Scenario Overview
Penance includes multiple playtest scenarios designed to teach different aspects of tactical combat. Each scenario progressively introduces new mechanics, from basic deathmatch duels to complex objective control battles. Master these proving grounds to prepare for the brutal campaign ahead.
All scenarios feature pre-built decks for immediate play, detailed maps with terrain effects, and clear victory conditions. Whether you're learning the core combat system or testing advanced tactics, these scenarios provide balanced, engaging challenges.
New: Campaign Mechanics Tutorial
Before diving into campaign mode, we recommend completing the Energy & Threads Tutorial. This solo scenario teaches Soulstone Energy management, Thread Snap damage, and post-mission resource decisions in 30-45 minutes.
Prerequisites: Complete Scenario #1 (The Proving Grounds) first to learn basic combat.
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Scenario #1: The Proving Grounds
- Type: 1v1 Deathmatch
- Difficulty: Beginner
- Playtime: 45-60 minutes
- Teaches: SP economy, Heat management, component damage, terrain usage
| Type |
1v1 Deathmatch |
| Factions |
Church of Absolution vs Dwarven Forge-Guilds |
| Map Size |
12×12 hex grid |
| Estimated Playtime |
45-60 minutes |
| Difficulty |
Beginner (Core Mechanics Tutorial) |
| Victory Condition |
Reduce opponent to 0 HP OR force 4+ deck reshuffles |
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.
Map Features
| Terrain Type |
Hexes |
Effect |
| Forest |
8 |
+1 Defense when standing in hex. Blocks LOS if 2+ forest hexes in a row. |
| Rubble |
8 |
+1 Defense, difficult terrain (2 SP per hex to enter) |
| Water/Mud |
20 |
Difficult terrain (2 SP per hex). Remove 1 Heat at end of turn if standing in water. |
| Elevation 1 |
4 |
+1 damage to attacks FROM this hex. Ignore cover. Costs 3 SP to climb from ground. |
| Elevation 2 |
4 |
+2 damage, +1 Range. Costs 5 SP to climb from ground, 3 SP from Elevation 1. |
| Plain Ground |
Rest |
No modifiers. 1 SP per hex movement. |
Pre-Built Decks
Church: "Martyr's Fury" (Aggressive Striker)
- Casket Class: Assault (Medium Frame - 5 SP per turn)
- Deck Composition: 29 cards total
- 10 Universal Core cards
- 6 Church Faction Core cards
- 11 Equipment cards: Longsword (6), Buckler Shield (2), Martyr's Brand Sigil (3)
- 2 Tactics: Flagellant's Zeal, Crusader's Vow
- Playstyle: Aggressive martyr striker. Use Blood Offering for burst damage (+3 dmg, ignore 1 Defense). Fast deck cycling (29 cards). Trade HP for positioning and alpha strikes. High-risk, high-reward offense.
- Key Mechanics: Blood Offering (self-harm for damage), Divine Judgment (execute), Martyrdom Protocol (protect allies)
Dwarves: "Immovable Wall" (Defensive Tank)
- Casket Class: Heavy (Heavy Frame - 4 SP per turn)
- Deck Composition: 33 cards total
- 12 Universal Core cards (bonus from Stone Endurance passive)
- 6 Dwarven Faction Core cards
- 13 Equipment cards: Warhammer (6), Tower Shield (4), Forge-Rune Sigil (3)
- 2 Tactics: Runesmith's Endurance, Oath of Iron
- Playstyle: Defensive fortress tank. Stack Rune Counters for damage reduction (-1 damage per counter, max -5). Tower Shield provides massive Defense buffs. Slower SP economy but incredible durability.
- Key Mechanics: Rune Counter stacking (damage mitigation), Stone Endurance (+2 Universal cards = 32 HP), Forge-Ward (reactive defense)
Learning Objectives
This scenario teaches the following core mechanics:
- SP Economy: Balancing movement, attacks, and abilities within 4-5 SP per turn
- Heat Management: Risk/reward of high-Heat cards. Strain checks at 5+ Heat.
- Deck-as-HP System: Each card = 1 HP. Discarding cards = taking damage. Reshuffle adds Damage cards.
- Component Damage Tracking: Discarding Primary Weapon cards = Component Damage. 3 Component Damage = Component Destroyed.
- Facing Modifiers: Rear arc attacks deal +3 damage. Positioning matters.
- Terrain Usage: Cover (+1 Defense), Elevation (+1/+2 damage), Difficult Terrain (extra SP cost)
- Reactive Cards: 0 SP interrupt abilities (defend, counter-attack, reposition)
- Death Spiral Mechanics: How Damage cards accumulate after reshuffles, creating inevitable decline
Expected Game Flow
| Phase |
Turns |
Description |
| Positioning Phase |
1-3 |
Both players navigate terrain toward center. Church moves faster (5 SP), Dwarves slower (4 SP). Establish early positioning advantages. |
| First Engagement |
4-6 |
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 |
Both sides trading heavy blows. Component Damage begins accumulating. Heat management becomes critical. Terrain control becomes decisive. |
| Death Spiral |
11-15 |
Decks contain Damage cards (dead draws). Component destruction occurs (arms, legs). 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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Scenario #2: Reliquary Ruins
- Type: 1v1 Objective Control
- Difficulty: Intermediate
- Playtime: 60-75 minutes
- Teaches: Map control, objective priorities, mobility vs durability trade-offs, contesting mechanics
| Type |
1v1 Objective Control |
| Factions |
Church of Absolution vs Dwarven Forge-Guilds |
| Map Size |
14×12 hex grid |
| Estimated Playtime |
60-75 minutes |
| Difficulty |
Intermediate (Objective Control Tactics) |
| Victory Condition |
Control 6+ points at end of Round OR reduce opponent to 0 HP OR hold Central Cathedral for 3 consecutive Rounds |
Scenario Description
Reliquary Ruins is an objective control scenario where two Caskets battle for sacred shrines scattered across a ruined cathedral complex. Victory doesn't require killing your opponent...controlling the majority of Reliquaries is enough. This scenario emphasizes map control, mobility, and strategic positioning over pure combat prowess.
Five Reliquaries (worth 10 total control points) are scattered across the 14×12 battlefield. The Central Cathedral (R3) is the most valuable objective, sitting atop Elevation 2 with 4 hexes worth 2 total points. Players must balance offensive pressure with objective scoring, choosing when to contest enemy-held shrines versus securing their own.
Reliquary Control System
5 Reliquaries (10 total control points available):
| Reliquary |
Location |
Hexes |
Points |
| R1: North Shrines |
Top of map |
2 hexes |
1 point per hex (2 total) |
| R2: East Shrines |
East side |
2 hexes |
1 point per hex (2 total) |
| R3: Central Cathedral |
Center, Elevation 2 |
4 hexes (zone) |
2 points total (standing on ANY of 4 hexes) |
| R4: South Shrines |
South side |
2 hexes |
1 point per hex (2 total) |
| R5: Far South Shrines |
Bottom of map |
2 hexes |
1 point per hex (2 total) |
How Control Works
At the END of each Round (both players have taken a turn):
- Check which Reliquary hexes each player is standing on
- Award control points:
- R1, R2, R4, R5: 1 point per hex occupied
- R3 (Central Cathedral): 2 points if ANY of the 4 hexes occupied
- Track cumulative control points on paper or tokens
- Victory Check: If one player has 6+ points (majority control), they win immediately
Important: If both players occupy different hexes of the same Reliquary (e.g., Church on R1-Hex1, Dwarves on R1-Hex2), NEITHER player scores points from that Reliquary. This creates "contesting" gameplay where denying opponent scoring is as valuable as scoring yourself.
Victory Conditions
- Primary: Control 6+ points at end of any Round (majority control)
- Secondary: Reduce opponent to 0 HP (standard deathmatch victory)
- Tertiary: Hold Central Cathedral (R3) for 3 consecutive Rounds (domination victory)
Pre-Built Decks
Church: "Zealot's March" (Fast Objective Runner)
- Casket Class: Scout (Light Frame - 6 SP per turn)
- Deck Composition: 28 cards total
- 10 Universal Core cards
- 6 Church Faction Core cards
- 10 Equipment cards: Spear (5), Buckler Shield (2), Martyr's Brand Sigil (3)
- 2 Tactics: Crusader's Vow, Vanguard Rush
- Playstyle: Fast objective runner (6 SP = highest mobility). Spear provides 2-hex range for objective harassment. Prioritize speed and map control over raw damage. Grab multiple objectives early, force Dwarves to chase.
Dwarves: "Fortress Keeper" (Central Cathedral Holder)
- Casket Class: Fortress (Ultra-Heavy Frame - 3 SP per turn)
- Deck Composition: 35 cards total
- 12 Universal Core cards (Stone Endurance bonus)
- 6 Dwarven Faction Core cards
- 17 Equipment cards: Greatsword (8, 2-handed), Reinforced Plating (3), Repair Kit (3), Forge-Rune Sigil (3)
- 2 Tactics: Runesmith's Endurance, Last Stand
- Playstyle: Ultimate fortress tank. Rush Central Cathedral (worth 2 points) and HOLD. Greatsword provides area denial. Reinforced Plating + Rune Counters make you nearly unkillable on elevated ground. Force Church to come to you.
Map Features
| Terrain Type |
Hexes |
Effect |
| Water/Moat |
14 |
Difficult terrain (2 SP per hex). Remove 2 Heat at end of turn (increased from standard 1). |
| Forest/Overgrowth |
16 |
+1 Defense. Blocks LOS if 2+ forest hexes in a row. |
| Pillar/Ruins (P) |
4 |
+2 Defense. Blocks LOS completely (total cover). Creates chokepoints. |
| Elevation 2 (Cathedral) |
10 |
+2 damage to attacks FROM this hex. Ignore cover. Costs 3 SP to climb from ground. |
| Reliquaries (R1-R5) |
10 |
+1 Defense (R1/R2/R4/R5), +2 Defense (R3 on Elevation 2). Score points at end of Round. |
Special Rules
1. Objective Denial (Contesting)
You can contest a Reliquary by standing on it, denying opponent control. If Church is on R1-Hex1 and Dwarves are on R1-Hex2, NEITHER player scores points from R1 that round. Blocking opponent scoring is as valuable as scoring yourself, especially if you're ahead on points.
2. Central Cathedral High Ground
R3 (Central Cathedral) is the most valuable objective, sitting on Elevation 2 with the following benefits:
- Worth 2 points (highest value objective)
- +2 damage to all attacks FROM this position
- Ignore cover when attacking from R3
- +2 Defense when standing on R3 (Elevation bonus + Reliquary bonus)
- Costs 3 SP to climb from ground level (expensive for Dwarves with 3 SP!)
Tactical Note: Dwarven Fortress Caskets have only 3 SP per turn, meaning climbing to R3 costs their ENTIRE turn. Church Scouts (6 SP) can climb and still have 3 SP remaining for attacks. This asymmetry creates interesting strategic tension.
3. Pillar Cover (Chokepoints)
Pillars (P) provide total cover, creating tactical bottlenecks:
- Cannot attack through Pillars (LOS completely blocked)
- Must move around to get line of sight
- +2 Defense when standing on Pillar hex
- Forces close-range combat near objectives
Learning Objectives
This scenario teaches advanced tactics:
- Objective Control Tactics: When to contest enemy objectives vs securing your own
- Map Control Priority: Controlling space and objectives > killing opponent
- Mobility vs Durability Trade-offs: Church's 6 SP speed vs Dwarven 3 SP tankiness
- High-Ground Advantage: Elevation 2 grants +2 damage and ignore cover (extremely powerful)
- Chokepoint Usage: Pillars create tactical bottlenecks forcing close combat
- Resource Allocation: Spend SP on movement to objectives or combat to deny opponent?
- Long-Term Planning: Domination victory (3-Round Cathedral hold) requires sustained control
- Asymmetric Playstyles: Church mobility vs Dwarven durability creates different win paths
Expected Game Flow
| Phase |
Rounds |
Description |
| Rush Objectives |
1-2 |
Church rushes North/East shrines (R1, R2) with 6 SP mobility. Dwarves push toward South shrines (R4, R5) or beeline to Central Cathedral. |
| Cathedral Contest |
3-5 |
Both players push toward Central Cathedral (worth 2 points). First to claim R3 gains massive advantage (+2 damage from elevation). |
| Objective Denial |
6-8 |
Losing player switches to contesting opponent's objectives instead of scoring. Strategic denials to prevent 6-point victory. |
| Endgame |
9-12 |
One player reaches 6+ points for majority victory OR deck death spirals force combat resolution OR Cathedral domination (3 Rounds held). |
Expected Winner: 55/45 Church favor (higher mobility, faster objective grabbing). However, skilled Dwarf players can win by securing Central Cathedral early and holding it as an impregnable fortress, forcing Church to contest high ground at disadvantage.
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Example of Play: Turn-by-Turn Walkthrough
Below is a detailed walkthrough of Turns 3-5 from Scenario #1: The Proving Grounds, demonstrating actual gameplay with complete mechanics including to-hit rolls, defense rolls, component damage, and Heat management.
| Scenario |
The Proving Grounds (1v1 Deathmatch) |
| Players |
Alice (Church "Martyr's Fury") vs Bob (Dwarven "Immovable Wall") |
| Starting Positions |
Both players have navigated terrain and are now within striking distance (3 hexes apart) |
Turn 3: Alice's Alpha Strike
Alice's Current State:
- HP: 29 cards (no damage taken yet)
- Hand: 6 cards (includes Blood Offering, Faithful Thrust, Movement cards)
- SP: 5 (Medium Frame Assault Casket)
- Heat: 0
- Position: 3 hexes away from Bob
Alice's Actions:
- Play Blood Offering (0 SP): Discard 2 cards from top of deck. Next attack gains +3 damage, ignores 1 Defense, -1 to target number. (HP: 29 → 27 cards)
- Move 2 hexes through Water (4 SP): Costs 2 SP per hex (difficult terrain). Position behind Bob's rear arc. (SP: 5 → 1)
- Play Faithful Thrust (1 SP, reduced from 2 SP by Crusader's Vow Tactic):
- Base damage: 4
- Blood Offering: +3 damage
- Rear arc: +3 damage
- Total: 10 damage
- Roll Attack Dice (2d6 custom dice): [DEATH BLOW (5)] + [DOUBLE STRIKE (4)] = 9 total → CRITICAL HIT
- Critical Hit: +2 damage, bypass 1 Defense
- Final damage: 10 + 2 = 12 damage
Bob's Defense:
- Cannot play reactive card: Rear arc prevents reactive defense cards
- Roll 12 Defense Dice (1d6 per damage):
- Results: [SHIELD] [SHIELD] [SHIELD] [ABSORB] [ABSORB] [BLOOD] [BLOOD] [BLOOD] [CRITICAL] [CRITICAL] [HEAT] [PIERCE]
- Blocks: 5 ([SHIELD]×3 + [ABSORB]×2) = Reduce damage by 5
- Criticals: 2 ([CRITICAL]×2) = +2 Component Damage
- Heat: 1 ([HEAT]×1) = +1 Heat to Bob
- Apply Defense Buffs:
- Rune Counters: -3 damage (Bob has 3 stacks)
- Tower Shield: -3 damage (equipped)
- Terrain (Rubble): -1 damage
- Total mitigation: -7 damage
- Final Damage Calculation:
- 12 damage - 5 (Defense rolls) - 7 (buffs) = 0 damage
- Wait, that can't be right... Blood Offering ignores 1 Defense, Critical Hit bypasses 1 Defense!
- Revised: 12 damage - 3 (5 blocks minus 2 ignored) - 7 (buffs) = 2 damage taken
- Discard 2 cards from hand/deck: Bob discards 1 Primary Weapon card (Warhammer) + 1 Universal card. (HP: 33 → 31 cards)
Component Damage Tracking:
- 1 Primary Weapon card discarded from damage: +1 Component Damage
- 2 Critical symbols from Defense Dice: +2 Component Damage
- Total: 3 Component Damage to Right Arm → RIGHT ARM DESTROYED
- Effect: Bob discards all Primary Weapon cards (Warhammer attacks) from hand immediately. Cannot use Primary Weapon attacks until repaired.
End of Turn 3:
- Alice: 27 HP, 1 SP, 0 Heat. Position: Bob's rear arc (strong positioning)
- Bob: 31 HP, Heat +1 (now at 1 Heat), RIGHT ARM DESTROYED (no Primary Weapon attacks)
Turn 4: Bob's Desperate Counter
Bob's Current State:
- HP: 31 cards
- Hand: 5 cards (no Primary Weapon cards available due to Right Arm destruction)
- SP: 4 (Heavy Frame)
- Heat: 1
- Component Status: RIGHT ARM DESTROYED
Bob's Actions:
- Play Forge-Ward (0 SP reactive): Gain +2 Defense until end of turn. Generate 1 Rune Counter. (Rune Counters: 3 → 4)
- Move 1 hex (1 SP): Reposition to face Alice (no longer rear arc). (SP: 4 → 3)
- Play Forge-Hammer's Fist (Universal Core attack, 2 SP): Since Primary Weapon is destroyed, must use Universal attacks. Deal 3 damage, melee range.
- Base damage: 3
- Rune Counter bonus: +2 damage (4 Rune Counters × 0.5)
- Total: 5 damage
- Roll Attack Dice: [STRIKE (3)] + [DOUBLE STRIKE (4)] = 7 total → STRONG HIT
- Strong Hit: +1 damage
- Final damage: 5 + 1 = 6 damage
Alice's Defense:
- Play Martyr's Defiance (0 SP reactive): Reduce damage by 2. Gain 1 Heat.
- Roll 6 Defense Dice:
- Results: [SHIELD] [ABSORB] [BLOOD] [CRITICAL] [HEAT] [PIERCE]
- Blocks: 2 ([SHIELD] + [ABSORB]) = Reduce damage by 2
- Critical: 1 = +1 Component Damage to Alice
- Heat: 1 = +1 Heat to Alice
- Final Damage: 6 - 2 (Martyr's Defiance) - 2 (Defense rolls) = 2 damage taken
- Discard 2 cards: 0 Primary Weapon cards discarded (no additional Component Damage). (HP: 27 → 25 cards)
End of Turn 4:
- Alice: 25 HP, 2 Heat (from Martyr's Defiance + Defense roll), 1 Component Damage tracked
- Bob: 31 HP, 1 Heat, 4 Rune Counters, RIGHT ARM DESTROYED
Turn 5: Alice's Finishing Blow
Alice's Actions:
- Play Divine Judgment (4 SP): Deal 8 damage, ignore 1 Defense. Execute attack. (SP: 5 → 1)
- Roll Attack Dice: [STRIKE (3)] + [STRIKE (3)] = 6 total → HIT
- Damage: 8 (base) + 0 (standard hit) = 8 damage
Bob's Defense:
- Roll 8 Defense Dice:
- Blocks: 4 ([SHIELD]×2 + [ABSORB]×2) = Reduce by 4, but Divine Judgment ignores 1 Defense = Reduce by 3
- Rune Counters: -4 damage
- Tower Shield: -3 damage
- Total mitigation: -10 damage
- Final Damage: 8 - 3 (Defense rolls) - 7 (buffs capped at remaining damage) = 0 damage? NO!
- Divine Judgment has "ignore 1 Defense" which applies to Defense buffs, not just rolls.
- Revised: 8 damage - 3 (rolls) - 4 (Rune) - 1 (Shield after ignore) = 0 damage taken
Note: This demonstrates how stacking Defense buffs (Rune Counters + Tower Shield + terrain) can completely negate even powerful execute attacks. Alice needs to chip away at Bob's defenses over multiple turns, forcing him to reshuffle and accumulate Damage cards in his deck.
Key Lessons from Walkthrough
- Component Destruction is Devastating: Bob losing his Right Arm (Primary Weapon) forces him to use weaker Universal attacks, crippling his offense.
- Blood Offering Burst Damage: Self-harm for +3 damage creates alpha strike opportunities, especially from rear arc (+3 dmg) for total +6 damage modifier.
- Facing Modifiers Matter: Rear arc attacks deal +3 damage and prevent reactive defense cards.
- Defense Stacking is Powerful: Rune Counters (-4) + Tower Shield (-3) + terrain (-1) = -8 damage reduction makes Dwarves incredibly durable.
- Ignore Defense Mechanics Counter Tanks: Divine Judgment's "ignore 1 Defense" and Blood Offering's "ignore 1 Defense" are critical for punching through heavily armored targets.
- Heat Management: Reactive cards (Martyr's Defiance) generate Heat. Accumulating 5+ Heat requires Strain checks, creating risk/reward decisions.
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Combat Resolution Quick Reference
Attack Resolution Steps
- Declare Attack: Play attack card, spend SP, declare target component (if applicable)
- Calculate To-Hit Number: Base 5+ modified by range, movement, facing, cover, elevation
- Roll 2 Attack Dice (custom d6):
- 5-6 = Hit (standard damage)
- 7-8 = Strong Hit (+1 damage)
- 9 = Critical Hit (+2 damage, bypass 1 Defense)
- 10 (double DEATH BLOW) = EXECUTION (auto-destroy component)
- <5 = Miss
- Defender Plays Reactive Card (optional, 0 SP): Can modify damage, Defense, or other effects
- Roll Defense Dice (1d6 per damage):
- [SHIELD] = Block 1 damage
- [ABSORB] = Block 1 damage
- [CRITICAL] = +1 Component Damage to defender
- [HEAT] = +1 Heat to defender
- [PIERCE] = Attacker bypasses reactive cards
- [BLOOD] = No effect (blank)
- Apply Defense Buffs: Rune Counters, Shields, Armor, Terrain bonuses
- Discard Final Damage: From hand first, then deck. Track Primary Weapon cards discarded for Component Damage.
Component Damage Tracking
When you discard cards from damage:
- Count Primary Weapon cards discarded: +1 Component Damage each
- Count [CRITICAL] symbols on Defense Dice: +1 Component Damage each
- Track by location: Arms, Legs, Head, Chassis
- When 3 Component Damage to same location: Component Destroyed
Component Destruction Effects
| Component |
Effect When Destroyed |
| Right Arm |
Discard all Primary Weapon cards from hand. Cannot play Primary Weapon attacks. |
| Left Arm |
Discard all Secondary Equipment cards from hand. Cannot play Secondary Equipment cards. |
| Legs |
Movement costs +1 SP per hex (severe mobility penalty). |
| Head |
-1 damage to ranged attacks. No sensor abilities (no LOS through obstacles). |
| Chassis |
-1 SP maximum permanently (5 SP → 4 SP per turn). |
Death Spiral Mechanics
When your deck empties:
- Reshuffle discard pile into deck
- Add 1 "Damage" card (dead draw, no effect, cannot be played)
- Each reshuffle adds another Damage card
- After 3-4 reshuffles, deck is 20-30% useless cards
- Creates brutal campaign-style inevitable decline
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"The Proving Grounds await. Will you emerge victorious, or will your Casket become another ruin among the rubble?"
-Arena Master's Challenge
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