Cards
Cards are the core of the demo. Every card references a Skill that runs when the card is played, and the three card types differ in how that Skill behaves.
How cards are built
Every card's Skill points at a small Repository of Stats composed from a shared library in Stats/Cards/General. Generic Keys such as Damage, EnergyCost, Block, or CardType are filled in with reusable, pre-named value Stats (Damage_6, EnergyCost_1, CardType_Attack, and so on). A small set of generic Effects — AttackDamage, Block, EnergyCost, etc. — read those Keys dynamically and apply them, so the same Effect is reused by every card of that kind; only the composed Stats change per card. Cards that need something the shared library can't express add their own Effects and Stats on top, described in that card's Implementation section below.
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.