penance

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:

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)

Opening Hand (6 cards, drawn after shuffle):

  1. Desperate Lunge (Movement, 1 SP)
  2. Quick Shot (Attack, 1 SP, Range 3)
  3. Faithful Thrust (Attack, 2 SP, Melee)
  4. Blood Offering (Buff, 0 SP, discard 2 cards)
  5. Brace for Impact (Reactive, 0 SP, reduce dmg by 2)
  6. Emergency Vent (Heat, 2 SP, remove 3 Heat)

Current State:


Bob (Dwarven Clans)

Opening Hand (6 cards, drawn after shuffle):

  1. Rune of Protection (Buff, 2 SP, gain 1 Rune Counter)
  2. Crushing Blow (Attack, 2 SP, Melee, 4 dmg armor-piercing)
  3. Shield Wall (Defense, 2 SP, +3 Defense)
  4. Advance (Movement, 2 SP, move 2 + gain +2 Defense)
  5. Breathe the Core (Heat, 0 SP, remove 1 Heat)
  6. Survey the Field (Utility, 1 SP, draw 1 discard 1)

Current State:


TURN 1: ALICE (CHURCH)

PHASE 1: REFRESH

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)

Action 2: Move (1 SP)

Action 3: Move (1 SP)

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.”

PHASE 3: DRAW PHASE

New cards drawn:

  1. Overextend (Movement, 2 SP, move 3 gain 2 Heat)
  2. Righteous Cleave (Attack, 3 SP, Melee, 5 dmg + 2 splash)

PHASE 4: END TURN

Alice’s End State:


TURN 1: BOB (DWARVES)

PHASE 1: REFRESH

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)

Action 2: Move (2 SP)

Action 3: Play Survey the Field (1 SP)

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

New card drawn:

  1. Earthshaker (Attack, 4 SP, Melee, 5 dmg + 2 splash + push)

PHASE 4: END TURN

Bob’s End State:


TURN 2: ALICE (CHURCH)

PHASE 1: REFRESH

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)

Action 2: Play Quick Shot (1 SP)

COMBAT RESOLUTION:

  1. LOS Check: Clear line of sight ✓
  2. Range Check: 3 hexes = CLOSE RANGE ✓
  3. Calculate Damage:
    • Base damage: 2 (Quick Shot)
    • Facing: Alice is in Bob’s FRONT arc (+0 dmg)
    • Total damage: 2
  4. Defense Modifiers:
    • Bob’s Rune Counters: -4 damage
    • Bob’s terrain (Rubble): +1 Defense (reduces damage by 1)
    • Total reduction: -5 damage
  5. 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

New cards drawn:

  1. Divine Judgment (Attack, 4 SP, 6-8 dmg execute)
  2. Martyrdom Protocol (Reactive, 0 SP, redirect ally damage)

PHASE 4: END TURN

Alice’s End State:


TURN 2: BOB (DWARVES)

PHASE 1: REFRESH

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)

Action 2: Play Shield Wall (2 SP)

Bob’s Thoughts: “I’m a fortress. Alice’s attacks will barely touch me. Next turn I’ll counter-attack.”

PHASE 3: DRAW PHASE

New cards drawn:

  1. Iron Bulwark (Reactive, 0 SP, reduce dmg by 3 gain 1 Heat)
  2. Unbreakable (Reactive, 0 SP, prevent 1 Component Damage gain 1 Heat)

PHASE 4: END TURN

Bob’s End State:

Total Damage Reduction: 12 (Rune: 3 counters × 4) + 3 (Shield Wall) + 1 (Rubble) = -16 damage


TURN 3: ALICE (CHURCH) - THE COMBO

PHASE 1: REFRESH

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)

Action 2: Move to Rear Arc (2 SP)

Action 3: Move (2 SP)

Alice is now in Bob’s REAR ARC

Action 4: Play Faithful Thrust (2 SP, -1 from Crusader’s Vow = 1 SP)

COMBAT RESOLUTION (WITH DICE):

Step 1: Calculate To-Hit Number

Step 2: Roll Attack Dice (Alice rolls 2d6 Attack Dice)

Step 3: Calculate Damage:

Step 4: Roll Defense Dice (Bob rolls 12 Defense Dice)

Step 5: Apply Defense Modifiers:

Final Damage: 7 - 14 = 0 damage (minimum 1)

Bob takes 1 damage (minimum damage rule)

Bob’s Discarded Card:

  1. Crushing Blow (Primary Weapon - Runic Warhammer) ← COMPONENT DAMAGE

Component Damage Check:

RIGHT ARM DESTRUCTION EFFECT (Triggered Early!):

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.”

PHASE 3: DRAW PHASE

New cards drawn:

  1. Desperate Lunge
  2. Sensor Sweep

PHASE 4: END TURN

Alice’s End State:


TURN 3: BOB (DWARVES)

PHASE 1: REFRESH

PHASE 2: ACTION PHASE

Bob’s Current State:

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)

Action 2: Rotate (0 SP)

Action 3: Play Crushing Blow (2 SP)

Bob’s Thoughts: “Damn, I moved too far away. Can’t attack this turn. I’ll pass.”

PHASE 3: DRAW PHASE

PHASE 4: END TURN

Bob’s End State:


TURN 4: ALICE (CHURCH) - EXECUTION ATTEMPT

PHASE 1: REFRESH

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)

Action 2: Move (1 SP)

Action 3: Play Righteous Cleave (3 SP)

COMBAT RESOLUTION:

  1. Calculate Damage:
    • Base damage: 5
    • Facing: Front arc (+0)
    • Total: 5 damage
  2. Defense Modifiers:
    • Bob’s Rune Counters: -12 (3 counters × 4)
    • Total reduction: -12
  3. Final Damage: 5 - 12 = 0 damage (minimum 1)

Bob takes 1 damage (minimum damage rule): Discard top 1 card

Bob’s Discarded Card:

  1. Survey the Field (Universal)

Component Damage Check: 0 Primary Weapon cards discarded

PHASE 3: DRAW PHASE

PHASE 4: END TURN

Alice’s End State:


TURN 4: BOB (DWARVES)

PHASE 1: REFRESH

PHASE 2: ACTION PHASE

Bob’s Current State:

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 Thoughts: “I have no attacks left. I’ll focus on defense and try to survive.”

Action 2: Play Shield Wall (2 SP)

Bob passes turn

PHASE 3: DRAW PHASE

PHASE 4: END TURN

Bob’s End State:


TURN 5: ALICE (CHURCH) - CLIMAX

PHASE 1: REFRESH

PHASE 2: ACTION PHASE

Alice’s Current State:

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)

COMBAT RESOLUTION:

  1. Calculate Damage:
    • Base damage: 6
    • Facing: Front arc (+0)
    • Total: 6 damage
  2. Defense Modifiers:
    • Bob’s Rune Counters: -12 (3 counters × 4)
    • Total reduction: -12
  3. Final Damage: 6 - 12 = 0 damage (minimum 1)

Bob takes 1 damage (minimum damage rule): Discard top 1 card

Bob’s Discarded Card:

  1. Shield Wall (Secondary)

Component Damage Check: 0 Primary Weapon cards discarded

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)

Alice passes turn

PHASE 3: DRAW PHASE

PHASE 4: END TURN

Alice’s End State:


OUTCOME PROJECTION

Current State:

Next 5-8 Turns:

  1. Bob can only play Universal cards (movement, Heat management) and Secondary Equipment (Siege Shield)
  2. Bob’s 12 damage reduction from Rune Counters means Alice can only deal minimum damage (1 per attack)
  3. Alice needs to land 29 attacks to kill Bob (at 1 damage each)
  4. Bob will eventually reshuffle, adding Damage cards, which accelerates his death
  5. 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

2. Blood Offering (Self-Harm Mechanic) is Powerful

3. Facing Modifiers Matter

4. Rune Counters Are Extremely Powerful

5. SP Economy: Safe Zone vs Danger Zone

6. Armor-Piercing Counters Defensive Builds

7. Death Spiral Didn’t Trigger (Yet)


WHAT COULD BOB HAVE DONE DIFFERENTLY?

Mistake 1: Didn’t Use Unbreakable

Mistake 2: Moved Away Turn 3

Mistake 3: Didn’t Stack Armor Early


BALANCE OBSERVATIONS

Church Strengths Confirmed

Dwarven Weaknesses Exposed

Potential Balance Changes

  1. 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)
  2. 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
  3. 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

  1. Playtest this scenario 3-5 times with different players
  2. Swap Tactics (try different Church/Dwarven builds)
  3. Add Pilot Wound Decks for full brutality (capsule breach, neural feedback)
  4. Test death spiral mechanics (force games to 15+ turns, multiple reshuffles)
  5. 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)