Cards

**Cards** are a critical aspect of the primary game mechanic. They have certain values of Power and Health and can bear Sigils.

## Mechanics

Most cards have a Cost before they can be played, although some can be played for free.

When you end your turn by ringing the bell, the game enters the combat phase. All your cards on the field will deal damage equal to their Power to the opposing space on the opponent's side. The opposing card will then lose Health equal to your card's Power. If there is excess damage, the damage can overflow to another card behind your opponent's card. If there are no opposing cards, each point of damage will tip the scale toward your opponent's side by one.

After your cards' combat phase, your opponent will then play their cards (which are shown behind the space where they plan to play the card) and will enter their combat phase. Similarly, your cards will receive damage from opposing cards during this phase, and each damage point dealt directly will tip the scale toward your side.

### Act I

At the beginning of an encounter, you draw 3 cards from your deck and 1 Squirrel. The Cost of playing cards can either be Blood or Bones. Additionally, cards may have a Tribe.

At the start of your turn, you can choose to either draw 1 card from your deck or draw 1 card from your side deck, a Squirrel. You must draw before playing any cards or using any items. When you run out of cards in your deck, multiple Starvation will start to be played by your opponent. They slowly gain better stats and eventually the Airborne Sigil the longer you do not have cards in your deck.

If you complete the third painting puzzle, all Squirrels will be replaced with Bees. In Kaycee's Mod there is a challenge that transforms Squirrels into Aquasquirrels.

### Act II

The player chooses their starting deck from the Scrybe they desire to replace. There are 4 types of cards: Beast, Undead, Magickal, and Technology. Depending on their choice, the player receives a variety of cards that are from the Scrybe they chose. The player can then curate the deck to their liking from cards found separately.

### Act III

Similar to Act I, there are two separate decks: one with your deck and the other with Empty Vessels. However, Energy is now the main Cost of cards. Energy is replenished at the end of each turn. Additionally, it can be replenished during a turn with the Extra Battery item.

## How to obtain

### Act I

There are many events where you may add or modify cards in your deck. These include:

* Campfire - Increase a card's Power by 1 or Health by 2 (one is chosen randomly at each encounter). You can do this up to 5 times each encounter, with each additional buff increasing the likelihood of losing the card. You can also activate a special trigger once per run to make the chance of losing your card 0 for the rest of the run.
* Deck Trial - Pass a chosen trial (out of three possibilities) with three randomly drawn cards to obtain a card with an extra inscribed Sigil. In Kaycee's Mod, cards have 2 Sigils inscribed.
* Mysterious Stones - Transfer the sigils of one card to another. Cards that have extra sigils inscribed upon them (from this event, The Trader, Deck Trial, or The Prospector) cannot be used at all in this event.
* The Trapper - You may use teeth to purchase Pelts to add into your deck.
* The Trader - You may trade Pelts in your deck for cards. The better quality the Pelts, the better cards you can obtain.
* The Mycologists - You may choose duplicate cards in your deck and merge them, combining their stats and Sigils into a single card. If your deck lacks any duplicates, the Mycologists will offer you 3 cards and you must choose one, all of which will be duplicates of any preexisting card in your deck, not accounting for Campfire buffs or extra inscribed sigils.
* The Prospector - Choose 1 out of 3 Boulder Cards. The Prospector will strike the card that you choose with his pickaxe, and either a Golden Pelt or a random insect card with a random additional sigil will be inside for you to take.
* **New Card** - there are four separate 'new card' events:
	+ Choose a card out of a pool of 3 random cards.
	+ Choose from a pool of 3 costs and receive a random card of that cost. The possible choices are 1, 2, or 3 Blood or Bones.
	+ Choose from a pool of 3 Tribes and receive a random card from that Tribe.
	+ Choose a card out of a pool of 3 random Deathcards.

After defeating each Boss, the player chooses 1 out of 3 Rare Cards to add to your deck.

### Act II

Primarily, new cards are from Card Packs, which you can either find around the world or receive after winning a battle. Booster Packs come in four varieties for each of the Scrybes. Opening a pack will give you 1 Rare card and 2 Regular cards from the corresponding Scrybe, as well as 2 additional cards from other randomly chosen Scrybes. Some individual cards can also be found across the map, and individual cards can be purchased from The Trader in addition to booster packs. New cards can also be obtained from The Mycologists.

### Act III

You can obtain new cards either from Events or the Shop. The exact cards offered will vary depending on which area of the map the player is in.

* Card Choice - Choose a card out of a pool of 3 random cards.
* Card Swap - Discard one of your cards, then select one of the 3 random cards offered as usual.
* Build-a-Card - Discard one of your cards, then create your own with its name, image, cost, Power, Health, and Sigils.

## Visual List

* Act I
* Kaycee's Mod
* Act II
* Act III
* Finale

Act I Cards

Kaycee's Mod Cards

Act II Cards

Act III Cards

Finale Cards

## Detailed Table

* Act I
* Kaycee's Mod
* Act II
* Act III
* Finale