Slay The Sphere
Slay The Sphere is a demo scene that showcases how Power can be used to build a turn-based card game.
The demo is inspired by the deck-building genre and includes the following content:
- 20 Cards
- 7 Relics
- 3 Potions
Cards
Attack
Attack cards deal damage to enemies.
Bloodied Shiv
- Costs 1 additional Energy for each time you have lost HP during the current combat.
- Deal 12 damage.
Disarm
- Deal 3 damage.
- Apply 1 Weak.
Final Curtain
- Can only be played if your draw pile is empty.
- Deal 50 damage to all enemies.
Shred
- Costs 1 less Energy for each card discarded this turn.
- Deal 7 damage 3 times.
Strike
- Deal 6 damage.
Venom Burst
- Deal 7 damage.
- If the target is Poisoned, deal 7 damage again.
Skill
Skill cards provide utility effects instead of direct damage.
Defend
- Gain 5 Block.
Expose Weakness
- Apply 99 Vulnerable.
- Exhaust.
Focus
- Discard 3 cards.
- Gain 2 Energy.
Fortified Guard
- Gain 5 Block.
- Block is not removed at the start of your next turn.
Plague Burst
- Apply 6 Poison.
- When the affected enemy dies, deal damage equal to its Max HP to all enemies.
Quick Hands
- Draw 3 cards.
- Discard 1 card.
Shadow Double
- At the start of your next turn, draw X cards and gain X Energy.
- Exhaust.
Tactical Setup
- Put a card from your hand on top of your draw pile.
- It costs 0 Energy until played.
Void Assassin
- During your next turn, your Attack cards deal double damage.
Power
Power cards apply persistent effects that remain active for the rest of combat unless explicitly removed.
Barbed Armor
- Whenever you are attacked, deal 3 damage back to the attacker.
Blade Storm
- Whenever you play a card, deal 1 damage to all enemies.
Phantom Veil
- Gain 2 Intangible.
- At the end of your turn, lose 1 Dexterity.
Prepared Scheme
- At the end of your turn, retain up to 1 card.
Toxic Edge
- Whenever an Attack deals unblocked damage, apply 1 Poison.
Relics
Ancient Barrier
- Prevent the first instance of HP loss each combat.
Cursed Wraps
- Whenever you play a Power card, a random card in your hand costs 0 Energy for that turn.
Divine Cask
- Doubles the effectiveness of Potions.
Iron Bracers
- At the start of your turn, lose 15 Block instead of losing all Block.
Raider's Trophy
- Whenever an enemy dies, gain 1 Energy and draw 1 card.
Spice Root
- You can no longer become Weak.
Steel Greaves
- Whenever an Attack would deal 4 or less unblocked damage, increase it to 5 instead.
Potions
Blast Potion
- Deal 12 damage to everyone, including yourself and all enemies.
Guardian Sprite
- When you would die, heal to 30% of your Max HP instead and consume this Potion.
Heal Potion
- Restore 20% of your Max HP.