Rusty Cudgel
Deal 8 damage.
A deckbuilding rogue-lite in a kingdom that pays by the task. Half your deck is combat. The other half is chores — swinging a pickaxe, gutting a fish, chopping a tree — that happen to hurt when aimed at a goblin.
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Deal 8 damage.
Deal 5 Crush damage. Gain 1 Ore.
Deal 7 damage. Apply 2 Burn.
Ore, logs, herbs and fish are both card fuel and shop currency, so the greedy line and the safe line are genuinely different decks. Mint them mid-fight with a pickaxe; spend them at a forge, a fletcher, a brewer or a cook.
Tokens carry between fights, and past twelve of them you draw an Overloaded Pack curse every turn until you put something down. Greed is a real decision, not a slider.
Each enemy picks its next move at the start of your turn and then commits. The badge over its head is exactly what will happen — so an enemy that reads the board back is something you can play around, not a coin flip.
Runs end. Skills don’t. Seventeen certificates level from the verbs you actually did — Crush damage dealt, Ore mined, debuffs cleansed — win or lose, and they decide which cards exist for you at all.
Momentum
Each melee card played this turn adds +2 to the next one, up to +6. Chaining is the point of a cudgel.
Mark
A ranged hit paints the target, and every attack of yours deals +2 per stack. Archers set up; anyone can profit.
Through Block
Spells read straight through Block and leave the target burning. Magic is the answer to an enemy that turtles.
Guard
Each defence card played shaves a point off every enemy attack for the rest of the fight. It compounds; Block does not.
Chores — gathering, cooking, brewing — are Craft, and stay out of it.
Strong is ×1.5, weak is ×0.66 — enough to make you read the enemy, never enough to brick a deck. Armour tags are printed on the map node before you take the fight, and arming a card previews the exact number it will do to every body on the row.
A sample of the pool. Faces are built the way the game builds them — art to all four edges, the cost in the top-left notch, rarity down the left rail — because in a fan, the left edge is the only part of a card you can still see.
Deal 8 damage.
Deal 14 damage. Gain 6 Block.
Deal 6 damage. Remove 8 enemy Block. Double both vs Plated.
Deal 4 damage three times.
Deal 6 damage. Apply 3 Bleed.
Deal 7 damage. Apply 2 Burn.
Deal 6 damage to every enemy.
Gain 6 Block.
Gain 16 Block. Retain.
Deal 5 Crush damage. Gain 1 Ore.
Deal 7 Pierce damage. Gain 1 Fish. It was going to happen anyway.
Deal 3 damage. Permanently gains +2 damage each time you play it this run.
A Crush or Pierce card in hand permanently gains +3 damage. Exhaust.
No cards of that school in this sample.
The Guild deals you four regions and the Gilded Wyrm at the end of all of them. Each leg is a branching node map — contracts, a Notorious elite, gathering seams, a shop, a campfire, and the occasional person with a scheme.
Tier 1
Fenced fields, a windmill, and a farmer who will absolutely make his cow problem your cow problem. Teaches the loop with almost no punishment.
fishherbslogs
BossThe Prize Bull100 HP
Written for Woodcutting 2
Tier 2
A swamp with a wizard's tower in it, because of course there is. Introduces status effects and the first cards that ask you to lose health on purpose.
fishherbs
BossSallow, First Draft170 HP
Written for Apothecary 4
Tier 2
Dwarven mineworks, still operating, extremely unionised. The Ore economy region: this is where a gathering deck stops being a joke.
logsore
BossThe Seam Itself200 HP
Written for Mining 8
Tier 3
Desert crossing with a Thirst meter: every third node costs a Waterskin or 8 HP. Cash-rich, resource-poor — the region that rewards a lean deck.
THIRST · every third node costs a Waterskin or 8 HP.
herbsore
BossKhenet, the Sealed Vizier260 HP
Written for Footwork 6
Tier 4
Outside Guild jurisdiction, so nobody insures you. Ambush nodes are hidden until entered, and death here loses your carried tokens rather than your run. The optional greed leg.
UNINSURED · some nodes are hidden until entered. Dying here costs your tokens, not your run.
fishherbslogsore
No bossThe optional greed leg
Written for Pilfering 8
Tier 5
A volcanic fortress converted into a bank. The dragon is the vault manager, and it has read your file.
GAUNTLET · no rest between fights. No shop. No excuses.
ore
BossThe Gilded Wyrm600 HP
Written for Warding 10
Every point of Crush damage feeds Cudgelry. Every Ore mined feeds Mining. Every debuff cleansed feeds Litany — win or lose, every run, forever. Each certificate drops new cards into the pool, grants a passive from turn one, and changes what the map offers you.
Crush damage dealt
Heavy single hits and self-harm payoffs. The trade you fall back on when the clever plan dies.
Pierce hits landed
Multi-hit, poison and ammo economy. Turns Logs into damage without ever visiting a forge.
Blast damage dealt, cards drawn
Area damage, status and deck manipulation. The certificate that makes a bad hand into a good one.
Block gained
Retain, reflect and Block-to-damage. Nobody thanks you for it and it wins the Vault.
Debuffs cleansed, prayers spent
Once-per-fight blessings drawn from a shared prayer meter.
Notorious enemies killed
The Guild assigns you a target species each run. Clear it for +50% coin and a relic.
Ore gained
Ore is the run's hard currency: it buys upgrades outright and feeds the biggest damage card in the game.
Logs gained
Logs feed Fletching and Tinder. The quiet skill that makes two other skills work.
Fish gained
The healing supply line. Unglamorous, and the reason you survive leg three.
Seeds planted between runs
Plant at the end of a run, harvest at the start of the next. Herbs without spending a node.
Successful steals
Steal a card mid-fight. Adds locked-chest nodes to every region.
Ore spent at forges
Permanently upgrade attack cards mid-run. Converts the mining deck into the killing deck.
Meals eaten
Bigger heals and buff-food. Watch the burn chance disappear forever.
Herbs brewed
Potions as single-use cards, and every poison you apply scales.
Sigils inscribed at altars
Attach a sigil to any card, permanently, for the run. The build-defining skill.
Shortcuts taken, hits dodged
Shortcuts on the map and Dodge cards in the deck. Skips are free tempo.
Fires lit
Light a campfire anywhere for 2 Logs, and every Burn you apply hurts more.
One boss per leg, each with an intent loop you can learn and a mouth it says things out of. Nothing narrates at you from the middle of a panel; the story comes out of somebody’s face.
Bramblewick Meadows
100 HPhide
Gains Rage every turn you spend gathering. It can hear the pickaxe.
(The bull has been waiting for this all week.)
Mire of Sallowfen
170 HPwarded
A failed homunculus that copies the last card you played, badly.
I was going to be somebody's hero. They redrafted me.
Karn Deep
200 HPplated
A wall with 300 HP that you mine down while it drops rocks on you.
(The rock face inhales.)
Ashkarn Sands
260 HPwarded
Three sarcophagi. You choose which one to open first.
Sealed for the kingdom's protection. Not mine.
Emberkeep & the Gilded Wyrm
600 HPplated
The vault manager. It has read your file.
You are not on the list. Nobody is on the list. That is what the list is for.
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