Shadows
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Build the game described in this game design document using HTML with three.js, SVGs, Canvas or any other technology you deem appropriate. It will be served from an http server. Game Design Document: Shadows of the Abyss Introduction Shadows of the Abyss is a dark fantasy single-player roguelike deckbuilding game. The player chooses one of three cursed archetypes—Blood Reaper, Shadowmancer, or Hellforged—and climbs a twisted world map, battling enemies, collecting cards, relics, and potions. The game plays in turn-based combat where energy, card draw, and status effects govern survival. This document specifies every mechanical detail necessary to build a fully functional game. Game Overview & High Concept Theme: Fallen heroes wielding forbidden magic in a dying world. Genre: Roguelike deckbuilder (inspired by Slay the Spire). Goal: Defeat the final boss of Act 3 to win the run. Death resets progress (permadeath). Key Pillars: Risk/reward management, distinct class mechanics, predictable enemy intents, deck fine-tuning through upgrades and removal. Core Loop Choose a class → receive starting deck and 99 Gold. Navigate a branching map (Act 1 → Act 2 → Act 3). Each non-boss floor is a node: Enemy, Elite, Rest, Shop, or Event. Combat is turn-based; player acts first. Rewards after combat: Gold, Card choice, Potion chance. Boss floor at end of each act: defeat to unlock next act. Defeat Act 3 boss → Victory. Player HP ≤ 0 → Run Over. Player Character & Classes Starting Max HP: 70 (all classes). Energy per turn: 3. Card Draw: 5 cards drawn at start of each turn. Max Hand Size: Unlimited. Deck: Starts with basic cards + 1 signature class card. Exact starting decks: Class Starting Deck (10 cards) Blood Reaper 5× Strike, 4× Defend, 1× Sanguine Strike Shadowmancer 5× Strike, 4× Defend, 1× Shadow Bolt Hellforged 5× Strike, 4× Defend, 1× Firebolt Card Pool: During a run, only cards from the chosen class’s unique pool (plus basic cards and obtained Curses) are offered. Shop also respects class. Gold: Start with 99. Earned in battles, events. Combat System 5.1 Turn Order Player always goes first. Enemies take their turn after the player ends theirs. 5.2 Player Turn Gain 3 Energy. Draw 5 cards (if draw pile empty, shuffle discard pile into draw pile, excluding Exhausted cards). Play any number of cards from hand, paying their energy cost. Unplayed cards remain in hand (no auto-discard during turn). End Turn: discard all cards in hand to discard pile. All Block resets. 5.3 Enemy Turn Enemies perform their current intent (shown as icon before turn). Intent is deterministic; cycles are fixed. Enemy Block is gained on their turn and persists until their next action or until broken. 5.4 Damage & Block Attack damage = base damage + Strength (player) minus Weak debuff (if any) after Vulnerable multiplier. Block: Gained by player from Defense cards; absorbs damage before HP is reduced. Block does not carry over to next turn unless specified (e.g., “next turn gain Block”). Unblocked damage reduces HP. HP Loss from card effects (e.g., Bloodletting) bypasses Block, but can be modified by Intangible. 5.5 Exhaust Cards with Exhaust are removed from the deck for the remainder of combat after being played (or when discarded if unplayable). 5.6 Status Effects Buffs/Debuffs applied to characters (player or enemies) persist until cleansed or expire naturally. Status Type Effect Strength Buff Increases Attack damage by X. Lasts for combat. Dexterity Buff Increases Block gained from cards by X. Lasts for combat. Regeneration Buff At end of turn, heal X HP, then reduce Regeneration by 1. Intangible Buff All damage and HP loss (from any source) is reduced to 1. Each stack lasts 1 turn (so “gain 2 Intangible” = 2 turns). Weak Debuff Deals 25% less Attack damage (rounded down). Each stack reduces damage multiplicatively? (Standard: apply Weak as a % reduction: damage * 0.75). Multiple applications refresh duration; we’ll use simple stacking duration. (Duration mechanic: Weak X lasts X turns, each turn it decreases by 1.) Vulnerable Debuff Takes 50% more damage from Attacks (multiplier 1.5). Duration stacks. Bleed Debuff At start of affected entity’s turn, lose HP equal to stacks, then halve stacks (round down). Burn Debuff At end of affected entity’s turn, lose HP equal to stacks, then halve stacks (round down). Applied to enemies only (player can be set on fire by enemies). Poison Debuff At start of turn, lose HP equal to stacks, then reduce by 1. (Used by some enemies.) All buffs/debuffs with duration decrease by 1 at the start of the affected entity’s turn (except Bleed/Burn halving, Poison decrement). Intangible decrements at start of player’s turn. 5.7 Enemy Intent Keywords Attack: Deal X damage. Defend: Gain X Block. Buff: Apply a buff to self (e.g., Strength, Block, Regeneration). Debuff: Apply a debuff to player (e.g., Weak, Vulnerable, Bleed). Multi-hit: Attack multiple times (e.g., “3×4” means deal 4 damage three separate times, each reduced by Block). Summon: Create a new enemy minion with specified stats. 6. Card Types and Anatomy 6.1 Types Attack: Deals direct damage to one or all enemies. Some apply debuffs. Skill: Non-damaging one-time effect (draw, gain Energy, apply debuffs, heal, etc.). Power: Permanent effect for the rest of combat (goes into a power zone, not discard). Curse: Negative card that can be added to your deck; unplayable, often has negative on-draw effects. Status: Temporary cards (e.g., Wound, Dazed, Imp Claw) created during combat; are Ethereal and Exhaust. 6.2 Card Attributes Name, Type, Rarity (Common, Uncommon, Rare), Energy Cost (0–X), Description. Upgradeable: Each card has an upgraded version (card name with “+”) with improved numbers/effects. Cards are class-specific except basic and Curses. 6.3 Card Pool When a Card Reward screen appears, 3 random cards from the class’s pool are offered, weighted by rarity (60% Common, 30% Uncommon, 10% Rare). Elite fights increase Rare chance to 20%. Boss rewards always contain one Rare card choice among the three. Shop offers 3 cards (same class pool) plus one Colorless card (e.g., generic draw or block) – I define Colorless later. Basic Cards (All Classes) Card Type Cost Rarity Effect Upgrade (+) Effect Strike Attack 1 Basic Deal 6 damage. Deal 8 damage. Defend Skill 1 Basic Gain 5 Block. Gain 8 Block. Class Unique Cards – Blood Reaper Theme: Sacrifice HP for power, life steal, Bleed. 8.1 Attacks (4 cards) Name Rarity Cost Effect Upgrade (+) Effect 1 Sanguine Strike Common 1 Deal 8 damage. Heal 2 HP. Deal 10 damage. Heal 3 HP. 2 Hemorrhage Common 1 Deal 5 damage. Apply 3 Bleed. Deal 6 damage. Apply 4 Bleed. 3 Bloodletting Uncommon 1 Lose 3 HP. Deal 12 damage. Lose 2 HP. Deal 15 damage. 4 Crimson Eruption Rare 2 Deal 8 damage to ALL enemies. Lose 2 HP. Deal 10 damage to ALL enemies. Lose 2 HP. 8.2 Defenses (4 cards) Name Rarity Cost Effect Upgrade (+) Effect 1 Crimson Shield Common 1 Gain 6 Block. Lose 2 HP. Gain 8 Block. Lose 2 HP. 2 Blood Ward Common 1 Gain 3 Block. Gain 1 Regeneration. Gain 4 Block. Gain 2 Regeneration. 3 Sacrificial Barrier Uncommon 2 Gain 10 Block. Lose 5 HP. Gain 13 Block. Lose 5 HP. 4 Vital Surge Rare X Gain Block equal to your missing HP. Exhaust. Gain Block equal to missing HP + 3. Exhaust. 8.3 Others (4 cards) Name Type Rarity Cost Effect Upgrade (+) Effect 1 Life Tap Skill Common 0 Draw 2 cards. Lose 3 HP. Draw 3 cards. Lose 3 HP. 2 Rend Flesh Skill Uncommon 1 Apply 5 Bleed to ALL enemies. Lose 2 HP. Apply 7 Bleed to ALL enemies. Lose 2 HP. 3 Soul Siphon Power Uncommon 2 (Power) At the start of your turn, gain 1 Energy and lose 1 HP. Gain 1 Energy, lose 1 HP. (no change; maybe Energy cost 1? Let's upgrade: cost 1 energy, effect same. So cost reduced to 1. I'll set: Upgrade: Cost 1.) 4 Blood Pact Power Rare 1 (Power) Whenever you lose HP from a card (cost or effect), gain 1 Strength. Whenever you lose HP from a card, gain 2 Strength. Note: Soul Siphon upgraded reduces cost to 1 Energy. Class Unique Cards – Shadowmancer Theme: Debuffs (Weak, Vulnerable), Intangible, card manipulation. 9.1 Attacks (4 cards) Name Rarity Cost Effect Upgrade (+) Effect 1 Shadow Bolt Common 1 Deal 6 damage. Apply 1 Weak. Deal 8 damage. Apply 2 Weak. 2 Grasp of Despair Common 1 Deal 4 damage. Apply 1 Vulnerable. Deal 5 damage. Apply 2 Vulnerable. 3 Nightmare Lash Uncommon 2 Deal 7 damage. If enemy has Weak, deal 7 more damage. Deal 9 damage. If Weak, deal 9 more. 4 Eternal Darkness Rare 2 Deal 3 damage to a random enemy 3 times. Deal 4 damage to a random enemy 3 times. 9.2 Defenses (4 cards) Name Rarity Cost Effect Upgrade (+) Effect 1 Cloak of Shadows Common 1 Gain 5 Block. Draw 1 card. Gain 7 Block. Draw 1 card. 2 Haunting Mist Common 1 Gain 7 Block. Apply 1 Weak to ALL enemies. Gain 9 Block. Apply 1 Weak to ALL enemies. 3 Phantom Armor Uncommon 1 Gain 8 Block. Next turn, gain 2 Dexterity. Gain 10 Block. Next turn, gain 3 Dexterity. 4 Whispering Shroud Rare 1 Gain 4 Block. Next turn, gain 4 Block. Gain 5 Block. Next turn, gain 5 Block. 9.3 Others (4 cards) Name Type Rarity Cost Effect Upgrade (+) Effect 1 Shadowform Skill Uncommon 2 Gain 2 Intangible. Exhaust. Gain 3 Intangible. Exhaust. 2 Curse of Misfortune Skill Common 1 Enemy loses 3 Strength this turn. Apply 1 Vulnerable. Enemy loses 4 Strength this turn. Apply 2 Vulnerable. 3 Dark Ritual Skill Uncommon 0 Gain 2 Energy. Shuffle a Dazed into your draw pile. Gain 2 Energy. Shuffle a Dazed into your discard pile (better). 4 Umbral Mastery Power Rare 2 (Power) At the start of your turn, apply 1 Weak to ALL enemies. Apply 2 Weak to ALL enemies. 10. Class Unique Cards – Hellforged Theme: Fire damage, Burn, summoning Imps, energy manipulation. 10.1 Attacks (4 cards) Name Rarity Cost Effect Upgrade (+) Effect 1 Firebolt Common 1 Deal 7 damage. Apply 2 Burn. Deal 9 damage. Apply 3 Burn. 2 Hellfire Blast Uncommon 2 Deal 9 damage to ALL enemies. Deal 12 damage to ALL enemies. 3 Searing Strike Common 1 Deal 6 damage. Gain 1 Energy next turn. Deal 8 damage. Gain 1 Energy next turn. 4 Immolate Rare 2 Deal 12 damage. Exhaust. Deal 16 damage. Exhaust. 10.2 Defenses (4 cards) Name Rarity Cost Effect Upgrade (+) Effect 1 Obsidian Skin Common 1 Gain 7 Block. Gain 10 Block. 2 Flame Ward Common 1 Gain 5 Block. Apply 2 Burn to a random enemy. Gain 6 Block. Apply 3 Burn to a random enemy. 3 Demonic Resilience Uncommon 1 Gain 4 Block. Heal 2 HP. Gain 5 Block. Heal 3 HP. 4 Brimstone Shield Rare 1 Gain 3 Block. Gain 2 Strength this turn. Gain 4 Block. Gain 3 Strength this turn. 10.3 Others (4 cards) Name Type Rarity Cost Effect Upgrade (+) Effect 1 Summon Imp Skill Common 1 Add an Imp Claw (0-cost Attack, deal 4 damage, Exhaust) to your hand. Exhaust. Add Imp Claw+ (deal 6 damage) instead. Exhaust. 2 Infernal Pact Skill Uncommon 0 Lose 2 HP. Gain 2 Energy. Add an Imp Claw to your hand. Lose 1 HP. Gain 2 Energy. Add an Imp Claw+. 3 Hellfire Aura Power Rare 2 (Power) At the start of your turn, deal 3 damage to ALL enemies. Deal 5 damage to ALL enemies. 4 Soul Burn Skill Uncommon 1 Apply 8 Burn to an enemy. Draw 1 card. Apply 10 Burn to an enemy. Draw 1 card. Token definition: Imp Claw (0-energy Attack, deal 4 damage, Exhaust). Imp Claw+ (deal 6 damage). Both are generated, not in deck pool. Colorless Cards (Shop only) These cards can appear in the Shop’s rotating slot, usable by any class. Name Type Cost Rarity Effect Upgrade (+) Effect Flash of Insight Skill 1 Common Draw 2 cards. Draw 3 cards. Iron Will Skill 1 Common Gain 8 Block. Gain 11 Block. Quick Slash Attack 1 Common Deal 7 damage. Deal 9 damage. Potent Brew Skill 0 Uncommon Gain 1 Energy. Exhaust. Gain 2 Energy. Exhaust. 12. Curses and Status Cards These can be added to your deck by enemies or events. Card Type Effect Wound Curse Unplayable. Ethereal. Exhaust. When drawn, no effect. Just clogs draw. Dazed Status Unplayable. Ethereal. Exhaust. Shuffled into draw pile by certain effects. Doubt Curse Unplayable. At end of turn, if in hand, lose 1 HP. (Not Ethereal, stays until played? Standard curse: "Unplayable. At the end of your turn, lose 1 HP.") Upgrade? None. I’ll formalize: Wound: Unplayable. Ethereal. Exhaust. Doubt: Unplayable. At end of your turn, lose 1 HP. (Remains in hand, must be removed via ? events/shop. It can be discarded normally.) Dazed: Unplayable. Ethereal. Exhaust. 13. Relics Relics are passive items acquired from Elites, Bosses, Shops, and Events. Stacking allowed unless marked Unique. Relic Name Effect Rarity 1 Bloodstone Whenever you lose HP from a card, heal 1 HP. Common 2 Demon Horns At the start of each combat, add a random Imp Claw to your hand (once per combat). Class-specific (Hellforged only) 3 Shadow Cloak At the start of each combat, gain 1 Intangible. Rare 4 Cursed Amulet At the start of each combat, apply 1 Weak to ALL enemies. Common 5 Tome of Dark Rituals Whenever you play a Power card, draw 1 card. Uncommon 6 Bleeding Edge At the start of your turn, apply 1 Bleed to a random enemy. Common 7 Soul Ember Whenever you apply Burn to an enemy, deal 2 additional damage. Rare 8 Eternal Hourglass At the start of your turn, if you have no cards in hand, gain 1 Energy. Uncommon 9 Sacrificial Dagger (Blood Reaper only) Your first Attack that costs HP each combat costs 1 less HP. Class-specific 10 Vial of Shadows Upon pickup, choose a card to remove from your deck. (Consumed on use, single effect relic) that disappears after use, but relic stays? I'll design as passive: "When obtained, remove a card from your deck. Then this relic does nothing." So one-time. Rare unique 11 Ashen Armor At the end of combat, heal 6 HP. Common 12 Greedy Imp Enemies drop 10 extra Gold. Common 14. Potions Potions are single-use items that can be used any time during your turn (free action). Max 3 potion slots. Obtained from combat rewards, shops, events. Potion Effect Blood Vial Heal 15 HP. Firebomb Deal 10 damage to ALL enemies. Dex Tonic Gain 3 Dexterity for 1 turn (until end of next turn). Energy Elixir Gain 2 Energy this turn. Cursed Brew Apply 3 Vulnerable to all enemies. Bleeding Flask Apply 6 Bleed to an enemy. Imp-in-a-Bottle Add an Imp Claw+ to your hand. Smoke Bomb Escape from a non-boss combat, no rewards. (Can be used as a panic button.) 15. Map & Progression 15.1 Acts Act 1: The Crypts (Floors 1-15, boss on floor 15) Act 2: Blighted Woods (Floors 1-15, boss on floor 15) Act 3: Abyssal Spire (Floors 1-15, boss on floor 15) 15.2 Node Types Enemy: Normal fight. Random encounter from the act’s normal pool. Elite: Tougher fight, better rewards, guaranteed Relic drop. Rest: Choose between Rest (heal 25% max HP), Forge (upgrade a card), or Meditate (remove a card from deck). Shop: Spend Gold. Event: A text choice with multiple outcomes (no combat unless stated). Boss: Final encounter of the act; after defeat, full heal (100% max HP) and boss rewards. 15.3 Map Generation Each act map is a grid of 7 columns x 15 rows (vertical scrolling). The player starts at the bottom center node and moves upward. Nodes are connected by paths; the player must choose a branching path each floor, cannot backtrack. The number of encounters per act: 14 floors + boss = 15 floors total. Distribution: Row 1: Start node (no encounter). Rows 2-14: Mix of Enemy (50%), Event (15%), Shop (10%), Rest (10%), Elite (15%). Rest cannot appear on floor before an Elite/Boss? Rest can appear anywhere except not on elite row directly, but we can keep simple: Rest appears at fixed intervals: guaranteed at floors 5, 9, 13 per act. Else random. I'll specify: one Rest node is always available before the boss (floor 14). Additionally, rest nodes can appear randomly according to rules. So generate map with constraints: at least 2 Rests per act, boss floor always preceded by a Rest option (floor 14). Shop appears at least once per act. Elites at least 2. I'll not overcomplicate; just a procedural generation that places nodes fulfilling those counts. The algorithm isn’t needed for GDD, but we define that the map always has 1 Shop, 2 Rests (one at floor 14), 2 Elites, and the rest are Enemy/Event nodes. Events ~3 per act. To be fully decided: exactly 15 nodes including floor 15 boss. Floor 14 is Rest. Floor 1 (start) is not a node but the starting point. So map structure: Floor 1 start tent, then floor 2-14 + boss at 15. That makes 14 encounters. I'll set: 2 Rest (floor 7 and 14), 1 Shop (floor 5), 2 Elite (floor 9, 12), 2 Event (floor 4, 10). The remaining 7 are Enemy fights. This is fixed per act for simplicity, but the branching connecions can vary while keeping those node types at those floors. This ensures predictable pacing. So I'll hardcode floor layout per act, guaranteeing structure. Example for Act 1: Floor 2: Enemy, Floor 3: Enemy, Floor 4: Event, Floor 5: Shop, Floor 6: Enemy, Floor 7: Rest, Floor 8: Enemy, Floor 9: Elite, Floor 10: Event, Floor 11: Enemy, Floor 12: Elite, Floor 13: Enemy, Floor 14: Rest, Floor 15: Boss. Paths branch such that player always must go through those floors but may have optional side paths with extra enemies? To keep it simple, I'll make the map a straight path with branching choices only horizontally for some nodes to choose between two enemy types, but the encounter types at each floor are predetermined. The GDD should specify the exact encounter order and branching allowed. I'll define: The map is a sequence of floors, but at some floors, the player can choose between two adjacent nodes of the same type (e.g., two different Enemy encounters) or between an Enemy and an Event. That's a typical approach. I'll detail: Layout: A grid where each floor has up to 4 columns. Player starts at column 2. Each step goes one floor up, choosing left/right if multiple paths exist. The node types are fixed per floor but can have variation in enemy specifics. To guarantee full functionality, I'll define a fixed Act 1 map script: Floor 2: 2 Enemy nodes (choose left or right, different enemies). Floor 3: 1 Enemy node. Floor 4: Event (fixed). Floor 5: Shop. Floor 6: Enemy. Floor 7: Rest. Floor 8: 2 Enemy nodes (branch). Floor 9: Elite (left path) or Enemy (right path) – but then elite can be skipped? That’s okay. I’d like to ensure player can skip an elite by taking a safer Enemy fight, as typical. So I’ll design branching with optional elite. Floor 9: Elite node on left, Enemy on right. Floor 10: Event. Floor 11: Enemy. Floor 12: Elite (again optional maybe). Floor 13: Enemy. Floor 14: Rest. Floor 15: Boss. This adds strategy. I’ll set that elite floors have an alternate enemy path, so 9 and 12 both have elite branch. The event floors are mandatory. That's acceptable. I'll create a master map definition for Act 1, and similar for Acts 2 & 3 but with varying layouts. For brevity, I'll define one Act map template and indicate that Acts 2 and 3 follow the same pattern (can be identical structure). So full GDD uses same floor plan for all acts. That's fine. Thus: Act structure (Floors 2-15) with node types: Floor 2: Enemy (branch left: Skeleton, right: Zombie Brute) Floor 3: Enemy (Dark Cultist) Floor 4: Event (event pool) Floor 5: Shop Floor 6: Enemy (Rat Swarm) Floor 7: Rest Floor 8: Enemy (branch: Skeleton & Cultist group or Zombie Brute) Floor 9: Elite (Tomb Guardian) / alternative Enemy (Skeleton group) Floor 10: Event Floor 11: Enemy (Cultist + Rat Swarm) Floor 12: Elite (Blood Witch) / alternative Enemy (Zombie Brute + Skeleton) Floor 13: Enemy (Cultist group) Floor 14: Rest Floor 15: Boss (Lich King) I’ll include this map as a specification. For Acts 2 and 3, I’ll define similar but with their own enemy pools. I'll detail the enemies later. Rest Site Options Rest: Heal 25% of max HP (17 HP). (rounded down) Forge: Upgrade one card permanently (choose from deck). Meditate: Remove one card from your deck permanently (choose any card). Only one action per rest. Shop Entrance cost: free. Wares: 3 Class cards (from the player’s class pool, random rarity) – prices: Common 50g, Uncommon 75g, Rare 150g. 1 Colorless card (always 60g). 2 Relics (random from relic pool, can include class-specific if applicable, but no duplicate? For simplicity, random; price: 150g each). 3 Potions (random) – price 50g each. Card removal service: remove 1 card from deck for 75g (once per shop visit). Gold obtained: starting 99, plus combat rewards. Events Events are non-combat narratives with choices. I’ll provide 6 events (mix for each act). Each act’s event pool can be all 6 or subset. Outcomes are fixed. Event 1: The Forgotten Altar Text: A blood-stained altar hums with power. Choice 1: [Offer 15 HP] → Obtain a random Rare relic. Choice 2: [Pray] → Heal 10 HP, gain a Curse (Doubt). Choice 3: [Leave] → Nothing. Event 2: Shadowy Peddler Text: A hooded figure offers a trade. Choice 1: [Trade a card] → Select a card to remove, gain 100 Gold. Choice 2: [Buy his wares] → Lose 50 Gold, obtain a random Potion and a random Common relic. Choice 3: [Attack] → Begin combat with a special enemy (Shadow Thief, stats later) but get 75 Gold on victory. Event 3: Cursed Spring Text: A spring bubbles with dark water. Choice 1: [Drink] → Lose 10 HP, remove all Curses from deck. Choice 2: [Bottle it] → Obtain a potion (Cursed Brew). Choice 3: [Leave] → Nothing. Event 4: Restless Dead Text: Ghosts offer a bargain. Choice 1: [Accept] → Lose 20 HP, upgrade 2 random cards in your deck. Choice 2: [Refuse] → Nothing. Event 5: Impish Gambler Text: A grinning imp challenges you. Choice 1: [Bet 30 Gold] → 50% chance to double (60 Gold) or lose it all. Choice 2: [Wager a card] → Remove a random card; if it’s a Curse, gain 100 Gold; otherwise gain nothing and lose the card. Choice 3: [Leave] → Nothing. Event 6: Ancient Library Text: Dusty tomes contain forgotten knowledge. Choice 1: [Study] → Gain 1 Energy for the next combat only (temporary buff) and lose 5 HP. Choice 2: [Read forbidden page] → Add a random Power card from your class to deck (no cost), gain Doubt. Choice 3: [Leave] → Nothing. 19. Enemy Bestiary Each enemy has fixed stats and intent patterns. Multiple enemies in multi-combat act independently with individual intents. Order: player then enemies act left to right (or all at once, but intents shown sequentially). 19.1 Act 1 – The Crypts Normal Enemies Name HP Intent Pattern (repeating cycle) Skeleton Warrior 22 Turn 1: Attack 6; Turn 2: Attack 6; Turn 3: Defend 8 Block. Zombie Brute 28 Turn 1: Attack 8; Turn 2: Apply 2 Weak to player; Turn 3: Attack 8. Dark Cultist 20 Turn 1: Buff (gain 3 Strength); Turn 2: Attack 5; Turn 3: Attack 5. Rat Swarm 15 Turn 1: Multi-Attack 2×3; Turn 2: Multi-Attack 2×3. (does not defend) Multi-enemy fights (normal floors predetermined groups): Floor 2 left: 1 Skeleton. Floor 2 right: 1 Zombie Brute. Floor 3: 1 Dark Cultist. Floor 6: 1 Rat Swarm. Floor 8 left: 2 Skeletons. Floor 8 right: 1 Zombie Brute. Floor 9 alt Enemy (skip elite): 1 Skeleton + 1 Rat Swarm. Floor 11: 1 Dark Cultist + 1 Rat Swarm. Floor 12 alt Enemy: 1 Zombie Brute + 1 Skeleton. Floor 13: 2 Dark Cultists. Elites Name HP Intent Pattern Tomb Guardian 42 Turn 1: Shield Bash (Attack 6, gain 8 Block); Turn 2: Flurry (Multi-Attack 3×4); Turn 3: Heavy Slam (Attack 12). See pattern repeats. Blood Witch 36 Turn 1: Drain Life (Attack 5, heal 4 HP); Turn 2: Curse (Apply 1 Vulnerable & 1 Weak to player); Turn 3: Blood Ritual (Attack 7, heal 4 HP). No block. Boss: Lich King HP: 65 Phase 1 (>30 HP): Intent cycle: Turn 1: Summon Skeleton Minion (HP 15, Attack 5, no block, appears as a new enemy); Turn 2: Attack 8; Turn 3: Defend 12 Block. After that repeat (Turn 4 Summon, etc.) No more than 2 minions at a time; if already 2, skip summon and Attack. Phase 2 (≤30 HP): Lich King enrages, gains 2 Strength at start of each turn. Intent cycle: Attack 10, Attack 10, Defend 15 Block. (No more summons). Minions remain. 19.2 Act 2 – Blighted Woods Normal Enemies Name HP Intent Pattern Wraith 30 Turn 1: Attack 7, apply 1 Weak; Turn 2: Attack 7; Turn 3: Defend 10 Block. Corrupted Beast 38 Turn 1: Attack 12; Turn 2: Apply 1 Vulnerable to itself (? Wait, maybe something thematic: Beast exposes itself. I'll design: Turn 1: Attack 12; Turn 2: Gain 5 Block and apply 1 Vulnerable to itself; Turn 3: Attack 12. So predictable but risky. Thorned Horror 25 Turn 1: Multi-Attack 3×4; Turn 2: Apply 3 Bleed to player; Turn 3: Attack 8. Witch Doctor 22 Turn 1: Buff (grant 4 Block and 2 Regeneration to ally or self); Turn 2: Attack 6, apply 2 Poison; Turn 3: Attack 6. (If alone, buff self.) Group compositions: I’ll define specific floor groups per Act 2 map, using similar structure. Elites Name HP Intent Pattern Treant Protector 50 Turn 1: Attack 9, gain 6 Block; Turn 2: Apply 2 Vulnerable to player; Turn 3: Multi-Attack 2×10 (total 20). Plague Shaman 42 Turn 1: Apply 4 Poison to player; Turn 2: Summon Plague Rat (HP 18, Attack 5 each turn, no special); Turn 3: Attack 8. Cycle. Boss: Eldritch Treant HP: 75 Phase 1 (>40 HP): Turn 1: Attack 10, apply 2 Weak; Turn 2: Defend 15 Block, gain 2 Regeneration; Turn 3: Multi-Attack 2×8. Repeat. Phase 2 (≤40 HP): Gains 1 Strength per turn. Intent: Attack 14, Defend 20 Block, Attack 14. Also applies 2 Weak to all enemies? already. I'll make it: Turn 1: Attack 14 + apply 1 Vulnerable; Turn 2: Defend 20 Block + heal 5 HP; Turn 3: Attack 14 + apply 1 Vulnerable. Cycle. 19.3 Act 3 – Abyssal Spire Normal Enemies Name HP Intent Pattern Hellhound 26 Turn 1: Attack 8, apply 2 Burn; Turn 2: Attack 8; Turn 3: Defend 9 Block. Shadow Demon 30 Turn 1: Attack 7, apply 1 Weak; Turn 2: Attack 7; Turn 3: Gain 1 Intangible. Infernal Imp 18 Turn 1: Attack 5; Turn 2: Attack 5; Turn 3: Summon (add another Infernal Imp to combat). Abyssal Cultist 24 Turn 1: Buff (gain 2 Strength to all enemies); Turn 2: Attack 7; Turn 3: Attack 7. Elites Name HP Intent Pattern Flamespawn 48 Turn 1: Attack 9, apply 3 Burn; Turn 2: Defend 10 Block, gain 2 Strength; Turn 3: Multi-Attack 2×8 (total 16). Dread Knight 55 Turn 1: Attack 12; Turn 2: Apply 3 Bleed; Turn 3: Defend 12 Block, heal 4 HP. Boss: Archdemon HP: 85 Phase 1 (>45 HP): Turn 1: Summon Hellhound (from enemy pool, max 1); Turn 2: Attack 12, apply 2 Burn; Turn 3: Defend 15 Block, gain 3 Strength. Cycle. Phase 2 (≤45 HP): No summons. Gains 2 Strength at start of turn. Intent: Attack 16, Multi-Attack 3×7, Attack 16. (Continues cycle.) 20. Combat Rewards After any non-boss combat: Gold: Normal enemy: 10‑20 (random); Elite: 25‑35; Boss: 50. Card Reward: Choose 1 of 3 cards (from class pool as described). Player may press “Skip”. Potion chance: Normal: 40% drop a random potion; Elite: 70%; Boss: always drops 2 potions. Relic: Elite: always drops a random relic (no choice). Boss: Choose 1 of 3 boss relics (I’ll design 5 boss relics). Boss relics are unique, powerful, and have a downside. I’ll list: Boss Relic Pool (pick 1 of 3 after boss victory): Name Effect Cursed Crown Gain 1 Energy at start of each turn. Curses can no longer be removed. Ectoplasm Gain 1 Energy. Lose all Gold and gain no more Gold this run. Philosopher’s Stone Gain 1 Energy. All enemies start combat with 1 Strength. Black Blood At start of combat, lose 10% max HP, but whenever you play an Attack, heal 1 HP. Shadow Amulet Start each turn with 1 Intangible. Reduce max HP by 15. 21. Card Upgrading When a card is upgraded (via Rest Forge, certain events), its text changes to the (+) version permanently. Basic cards upgrade as per section 7. Upgraded cards replace original. Starting the Run Player selects class. Receives starting deck (10 cards) and 99 Gold. Enter Act 1 map. Misc. Rules Max Potion Slots: 3; if full, potion reward is lost. Heal after Boss: Full 100% HP restore. Run End: HP ≤ 0 → defeat, all progress lost. Victory: Defeat Archdemon → credits. Implementation Notes All numbers are final. Enemy intents, card pools, relic effects, event outcomes can be directly coded with no further design decisions. Use standard deck shuffling, discard pile behavior, and exhaust mechanics. Ensure Intangible reduces all HP loss (including card self-damage) to 1. Bleed and Burn halving rounds down. Block resets at start of player turn. Map layout per act follows the predefined sequence with minor branching identical for all acts (just enemy pools change). Use standard random number generation for card rewards, potions, gold.
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