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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.
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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
- Water Zones: Central water hexes create natural chokepoints. Costs 2 SP to cross but removes Heat...perfect for Heat-heavy Dwarven builds.
- Elevation Advantage: Elevation 2 hexes grant +2 damage and ignore cover, making them powerful sniper positions. However, climbing costs 5 SP from ground level...your entire turn for slow Caskets.
- Forest Cover: LOS blocking requires 2+ consecutive forest hexes. Single forest hex provides +1 Defense but doesn't block LOS.
- Rubble Positioning: Difficult terrain (2 SP per hex) discourages rapid movement through rubble zones, but +1 Defense makes them valuable defensive positions.
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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
- Roll Initiative: Both players roll 1d6. Higher roll chooses who deploys first.
- First Player Deploys: Place Casket in any hex within their deployment zone. Choose initial facing (Front/Weapon/Shield/Rear arcs).
- Second Player Deploys: Place Casket in their deployment zone. Choose initial facing.
- 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:
- Martyrdom Protocol - Redirects damage from allies (no allies in 1v1)
- Last Rites - Triggers when ally destroyed (no allies in 1v1)
- Consecrated Ground - Healing zone primarily for allies
- Sacred Wound - Buffs all allies (no allies in 1v1)
For 1v1 play, use the "Optimized for 1v1" variant below instead.
Deck Composition (Default - Includes Team Cards):
Universal Core (10 cards - Mandatory):
- Move ×3 (1 SP, Move 2 hexes)
- Sprint ×2 (2 SP, Move 4 hexes, +1 Heat)
- Brace ×2 (1 SP, +2 Defense until next turn)
- Disengage ×1 (1 SP, Move 2 hexes, ignore attacks of opportunity)
- Focus ×1 (0 SP, Draw 1 card)
- Emergency Repair ×1 (3 SP, Recover 3 cards from discard)
Church Faction Core (6 cards - Mandatory):
- Blood Offering ×1 (0 SP, Discard 2 cards, next attack +3 damage, ignore 1 Defense)
- Martyrdom Protocol ×1 (0 SP Reactive, Redirect damage from ally to yourself) [USELESS IN 1v1]
- Righteous Fury ×1 (Passive, +1 damage per enemy killed - permanent)
- Divine Judgment ×1 (4 SP, Deal 8 damage, ignore 1 Defense)
- Consecrated Ground ×1 (3 SP, Create 3-hex healing zone) [WEAK IN 1v1]
- Last Rites ×1 (0 SP Reactive, When ally destroyed, recover 5 cards) [USELESS IN 1v1]
Equipment - Longsword (6 cards):
- Slash ×2 (2 SP, Melee, Deal 4 damage)
- Thrust ×1 (2 SP, Melee, Deal 3 damage, +2 damage if attacking front arc)
- Parry ×1 (0 SP Reactive, Reduce damage by 2, next attack +1 damage)
- Riposte ×1 (1 SP Reactive, When attacked in melee, deal 3 damage to attacker)
- Guard Stance ×1 (1 SP, +2 Defense until next turn)
Equipment - Buckler Shield (2 cards):
- Deflect ×1 (0 SP Reactive, Reduce damage by 2)
- Shield Bash ×1 (2 SP, Melee, Deal 2 damage, push target 1 hex)
Equipment - Martyr's Brand Sigil (3 cards, Church-Exclusive):
- Martyr's Blessing ×1 (Passive, When you use Blood Offering, gain +1 Defense until next turn)
- Sacred Wound ×1 (2 SP, Discard 1 card, all allies gain +1 damage this turn) [USELESS IN 1v1]
- Zealot's Fervor ×1 (Passive, When below 15 HP, all attacks deal +1 damage)
Tactics (2 cards - Choose from faction list):
- Flagellant's Zeal ×1 (0 SP, Once per mission: Gain +5 SP this turn, take 3 damage)
- Crusader's Vow ×1 (Passive, All attack cards cost -1 SP, minimum 1 SP)
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.
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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:
- REMOVE: Martyrdom Protocol → ADD: Smite (2 SP, Deal 5 damage)
- REMOVE: Last Rites → ADD: Holy Retribution (1 SP Reactive, When damaged, deal 2 damage to attacker)
- REMOVE: Consecrated Ground → ADD: Zealot Strike (3 SP, Deal 6 damage, +2 if below 15 HP)
Equipment Changes:
- REMOVE: Sacred Wound (Martyr's Brand) → ADD: Martyr's Resolve (1 SP, Discard 1 card, +2 Defense until next turn)
Complete Optimized Deck (29 cards):
- Universal Core: 10 cards (unchanged)
- Church Faction Core: Blood Offering, Smite, Righteous Fury, Divine Judgment, Zealot Strike, Holy Retribution
- Longsword: 6 cards (unchanged)
- Buckler Shield: 2 cards (unchanged)
- Martyr's Brand: Martyr's Blessing, Martyr's Resolve, Zealot's Fervor
- Tactics: 2 cards (unchanged)
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:
- Earthshaker - AOE designed for multiple enemies (3 SP for 3 damage, inefficient vs single target)
- Crushing Sweep - Secondary damage to adjacent enemy wasted in 1v1
For optimized 1v1 play, see the variant below.
Deck Composition (Default):
Universal Core (12 cards - includes +2 from Stone Endurance):
- Move ×4 (1 SP, Move 2 hexes)
- Sprint ×3 (2 SP, Move 4 hexes, +1 Heat)
- Brace ×2 (1 SP, +2 Defense until next turn)
- Disengage ×1 (1 SP, Move 2 hexes, ignore attacks of opportunity)
- Focus ×1 (0 SP, Draw 1 card)
- Emergency Repair ×1 (3 SP, Recover 3 cards from discard)
Dwarven Faction Core (6 cards - Mandatory):
- Runic Warhammer ×1 (3 SP, Melee, Deal 6 damage, ARMOR PIERCING)
- Forge-Ward ×1 (0 SP Reactive, Gain +2 Defense, generate 1 Rune Counter)
- Rune Counter System ×1 (Passive, Reduce damage by 1 per Rune Counter, max 5)
- Stone Endurance ×1 (Passive, +2 Universal Core cards, +2 max HP)
- Earthshaker ×1 (3 SP, Melee AOE, Deal 3 damage to all adjacent, push 1 hex) [INEFFICIENT IN 1v1]
- Unbreakable ×1 (1 SP Reactive, Reduce damage by 3)
Equipment - Warhammer (6 cards):
- Hammer Strike ×2 (2 SP, Melee, Deal 5 damage)
- Overhead Smash ×1 (3 SP, Melee, Deal 7 damage, +1 Heat)
- Hammer Block ×1 (1 SP Reactive, Reduce damage by 2, next attack +2 damage)
- Pommel Bash ×1 (1 SP, Melee, Deal 3 damage, target loses 1 SP next turn)
- Crushing Sweep ×1 (2 SP, Melee, Deal 4 damage + 2 damage to 1 adjacent enemy) [PARTIAL WASTE IN 1v1]
Equipment - Tower Shield (4 cards):
- Shield Wall ×1 (2 SP, +4 Defense until next turn, cannot move)
- Tower Defense ×1 (0 SP Reactive, Reduce damage by 3)
- Shield Advance ×1 (2 SP, Move 2 hexes, gain +2 Defense this turn)
- Bulwark Stance ×1 (1 SP, +2 Defense until next turn)
Equipment - Forge-Rune Sigil (3 cards, Dwarven-Exclusive):
- Runic Regeneration ×1 (Passive, When you gain a Rune Counter, recover 1 card from discard)
- Forge Heat ×1 (1 SP, Gain 2 Heat, +1 damage to next attack)
- Rune of Endurance ×1 (Passive, Max Rune Counters increased from 3 to 5)
Tactics (2 cards):
- Stone Endurance ×1 (Passive, +2 Universal Core cards, deck starts at 33 cards)
- Runic Overcharge ×1 (2 SP, Once per game: Gain 3 Rune Counters immediately)
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.
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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:
- REMOVE: Earthshaker (3 SP, 3 damage AOE) → ADD: Runic Strike (3 SP, Deal 6 damage, generate 1 Rune Counter)
Equipment Changes:
- REMOVE: Crushing Sweep (2 SP, 4+2 split damage) → ADD: Armor Break (2 SP, Deal 4 damage, target loses 1 Defense until next turn)
Complete Optimized Deck (33 cards):
- Universal Core: 12 cards (unchanged)
- Dwarven Faction Core: Runic Warhammer, Forge-Ward, Rune Counter System, Stone Endurance, Runic Strike, Unbreakable
- Warhammer: Hammer Strike ×2, Overhead Smash, Hammer Block, Pommel Bash, Armor Break
- Tower Shield: 4 cards (unchanged)
- Forge-Rune Sigil: 3 cards (unchanged)
- Tactics: 2 cards (unchanged)
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:
- Map: Print or draw 12×12 hex map with terrain marked (use SVG map from this page)
- Church Deck: 29 cards shuffled, draw starting hand of 6
- Dwarven Deck: 33 cards shuffled, draw starting hand of 6
- Dice:
- 2 Attack Dice (custom d6 with symbols, or regular 2d6)
- 10+ Defense Dice (custom d6 with symbols, or regular d6)
- 2d6 for Initiative rolls
- Tokens: Heat tracking, SP tracking, Rune Counters, Component Damage markers, Facing indicators
- Tracking Paper: Current HP, Damage cards in deck, Component Damage by location (Arms/Legs/Head/Chassis)
- Quick Reference Sheet: Combat resolution steps, component destruction effects, Heat Strain table
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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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