Stone Endurance):

Dwarven Faction Core (6 cards - Mandatory):

Equipment - Warhammer (6 cards):

Equipment - Tower Shield (4 cards):

Equipment - Forge-Rune Sigil (3 cards, Dwarven-Exclusive):

Tactics (2 cards):

Strategy: Stack Rune Counters for massive damage reduction (-5 max with Rune of Endurance). Use Tower Shield + Rune Counters for extreme durability (-7 total damage reduction). Runic Warhammer ignores all Defense (counters Church buffs). 33 HP deck (Stone Endurance) provides superior longevity. Slower SP economy (4 SP) but incredible tankiness. Outlast opponent through attrition and death spiral.

Dwarves: "Immovable Wall" - OPTIMIZED FOR 1v1

✓ 1v1 Optimized Variant

This version replaces inefficient AOE cards with superior single-target options. Same 33-card deck, better damage efficiency.

Card Replacements for 1v1:

Dwarven Faction Core Changes:

Equipment Changes:

Complete Optimized Deck (33 cards):

Optimized Strategy: More efficient damage output (6 damage + Rune Counter from Runic Strike vs 3 damage from Earthshaker). Armor Break provides debuffing utility that stacks with Runic Warhammer's armor piercing. Superior SP efficiency in 1v1 duels. Maintains extreme tankiness while improving offensive threat.
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Learning Objectives

This scenario teaches the following core mechanics through actual play:

Mechanic What You'll Learn
SP Economy Balancing movement, attacks, and abilities within 4-5 SP per turn. When to save SP vs when to spend everything.
Heat Management Risk/reward of high-Heat cards. Strain checks at 5+ Heat. Using water hexes to cool down.
Deck-as-HP System Each card = 1 HP. Discarding cards = taking damage. Reshuffle mechanics add Damage cards (death spiral).
Component Damage Tracking Primary Weapon cards discarded. 3 Component Damage = Component Destroyed (devastating effects).
Facing Modifiers Rear arc attacks deal +3 damage. Positioning and flanking matter significantly.
Terrain Usage Cover (+1 Defense), Elevation (+1/+2 damage), Difficult Terrain (extra SP cost).
Reactive Cards 0 SP interrupt abilities allow defense, counter-attacks, and repositioning during opponent's turn.
Death Spiral How Damage cards accumulate after reshuffles, creating inevitable decline and endgame pressure.
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Expected Game Flow

Phase Turns Duration Description
Positioning Phase 1-3 10-15 min Both players navigate terrain toward center. Church moves faster (5 SP), Dwarves slower (4 SP). Minimal combat. Establish positioning advantages.
First Engagement 4-6 10-15 min First attacks land. Church uses Blood Offering for burst (8-10 damage). Dwarves build Rune Counters for defense. Initial HP exchange (4-6 damage per turn).
Brutal Exchange 7-10 15-20 min Both sides trading heavy blows. Component Damage accumulating. Heat management critical. Terrain control decisive. First reshuffle likely.
Death Spiral 11-15 10-15 min Decks contain Damage cards (dead draws). Component destruction occurs (arms, legs). Desperate ultimate abilities used. Winner emerges through superior attrition management.

Expected Winner: 51/49 Church favor (slightly more aggressive, can burst down Dwarves before attrition matters). However, skilled Dwarf players can outlast Church martyrdom through superior defense and Rune stacking.

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Victory Conditions

Primary Victory: Reduce Opponent to 0 HP

When opponent's deck is empty AND they cannot reshuffle (discard pile also empty), they are defeated. This is the most common victory condition.

Secondary Victory: Death Spiral (4+ Reshuffles)

After 4 reshuffles, opponent's deck contains 26 real cards and 4 Damage cards (13% dead draws). At this point, most players concede as the death spiral becomes insurmountable.

Tertiary Victory: Concession

Either player may concede at any time if they determine victory is mathematically impossible or the situation is unwinnable.

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Setup Checklist

Before starting, ensure you have prepared:

Materials Required:

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"The Proving Grounds have seen countless Caskets fall. Iron cracks. Faith falters. Only the ruthless endure." -Arena Master's Decree
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