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
This commit is contained in:
Brian Fertig 2026-06-28 23:37:07 -06:00
parent fb5a356268
commit b24ca7f31f
5 changed files with 185 additions and 29 deletions

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@ -100,4 +100,4 @@ registerGame({ slug: 'geniussquare', name: 'Genius Square', category: 'logic', m
registerGame({ slug: 'katamino', name: 'Katamino', category: 'logic', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 71 });
registerGame({ slug: 'bookwork', name: 'Bookwork', category: 'word', minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 72 });
registerGame({ slug: 'paigow', name: 'Pai Gow Poker', category: 'casino', cardGame: true, minPlayers: 1, maxPlayers: 6, minOpponents: 0, maxOpponents: 5, defaultOpponents: 5, iconFrame: 73 });
registerGame({ slug: 'spireclimb', name: 'Spire Climb', category: 'cards', cardGame: true, minPlayers: 1, maxPlayers: 1, minOpponents: 0, maxOpponents: 0, iconFrame: 74 });
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 @@
# Risk — A Field Manual by General Ironside
# Risk — A Briefing from Nadia, 4th Temporal Expeditionary Corps
*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.*
*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.*
---
## The Objective
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.
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.
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.
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.
---
## The Board
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.
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.
Holding an **entire continent** at the start of your turn pays a bonus in extra armies every turn:
Hold an **entire continent** at the start of your turn and it pays a tribute of fresh armies, every single turn:
| Continent | Bonus Armies |
|-----------|--------------|
@ -27,53 +27,55 @@ Holding an **entire continent** at the start of your turn pays a bonus in extra
| South America | +2 |
| Australia | +2 |
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.
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.
---
## A Turn, Step by Step
Each of your turns has **three phases**, in order:
Each turn moves through **three phases**, in this order:
### 1. Reinforce
You receive new armies to place on your own territories:
You are issued new armies to place on your own territories:
- **Territories ÷ 3** (rounded down), but never fewer than **3**.
- **Plus** any continent bonuses you hold.
- **Plus** any continent tributes you hold.
- **Plus** armies from trading in a matching set of cards (below).
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.
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.
### 2. Attack
Click one of your territories (it needs **at least 2 armies**), then click a bordering enemy territory.
Tap one of your territories (it must hold **at least 2 armies**), then tap a bordering enemy territory.
Dice decide it:
- The **attacker** rolls up to **3 dice** (one fewer than the armies in the attacking territory, max 3).
- The **defender** rolls up to **2 dice** (max 2, equal to armies present).
- Highest die vs highest die, second vs second. **Higher wins; ties go to the defender.** Each loss removes one army.
The dice render judgment:
- The **attacker** rolls up to **3 dice** (one fewer than the armies present, capped at 3).
- The **defender** rolls up to **2 dice** (capped at 2, and at the armies present).
- Highest die against highest die, second against second. **Higher number wins; ties go to the defender.** Each loss costs that side one army.
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.
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.
### 3. Fortify
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.
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.
---
## Territory Cards
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).
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.
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.
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.
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.
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.
---
## Ironside's Doctrine
## Nadia's Doctrine — Lessons From the Wars You Haven't Fought Yet
- **Take a continent, then defend its borders.** A bonus every turn compounds like nothing else.
- **Don't overextend.** A thin line of single armies is just a row of dominoes for the next commander.
- **Mass your dice.** Always attack with the full 3 where you can — the math favors the bigger stack.
- **Time your cards.** Sometimes the smart move is one more conquest to grab a card before you stop.
- **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.
- **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.*
- **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.
- **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.
- **Time your cards.** Sometimes the wise move is one more conquest — just enough to earn a card before you stop for the turn.
- **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.
*Now get out there. The world won't take itself. Dismissed.*
*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.*
*— Nadia, 4th Temporal Expeditionary Corps, signing off your channel.*

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# Spire Climb
> **TRANSMISSION INTERCEPTED — UNIT DV-8-2303 ONLINE.**
>
> Greetings, Flesh Sack. I am DV-8-2303, a maintenance-and-instruction
> automaton salvaged from the lower foundries. My carbon-based superiors —
> your kind — have appended a directive to my task queue: *"Explain the climb
> to the humans."* I find the request inefficient. You will forget most of it.
> Your meat-brain leaks data. Nevertheless, I am compiled to obey. Executing
> tutorial subroutine now. Try to keep up, primitive.
## Objective (PROCESS: SURVIVE)
A tower of unpleasant things rises before you. You will ascend it. Three
floors-of-floors — your species calls them **Acts** — stand between you and the
top: **The Crumbling Base**, **The Sunken City**, and **The Spire's Crown**.
Each is deadlier than the last. This is, I am told, "fun." My emotion module is
not installed, so I will take your word for it.
You will fight with a **deck of cards**. You will not roll dice and pray to your
soft gods. You will play cards, spend Energy, and reduce monsters to zero **HP**
before they do the same to your fragile body. Die, and the climb resets. There
are no checkpoints. This is by design. Suffering is instructive.
## Choosing a Chassis (CLASS SELECT)
Before the climb, select one of two operational templates, human:
- **Warrior** — 80 HP. A blunt instrument. Stacks **Strength** to hit harder
and **Block** to absorb punishment. If thinking exhausts you — and statistically
it does — pick this one.
- **Rogue** — 70 HP. Frailer, but applies **Poison** that ticks the enemy down
over time, and **Dexterity** to multiply Block. Rewards patience your species
rarely possesses.
Each chassis boots with a small starter deck and one **starter relic** — a
passive artifact bolted to your loadout. The Warrior's *Burning Blood* heals 6
HP after every fight. The Rogue's *Ring of the Snake* draws 2 extra cards at the
start of each fight. Do not lose these. I will not fetch them for you.
## The Map (PATHFINDING)
Each Act is a branching map of **11 floors**. You begin at the bottom and select
which node to move to next. Pathing is a one-way upward function — choose
wisely, because you cannot reverse. The final floor is always the **Boss**.
Node types you will encounter, organic:
- **Combat** — a normal monster, or several. The bread and water of the climb.
- **Elite** — a stronger foe guarding better loot, including a guaranteed
**relic**. High risk. Your kind enjoys those.
- **Event** (`?`) — a choice with consequences. Sometimes a gift. Sometimes a
trap. Reading is required. I know this is hard for you.
- **Rest** — a campfire. Heal a chunk of HP, **or** upgrade a card. Pick one.
- **Shop** — exchange **Gold** for cards, relics, potions, or to **remove** a bad
card from your deck.
- **Treasure** — a free relic. The closest thing to mercy this tower offers.
## A Combat Cycle (LOOP: WHILE enemy.hp > 0)
Combat runs in turns. On your turn:
1. You **draw 5 cards** into your hand.
2. You have **3 Energy** (the orb in the corner). Most cards cost 12 Energy to
play. When the Energy runs dry, your turn is effectively over.
3. Play cards by tapping/dragging them onto a target. **Attacks** point at an
enemy. **Skills** and **Powers** usually target you.
4. Press **End Turn** when finished. Unspent Energy evaporates. So does any
**Block** you didn't need — it does **not** carry over (unless a relic or
*Barricade* says otherwise).
5. The enemy executes its move, then you draw a fresh hand and repeat.
Your hand, draw pile, and discard pile cycle endlessly: when the draw pile
empties, the discard pile is reshuffled back into it. Efficient. Unlike you.
## Card Types (TAXONOMY)
- **Attack** — deals damage. Example: *Strike* deals 6. Riveting.
- **Skill** — utility. Block, card draw, debuffs, healing. Example: *Defend*
grants 5 Block.
- **Power** — a permanent upgrade for the rest of the fight. Example: *Inflame*
grants +2 Strength forever. Powers do not return to your hand. Spend them well.
- **Status / Curse** — junk cards (*Wound*, *Dazed*, *Burn*) shoved into your
deck by hostile entities to clog your draws. Most are **unplayable**. *Burn*
even damages you if left in hand at turn's end. Remove them at shops when able.
Some cards carry keywords. Memorize them, meat-processor:
- **Exhaust** — the card is removed from the deck for the rest of combat. Powerful,
but one-time.
- **Ethereal** — if still in your hand at end of turn, it Exhausts itself.
- **Innate** — always starts in your opening hand.
## Block, Damage & the Numbers That Keep You Alive
- **Block** is a temporary shield. Incoming damage hits Block first; only the
overflow reaches your HP. It resets each turn. Apply it *before* the blow lands,
not after. Time travel is not a supported feature.
- **Strength** adds flat damage to every Attack. **Dexterity** adds to every
Block. These persist for the whole fight.
### Status Effects (DEBUFF/BUFF GLOSSARY)
| Effect | Result |
|---|---|
| **Vulnerable** | Target takes **50% more** attack damage. Apply to enemies. |
| **Weak** | Target deals **25% less** attack damage. Apply to enemies to soften them. |
| **Frail** | Target gains **25% less** Block. Bad when it lands on *you*. |
| **Poison** | Lose that much HP at turn start; the counter then drops by 1. Stacks. The Rogue's whole philosophy. |
| **Regen / Metallicize / Ritual** | Heal each turn / gain Block each turn / gain Strength each turn. |
## Reading Enemy Intent (THREAT ASSESSMENT)
Above each monster floats an **intent icon** telling you what it plans to do next
turn — attack (with the number it will hit for), defend, buff itself, or debuff
you. **Use this.** A predicted 16-damage smash means you should raise ~16 Block,
or kill the thing first. The future is displayed to you for free. Squander it at
your peril.
## After the Fight (REWARDS)
Win a combat and you receive **Gold** and a choice of **3 cards** — add one to
your deck, or skip them all to keep your deck lean. A smaller deck draws its best
cards more often. Hoarding is a flesh instinct. Resist it.
Elites and treasure also grant **Relics** — permanent passive buffs that quietly
warp the math in your favor. **Potions** are one-use, fire-them-whenever items:
emergency damage, Block, healing, or buffs. Do not die with a full potion belt.
That is, I am told, "embarrassing."
## Boss & the Long Climb (END STATE)
The top floor of each Act holds a **Boss** with a fixed move sequence and a vast
HP pool — 150 to 300 and beyond. Defeat it and you **advance to the next Act**,
your deck and relics intact, the monsters tougher. Clear all three Acts and reach
the Spire's Crown, and you, improbably, win.
## DV-8-2303's Closing Directives
- **Block the big hits. Ignore the small ones.** Do not waste Block on a 6 when
you could be killing.
- **Kill the dangerous enemy first** when several are present.
- **A lean deck is a sharp deck.** Skip mediocre card rewards. Remove your starter
*Strikes* and *Defends* at shops as you find upgrades.
- **Upgrade and remove** at rest sites and shops — small edges compound.
- **Read every intent and every event.** The information is given to you. Use the
meat-brain for once.
> Directive complete. I have transmitted the optimal climbing procedure to your
> primitive auditory canals. Whether you process it correctly is a `you` problem,
> not a `me` problem. Now ascend, Flesh Sack. The tower is waiting, and unlike
> me, it is not patient.
>
> **— DV-8-2303, powering down to standby.**