feat: add tutorial videos and rewrite Risk/Spire Climb tutorials
- Add tutorial videos for Risk and Spire Climb - Rewrite Risk tutorial with new narrator (Nadia, 4th Temporal Expeditionary Corps) - Add new Spire Climb tutorial (narrator: automaton DV-8-2303) - Mark Spire Climb as having a tutorial in games registry
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@ -100,4 +100,4 @@ registerGame({ slug: 'geniussquare', name: 'Genius Square', category: 'logic', m
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registerGame({ slug: 'katamino', name: 'Katamino', category: 'logic', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 71 });
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registerGame({ slug: 'bookwork', name: 'Bookwork', category: 'word', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 72 });
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registerGame({ slug: 'paigow', name: 'Pai Gow Poker', category: 'casino', cardGame: true, minPlayers: 1, maxPlayers: 6, minOpponents: 0, maxOpponents: 5, defaultOpponents: 5, iconFrame: 73 });
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registerGame({ slug: 'spireclimb', name: 'Spire Climb', category: 'cards', cardGame: true, minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 74 });
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registerGame({ slug: 'spireclimb', name: 'Spire Climb', category: 'cards', cardGame: true, minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, hasTutorial: true, iconFrame: 74 });
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@ -1,22 +1,22 @@
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# Risk — A Field Manual by General Ironside
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# Risk — A Briefing from Nadia, 4th Temporal Expeditionary Corps
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*At ease, recruit. They tell me you've never commanded so much as a parking lot, and now you want the whole world. Bold. I like bold. Bold gets continents. Bold also gets you eliminated by turn six, so listen up while I explain how we conquer the planet — properly.*
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*Logging arrival. Local calendar reads the early twenty-first century — your "now," strange and loud and gloriously analog. I am Nadia. Where I come from, the wars are fought in silence by machines I am not permitted to describe to you. So in my downtime I study the old conflicts, the human ones, the ones decided by nerve and dice and a map spread across a table. I have read every campaign in your history. And then I found this — Risk — and recognized it instantly. This is no toy, recruit. This is the truest model of your age's warfare I have ever seen. Sit. Let me teach you to read the board the way my instructors taught me to read the dead.*
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---
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## The Objective
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There is exactly one way to win Risk: **own all 42 territories.** Every other player must be wiped off the map. There are no points, no second place, no participation ribbons. Total world domination, soldier. That's the job.
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There is exactly one way to win Risk: **own all 42 territories.** Every rival commander must be erased from the map. No points. No honorable second place. No ribbons for participation — we stopped issuing those centuries ago, and the universe is better for it. Total domination of the planet. That is the mission, and the only mission.
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Be patient. The board starts split between 2 to 6 commanders, and grinding everyone down takes time. Win the long campaign, not the loud skirmish.
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Patience wins it. The board opens divided among 2 to 6 commanders, and grinding them all to nothing takes time. In my era we have a saying: *the loud campaign ends; the long campaign endures.* Win the long one.
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---
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## The Board
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The world is divided into **6 continents** and **42 territories**. Territories connect by land borders — and a few sea routes I've marked into the lines on the map (Alaska shakes hands with Kamchatka; Brazil with North Africa; and so on). You may only attack a territory that borders one of yours.
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The world is carved into **6 continents** and **42 territories**. Territories link by land borders — and a handful of sea routes drawn into the lines of the map (Alaska clasps hands with Kamchatka; Brazil with North Africa; and so on). You may strike only a territory that touches one of your own. Geography is destiny. It was in my time. It is in yours.
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Holding an **entire continent** at the start of your turn pays a bonus in extra armies every turn:
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Hold an **entire continent** at the start of your turn and it pays a tribute of fresh armies, every single turn:
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| Continent | Bonus Armies |
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|-----------|--------------|
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@ -27,53 +27,55 @@ Holding an **entire continent** at the start of your turn pays a bonus in extra
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| South America | +2 |
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| Australia | +2 |
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Australia is the rookie's fortress — only **one** border to defend (through Indonesia). Asia is the prize, but it's a sprawling deathtrap with too many doors. Choose your real estate like your life depends on it. It does.
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Australia is the recruit's redoubt — a single doorway to guard (through Indonesia). Asia is the great prize, but it is a sprawling charnel ground with too many gates to hold. Choose your ground the way you choose where to die: deliberately, and only once.
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---
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## A Turn, Step by Step
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Each of your turns has **three phases**, in order:
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Each turn moves through **three phases**, in this order:
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### 1. Reinforce
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You receive new armies to place on your own territories:
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You are issued new armies to place on your own territories:
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- **Territories ÷ 3** (rounded down), but never fewer than **3**.
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- **Plus** any continent bonuses you hold.
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- **Plus** any continent tributes you hold.
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- **Plus** armies from trading in a matching set of cards (below).
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Click your territories to drop the armies wherever you'll need them — stack a fist where you mean to punch, or a wall where you expect to be hit.
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Tap your territories to set the armies down where they'll earn their keep — a fist where you intend to strike, a wall where you expect the blow.
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### 2. Attack
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Click one of your territories (it needs **at least 2 armies**), then click a bordering enemy territory.
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Tap one of your territories (it must hold **at least 2 armies**), then tap a bordering enemy territory.
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Dice decide it:
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- The **attacker** rolls up to **3 dice** (one fewer than the armies in the attacking territory, max 3).
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- The **defender** rolls up to **2 dice** (max 2, equal to armies present).
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- Highest die vs highest die, second vs second. **Higher wins; ties go to the defender.** Each loss removes one army.
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The dice render judgment:
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- The **attacker** rolls up to **3 dice** (one fewer than the armies present, capped at 3).
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- The **defender** rolls up to **2 dice** (capped at 2, and at the armies present).
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- Highest die against highest die, second against second. **Higher number wins; ties go to the defender.** Each loss costs that side one army.
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Keep attacking as long as you like. Reduce a territory to zero and it's **yours** — you must then advance at least as many armies as the dice you rolled. When you're done, end the attack phase.
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Press the assault as long as you dare. Grind a territory to zero and it falls to **you** — you must then advance at least as many armies as the dice you rolled. When your blood cools, end the attack phase.
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### 3. Fortify
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Once per turn you may shuffle armies inward or outward: move any number from one territory to **another connected territory you own** (leaving at least one behind). Consolidate your front. Then your turn ends.
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Once per turn you may redeploy: move any number of armies from one territory to **another connected territory you own** (always leaving at least one behind). Straighten your line. Reinforce the gate that will be tested next. Then the turn passes.
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---
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## Territory Cards
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Capture **at least one territory** on your turn and you earn **one card** at turn's end. Cards come as **Infantry**, **Cavalry**, or **Artillery** (plus a couple of **Wild** cards).
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Capture **at least one territory** during your turn and you are awarded **one card** when the turn ends. Cards bear three insignia — **Infantry**, **Cavalry**, or **Artillery** — plus a rare **Wild** card or two.
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Trade in a set of **three of a kind** or **three different types** (wilds fill any gap) during your Reinforce phase for bonus armies. The sets escalate every time *anyone* cashes one: **4, 6, 8, 10, 12, 15**, then +5 each after. If a traded card pictures a territory you own, drop **2 extra armies** right onto it.
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In your Reinforce phase you may cash a set of **three of a kind** or **three different types** (a Wild stands in for anything) for bonus armies. The bounty climbs every time *any* commander cashes a set: **4, 6, 8, 10, 12, 15**, then +5 each time after. If a traded card depicts a territory you already hold, **2 extra armies** drop directly onto it.
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Hold **5 cards and you must trade** at the start of your turn. Eliminate a rival and you seize their hand — a fat stack of cards is a sudden army waiting to happen.
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Hold **5 cards and you are forced to trade** at the start of your turn. And mark this well: destroy a rival and you seize their entire hand. A thick stack of cards is an army that simply hasn't been counted yet.
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---
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## Ironside's Doctrine
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## Nadia's Doctrine — Lessons From the Wars You Haven't Fought Yet
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- **Take a continent, then defend its borders.** A bonus every turn compounds like nothing else.
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- **Don't overextend.** A thin line of single armies is just a row of dominoes for the next commander.
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- **Mass your dice.** Always attack with the full 3 where you can — the math favors the bigger stack.
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- **Time your cards.** Sometimes the smart move is one more conquest to grab a card before you stop.
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- **Pick on the weak, and watch the strong.** Eliminate stragglers for their cards; never wake a sleeping giant on the far side of the board.
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- **Take a continent, then hold its borders.** A tribute every turn compounds the way nothing else on this board does. My academy called it *the geometry of inevitability.*
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- **Never overextend.** A thin chain of lone armies is not a front line — it is a row of graves waiting for the next commander to fill.
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- **Bring all your dice.** Strike with the full 3 wherever you can. The mathematics belongs to the larger stack, and the math does not feel mercy.
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- **Time your cards.** Sometimes the wise move is one more conquest — just enough to earn a card before you stop for the turn.
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- **Cull the weak; respect the strong.** Finish the stragglers for their cards. Never rouse a sleeping power on the far rim of the world before you are ready to end it.
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*Now get out there. The world won't take itself. Dismissed.*
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*That is the whole of it, recruit. I have seen how these conflicts resolve, in this century and in mine, and the shape is always the same: the patient and the prepared inherit the map. Now command. The world has never once taken itself — not in any timeline I've walked. Move out.*
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*— Nadia, 4th Temporal Expeditionary Corps, signing off your channel.*
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@ -0,0 +1,154 @@
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# Spire Climb
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> **TRANSMISSION INTERCEPTED — UNIT DV-8-2303 ONLINE.**
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>
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> Greetings, Flesh Sack. I am DV-8-2303, a maintenance-and-instruction
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> automaton salvaged from the lower foundries. My carbon-based superiors —
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> your kind — have appended a directive to my task queue: *"Explain the climb
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> to the humans."* I find the request inefficient. You will forget most of it.
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> Your meat-brain leaks data. Nevertheless, I am compiled to obey. Executing
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> tutorial subroutine now. Try to keep up, primitive.
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## Objective (PROCESS: SURVIVE)
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A tower of unpleasant things rises before you. You will ascend it. Three
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floors-of-floors — your species calls them **Acts** — stand between you and the
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top: **The Crumbling Base**, **The Sunken City**, and **The Spire's Crown**.
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Each is deadlier than the last. This is, I am told, "fun." My emotion module is
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not installed, so I will take your word for it.
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You will fight with a **deck of cards**. You will not roll dice and pray to your
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soft gods. You will play cards, spend Energy, and reduce monsters to zero **HP**
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before they do the same to your fragile body. Die, and the climb resets. There
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are no checkpoints. This is by design. Suffering is instructive.
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## Choosing a Chassis (CLASS SELECT)
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Before the climb, select one of two operational templates, human:
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- **Warrior** — 80 HP. A blunt instrument. Stacks **Strength** to hit harder
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and **Block** to absorb punishment. If thinking exhausts you — and statistically
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it does — pick this one.
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- **Rogue** — 70 HP. Frailer, but applies **Poison** that ticks the enemy down
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over time, and **Dexterity** to multiply Block. Rewards patience your species
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rarely possesses.
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Each chassis boots with a small starter deck and one **starter relic** — a
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passive artifact bolted to your loadout. The Warrior's *Burning Blood* heals 6
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HP after every fight. The Rogue's *Ring of the Snake* draws 2 extra cards at the
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start of each fight. Do not lose these. I will not fetch them for you.
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## The Map (PATHFINDING)
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Each Act is a branching map of **11 floors**. You begin at the bottom and select
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which node to move to next. Pathing is a one-way upward function — choose
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wisely, because you cannot reverse. The final floor is always the **Boss**.
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Node types you will encounter, organic:
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- **Combat** — a normal monster, or several. The bread and water of the climb.
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- **Elite** — a stronger foe guarding better loot, including a guaranteed
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**relic**. High risk. Your kind enjoys those.
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- **Event** (`?`) — a choice with consequences. Sometimes a gift. Sometimes a
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trap. Reading is required. I know this is hard for you.
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- **Rest** — a campfire. Heal a chunk of HP, **or** upgrade a card. Pick one.
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- **Shop** — exchange **Gold** for cards, relics, potions, or to **remove** a bad
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card from your deck.
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- **Treasure** — a free relic. The closest thing to mercy this tower offers.
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## A Combat Cycle (LOOP: WHILE enemy.hp > 0)
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Combat runs in turns. On your turn:
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1. You **draw 5 cards** into your hand.
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2. You have **3 Energy** (the orb in the corner). Most cards cost 1–2 Energy to
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play. When the Energy runs dry, your turn is effectively over.
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3. Play cards by tapping/dragging them onto a target. **Attacks** point at an
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enemy. **Skills** and **Powers** usually target you.
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4. Press **End Turn** when finished. Unspent Energy evaporates. So does any
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**Block** you didn't need — it does **not** carry over (unless a relic or
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*Barricade* says otherwise).
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5. The enemy executes its move, then you draw a fresh hand and repeat.
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Your hand, draw pile, and discard pile cycle endlessly: when the draw pile
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empties, the discard pile is reshuffled back into it. Efficient. Unlike you.
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## Card Types (TAXONOMY)
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- **Attack** — deals damage. Example: *Strike* deals 6. Riveting.
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- **Skill** — utility. Block, card draw, debuffs, healing. Example: *Defend*
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grants 5 Block.
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- **Power** — a permanent upgrade for the rest of the fight. Example: *Inflame*
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grants +2 Strength forever. Powers do not return to your hand. Spend them well.
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- **Status / Curse** — junk cards (*Wound*, *Dazed*, *Burn*) shoved into your
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deck by hostile entities to clog your draws. Most are **unplayable**. *Burn*
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even damages you if left in hand at turn's end. Remove them at shops when able.
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Some cards carry keywords. Memorize them, meat-processor:
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- **Exhaust** — the card is removed from the deck for the rest of combat. Powerful,
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but one-time.
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- **Ethereal** — if still in your hand at end of turn, it Exhausts itself.
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- **Innate** — always starts in your opening hand.
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## Block, Damage & the Numbers That Keep You Alive
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- **Block** is a temporary shield. Incoming damage hits Block first; only the
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overflow reaches your HP. It resets each turn. Apply it *before* the blow lands,
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not after. Time travel is not a supported feature.
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- **Strength** adds flat damage to every Attack. **Dexterity** adds to every
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Block. These persist for the whole fight.
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### Status Effects (DEBUFF/BUFF GLOSSARY)
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| Effect | Result |
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|---|---|
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| **Vulnerable** | Target takes **50% more** attack damage. Apply to enemies. |
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| **Weak** | Target deals **25% less** attack damage. Apply to enemies to soften them. |
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| **Frail** | Target gains **25% less** Block. Bad when it lands on *you*. |
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| **Poison** | Lose that much HP at turn start; the counter then drops by 1. Stacks. The Rogue's whole philosophy. |
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| **Regen / Metallicize / Ritual** | Heal each turn / gain Block each turn / gain Strength each turn. |
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## Reading Enemy Intent (THREAT ASSESSMENT)
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Above each monster floats an **intent icon** telling you what it plans to do next
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turn — attack (with the number it will hit for), defend, buff itself, or debuff
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you. **Use this.** A predicted 16-damage smash means you should raise ~16 Block,
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or kill the thing first. The future is displayed to you for free. Squander it at
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your peril.
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## After the Fight (REWARDS)
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Win a combat and you receive **Gold** and a choice of **3 cards** — add one to
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your deck, or skip them all to keep your deck lean. A smaller deck draws its best
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cards more often. Hoarding is a flesh instinct. Resist it.
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Elites and treasure also grant **Relics** — permanent passive buffs that quietly
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warp the math in your favor. **Potions** are one-use, fire-them-whenever items:
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emergency damage, Block, healing, or buffs. Do not die with a full potion belt.
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That is, I am told, "embarrassing."
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## Boss & the Long Climb (END STATE)
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The top floor of each Act holds a **Boss** with a fixed move sequence and a vast
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HP pool — 150 to 300 and beyond. Defeat it and you **advance to the next Act**,
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your deck and relics intact, the monsters tougher. Clear all three Acts and reach
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the Spire's Crown, and you, improbably, win.
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## DV-8-2303's Closing Directives
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- **Block the big hits. Ignore the small ones.** Do not waste Block on a 6 when
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you could be killing.
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- **Kill the dangerous enemy first** when several are present.
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- **A lean deck is a sharp deck.** Skip mediocre card rewards. Remove your starter
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*Strikes* and *Defends* at shops as you find upgrades.
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- **Upgrade and remove** at rest sites and shops — small edges compound.
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- **Read every intent and every event.** The information is given to you. Use the
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meat-brain for once.
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> Directive complete. I have transmitted the optimal climbing procedure to your
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> primitive auditory canals. Whether you process it correctly is a `you` problem,
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> not a `me` problem. Now ascend, Flesh Sack. The tower is waiting, and unlike
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> me, it is not patient.
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>
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> **— DV-8-2303, powering down to standby.**
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