Mechanics

Tavern Rumble is played on a 3 x 3 tiles battlefield against opposing waves or rounds of enemies also situated on a 3 x 3 grid randomly. A starting hand of 5 cards can play unit cards or spell cards to defeat the enemy while protecting your own HP. Cards are played with mana and the starting mana is 3. If HP reaches 0 your run is over. The default starting mode is Monsters' Cave which consists of 3 floors with a stronger boss at the end of each floor. A Blessing is located in the second room of the first floor and before moving to the second floor and third floor. They can also be gained as a random bonus reward. At the second room of the second floor, a Nightmare is gained. Both Blessings and Nightmares are either immediate bonuses/negatives or persistent passives that affect all subsequent battles of the run.

Cards are drawn randomly from your draw pile to your hand and when played, placed into the discard pile. At end start of a turn, the discard pile is shuffled into your draw pile. The default maximum hand size is 10 cards.

## Enemy Actions

Each turn enemies will usually undertake a single action.

Attack- This enemy intends to deal damage. This attack occurs down the same row.

Cleave-Attack with its damage happen in ALL rows. Block all rows to prevent damage to your HP

Drain- This enemy intend to deal damage and healing itself

Trample- Attack with its excess damage keep continue damaging units behind and eventually your HP. This attack occurs down the same row.

Area attack- This enemy intend to deal damage to ALL Units on the battlefield

If the attack has a x(X) after the amount then each X represents another attack of the same amount of damage.

Action- This enemy intention is unknown, but will not be dealing damage). These can involve summoning new units to the field, instantly destroying one of your units and more!

Buff- This enemy intends to support their allies or itself

Suicide Bomber-This enemy intend to destroy itself and deal damage to you and all units on the battlefield.

## Unit types

Unit cards can have a type, this is designated by the little symbol in the top right of their portrait.

Merchant: When you add this to your deck, gain 15 gold

Priest: Give your next unit played +2/+2

Knight: Debut: Gain +0/+1 for each two Knights in your draw pile

Thief: If this unit kills an enemy, gain 4 gold

Mage: Spell damage +1

Ninja: Has 15% chance to deal 2x damage

Ghost: Has 20% chance to dodge incoming damage and trigger its Dead ability

Elemental: Active: Gain +1/+1 each time you play a Spell card

Troll: Gain +1/+0 for each two Trolls or Lizardmans in your draw pile

Lizard: Gain +1/+0 for each two Trolls or Lizardmans in your draw pile

Dwarf: Debut: If there are 3 or more Dwarves on the battlefield, gain 1 mana.

Beast: Debut: Gain +1/+1 for each other Beast on the battlefield

Forester: When summoned: Enchant the tile below. Buff next units stats summoned on top of it

Soldier: Have +1/+1 for each Soldier cards in your Deck

Mouse: When played, summon another Mouse from draw pile.

## Card effects

Active: Ability trigger when unit is on battlefield

Apply: Ability trigger upon hitting enemy

Blind: Enemy has X% chance to miss an attack when attacking ally unit.

Barrier: Immune to 1 incoming damage

Corruption: On your next turn, take 8 damage

Dead: Ability trigger when unit is dead

Debut: Ability trigger when Unit is played to battlefield.

Discard: Put card from your hand to discard pile

Double: If your draw pile has no unit cards, this spell effect trigger twice

Echo: Next turn, add a temporary copy of this card to your hand

Exhaust: Removed until end of battle

Flee: If unit is still alive after enemy's turn, add a temporary copy if this unit to your hand.

Innate: Card always starts in your opening hand

Lifesteal: Any damage dealt by this card will recover your HP

Mug: When dealing damage, 40% chance to get a loot card (100% chance if enemy is killed)

Persistent: Once per draw, keep this card in your hand this turn only

Phantom: Cost reduce by 1 each time you play another card

Pre-Strike: Ability trigger before Unit performs an attack

Pray: Complete pray requirement to get reward

Prep: Ability trigger when Card is in the draw pile

Remain: Remain on the battlefield for X turns. Permanent Remain is 99 turns.

Ritual: Play 5 Ritual cards to get Vampire Queen

Rush: When played, attack immediately

Self damage: Ability trigger when Unit is taking damage on your turn

Shield: Each point of Shield will increase units HP

Shock: Whenever you play a card, they take damage equal to shock number

Survive: Ability trigger when Unit is still alive after enemy's turn

Sword: Each point of Sword will increase units Attack

Temporary: Exhaust and removed if still in hand at End Turn

X cost card: Cards with a mana cost of X use up all remaining mana and trigger its effect for every 1 mana used up this way

## Debuffs

Debuffs are applied to the enemy to weaken them. They can be applied via unit cards, spell cards or in some cases, Blessings.

Disease: Cannot receive any incoming heal (each disease level represents another turn in which the debuff persists)

Poison: Take X damage every turn (where X is level of poison)

Stun: Cannot do anything (Bosses are immune)

Vulnerable: Increase incoming damage to target by X (where X is level of vulnerable)

Weak: Reduce damage output from target by X (where X is level of Weak)

Random Debuff: Debuffs the enemy with either Stun, Vulnerable 2, Weak 2, Disease or Poison 3

Batter Random Debuffs the enemy with either Stun, Vulnerable 3, Weak 3, Disease or Poison 5

## Card Effects

Upgrade - Upgrades the card to its + version. There are some cards that can undergo multiple rounds of upgrades. Can occur through card effects, blacksmith rooms, random bonuses and Blessings.

Delete - Removes the card from the deck. Can occur through

Transform - Transforms the card into a new random card.

Card Reward - Adds the card to your deck. Occurs at the end of every encounter with enemies. At the end of boss encounters all rewards are orange cards. Can also occur via purchasing the card from a Card shop room or Card reward from random bonus.

## Alternate modes

With 10000 gems, alternate modes of play besides Monsters' Cave can be unlocked. They are Lava pit, World Tournament and Kingdom siege.

## Enemy buffs

Exploding Mushroom: Dead: Deal 3 damage to all units on the battlefield

Hardened: Reduces incoming damage by X (where X is amount of Hardened)

Strength Chip: Gain 3 strength every turn

Thorns: Return X damage to attacker when taking hit. (Where X is the amount of Thorns)

## Trivia

* When a card mentions nearby allies or nearby tiles. It applies ONLY to adjacent allies and tiles. Allies or tiles diagonal from the target are not affected.
* Adding cards to your draw pile in a battle doesnt not generate the same benefits if the card mentions your deck. Only cards that persist between battles are used in this calculation.
* The solider Debut effects seem to trigger even when summoned. Usually debut effects only trigger when played, not when summoned (Captain and Sniper both have their debut's trigger upon being summoned)