EXAMPLE OF PLAY (WITH DICE SYSTEM)
Scenario: Arena Scenario #1 - The Proving Grounds
Factions: Church of Absolution vs Dwarven Clans
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:
- 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
- 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 (full deck)
- 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 (full deck)
- 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: Desperate Lunge, Emergency Vent still held)
- 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) - Clear ground
- HP: 30/30
- SP: 2/5 (unspent)
- 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 - 5 = 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
- 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: 4 cards (discarded 2 Primary Weapons from Right Arm destruction)
- Rune Counters: 3 (12 damage reduction total)
- Right Arm: DESTROYED (cannot use Primary Weapon cards)
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 SIXTEEN 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: (5) + (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:
- Blocks: 5 () = Reduce damage by 5
- Criticals: 2 () = +2 Component Damage
- Heat: 1 () = +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’s Discarded Card:
- 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 → 3
- 3 COMPONENT DAMAGE = RIGHT ARM DESTROYED
RIGHT ARM DESTRUCTION EFFECT (Triggered Early!):
- Bob must discard all Primary Weapon cards from hand immediately
- Bob’s current hand:
- Crushing Blow (Primary) → DISCARD
- Runic Overcharge (Tactic - keep)
- Shield Wall (Secondary - keep)
- Survey the Field (Universal - keep)
- Earthshaker (Primary) → DISCARD
- Iron Bulwark (Secondary - keep)
Bob discards 2 Primary Weapon cards from hand
Bob’s Reaction: “My Right Arm is destroyed on Turn 3! I can’t use Runic Warhammer attacks anymore. This is catastrophic.”
Bob’s Thoughts: “That Blood Offering combo broke through 16 damage reduction! Even with max Rune Counters, she still destroyed my Right Arm.”
- 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
New cards drawn:
- Desperate Lunge
- Sensor Sweep
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
- Right Arm Component Damage dealt: 1/3
TURN 3: BOB (DWARVES)
PHASE 1: REFRESH
- Restore SP: 5/5
- Heat check: 3 Heat (below 5, no check)
PHASE 2: ACTION PHASE
Bob’s Current State:
- HP: 28/32 (1 Turn 2 + 3 Turn 3 damage)
- Right Arm Component Damage: 1/3
- Shield Wall expires at end of turn
- Alice is in rear hex
Bob’s Thoughts: “Alice is behind me. I need to turn and counter-attack with Crushing Blow (armor-piercing). Or I could activate Advance to gain +2 Defense and reposition.”
Action 1: Play Advance (2 SP)
- Cost: 2 SP
- Effect: Move 2 hexes toward nearest enemy, gain +2 Defense this turn
- Movement: (10,10) → (10,9) → (10,8) [moving away from Alice, but toward center]
- SP Remaining: 3/5
- Defense buff: +2 this turn
Action 2: Rotate (0 SP)
- Free action: Face South (toward Alice’s likely next position)
Action 3: Play Crushing Blow (2 SP)
- Cost: 2 SP
- Target: Alice at (11,10)
- Range: 4 hexes… OUT OF RANGE (Crushing Blow is Melee only!)
- Cannot attack
Bob’s Thoughts: “Damn, I moved too far away. Can’t attack this turn. I’ll pass.”
- SP Remaining: 1/5
- Bob passes turn
PHASE 3: DRAW PHASE
PHASE 4: END TURN
- Remove temporary effects:
- Shield Wall expires (+3 Defense removed)
- Advance defense buff expires (+2 Defense removed)
Bob’s End State:
- Position: (10,8)
- HP: 28/32
- SP: 1/5
- Heat: 3
- Hand: 6 cards
- Rune Counters: 3 (still active)
- Right Arm Component Damage: 1/3
TURN 4: ALICE (CHURCH) - EXECUTION ATTEMPT
PHASE 1: REFRESH
- Restore SP: 5/5
- Heat check: 2 Heat (no check)
PHASE 2: ACTION PHASE
Alice’s Thoughts: “Bob moved away. I need to close distance again. I have Desperate Lunge to close 2 hexes, then attack.”
Action 1: Play Desperate Lunge (1 SP)
- Cost: 1 SP
- Movement: (11,10) → (11,9) → (10,9) [closing distance]
- SP Remaining: 4/5
Action 2: Move (1 SP)
- Cost: 1 SP
- Movement: (10,9) → (10,8) [same hex as Bob]
- ERROR: Cannot occupy same hex
- Movement: (10,9) → (9,8) [adjacent to Bob]
- SP Remaining: 3/5
Action 3: Play Righteous Cleave (3 SP)
- Cost: 3 SP
- Target: Bob at (10,8)
- Range: Melee ✓
- Effect: Deal 5 to primary + 2 to adjacent
- ATTACK DECLARED
COMBAT RESOLUTION:
- Calculate Damage:
- Base damage: 5
- Facing: Front arc (+0)
- Total: 5 damage
- Defense Modifiers:
- Bob’s Rune Counters: -12 (3 counters × 4)
- Total reduction: -12
- Final Damage: 5 - 12 = 0 damage (minimum 1)
Bob takes 1 damage (minimum damage rule): Discard top 1 card
Bob’s Discarded Card:
- Survey the Field (Universal)
Component Damage Check: 0 Primary Weapon cards discarded
PHASE 3: DRAW PHASE
PHASE 4: END TURN
Alice’s End State:
- Position: (9,8)
- HP: 28/30
- Heat: 2
- Bob’s Right Arm: Already destroyed
TURN 4: BOB (DWARVES)
PHASE 1: REFRESH
- Restore SP: 5/5
- Heat check: 3 Heat (no check)
PHASE 2: ACTION PHASE
Bob’s Current State:
- HP: 30/32 (took 1 more damage)
- Right Arm Component Damage: 3/3 (ALREADY DESTROYED - cannot use Primary Weapons)
- Alice adjacent at (9,8)
Bob’s Thoughts: “My Right Arm is already destroyed. I can’t use Primary Weapon attacks anymore. I need to rely on Secondary Equipment and Universal cards to survive.”
Action 1: Cannot Attack
- Bob’s Right Arm is destroyed
- All Primary Weapon cards were discarded when Right Arm was destroyed
- Bob has no attack cards available in hand
Bob’s Thoughts: “I have no attacks left. I’ll focus on defense and try to survive.”
Action 2: Play Shield Wall (2 SP)
- Cost: 2 SP
- Effect: +3 Defense until next turn
- SP Remaining: 3/5
Bob passes turn
PHASE 3: DRAW PHASE
PHASE 4: END TURN
Bob’s End State:
- Position: (10,8)
- HP: 30/32
- SP: 3/5
- Heat: 3
- Rune Counters: 3 (12 damage reduction)
- Right Arm: DESTROYED (cannot attack)
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: 28/30
- Right Arm Component Damage: 0/3 (intact)
- Bob’s Right Arm: ALREADY DESTROYED
Alice’s Thoughts: “Bob’s Right Arm is already destroyed. He can’t attack anymore. I just need to chip away at his remaining HP. Divine Judgment will finish this.”
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: 30/32 (>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: -12 (3 counters × 4)
- Total reduction: -12
- Final Damage: 6 - 12 = 0 damage (minimum 1)
Bob takes 1 damage (minimum damage rule): Discard top 1 card
Bob’s Discarded Card:
- Shield Wall (Secondary)
Component Damage Check: 0 Primary Weapon cards discarded
- No Component Damage
- Bob’s Right Arm: Already destroyed (3/3)
Bob’s Thoughts: “My Rune Counters are protecting me even without attacks. But I can’t win this - I have no offense.”
Alice’s Thoughts: “Bob’s Rune Counters make him nearly invincible defensively, but he can’t attack. This will be a slow grind.”
Action 2: Play Brace for Impact (0 SP, Reactive)
- Hold for Bob’s turn (if he can attack)
- SP Remaining: 1/5
Alice passes turn
PHASE 3: DRAW PHASE
PHASE 4: END TURN
Alice’s End State:
- Position: (9,8)
- HP: 28/30
- Right Arm: Intact
OUTCOME PROJECTION
Current State:
- Alice: 28/30 HP, Right Arm intact, full offense
- Bob: 29/32 HP, Right Arm Destroyed (no Primary Weapons), 12 damage reduction from Rune Counters
Next 5-8 Turns:
- Bob can only play Universal cards (movement, Heat management) and Secondary Equipment (Siege Shield)
- Bob’s 12 damage reduction from Rune Counters means Alice can only deal minimum damage (1 per attack)
- Alice needs to land 29 attacks to kill Bob (at 1 damage each)
- Bob will eventually reshuffle, adding Damage cards, which accelerates his death
- Alice wins through slow attrition, but it takes many turns
Victor: Alice (Church of Absolution)
Victory Method: Component destruction (Right Arm) → Bob loses offense → slow minimum-damage grind
Estimated Turns to Victory: Turn 15-20 (very slow due to Rune Counter defense)
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 Are Extremely Powerful
- Bob’s 3 Rune Counters reduced every attack by 12 (4 damage per counter)
- This reduced all of Alice’s attacks to minimum damage (1) after Turn 3
- However, losing the Right Arm meant Bob had no way to win
- Takeaway: Pure defense without offense is a slow death, not victory
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)
BALANCE OBSERVATIONS
Church Strengths Confirmed
- Blood Offering (0 SP, discard 2 cards, +3 dmg + ignore 1 Armor) is devastating
- Crusader’s Vow (-1 SP while healthy) enabled extra actions
- Righteous Fury didn’t trigger (no component destruction = no “kills”)
Dwarven Weaknesses Exposed
- Component destruction = complete loss of offense
- 32 HP (Stone Endurance) didn’t matter (game ended at 23 HP)
- Defensive build requires surviving to late game
Potential Balance Changes
- Component Destruction: May be too punishing
- Consider: Destroyed components reduce effectiveness (not eliminate)
- Example: Right Arm Destroyed = Primary Weapon cards cost +1 SP (not discarded)
- Blood Offering: May be too efficient
- 0 SP cost, discard 2 cards, +3 dmg + ignore 1 Armor
- Consider: Increase to 1 SP cost OR reduce buff to +2 dmg
- Unbreakable: Bob had counter-play available but didn’t use it
- This is player error, not balance issue
- Reward good reactive card timing
NEXT STEPS
- Playtest this scenario 3-5 times with different players
- Swap Tactics (try different Church/Dwarven builds)
- Add Pilot Wound Decks for full brutality (capsule breach, neural feedback)
- Test death spiral mechanics (force games to 15+ turns, multiple reshuffles)
- Create Scenario #2 with different terrain/factions
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)