The lights went out, the ruins kept growing, and somebody has to tend
them. Walk the site, gather what grew in it, build what you can
afford — then hold the ground when the blight surges. Four rounds,
a fresh ruin every run, and a boss at the end of it that has been
harvesting since long before you arrived.
A round, in two halves
Build
A generated site, seen from above. Walk to the herbs, the salvage
crates and the spell pages, brew what the stash covers, and put down
what the Engineer can pay for. Nobody has a move budget — the limit is
what grew, not how far you can walk.
Surge
The blight arrives on a different ground, and everything the build
phase bought is a card in somebody's hand. Everyone commits at once,
three cards drawn a turn, and what the wave leaves on you — rot,
weakness, a lost turn — outlasts the thing that landed it.
Together
Every class opens with two cards that are only worth holding because
somebody else is at the table: guard on the whole party, a page lent
to whoever hits hardest, cables across the chest of an ally who went
down. The fight levels itself to how many of you turned up.
For builders — the palette
Everything on this page and in the game is drawn from data: sprites
are arrays of strings, one character per pixel, each character a key
into the palette below. Nothing is an image file. The tables live in
public/art.js, the rules in public/content.js,
and the same modules are imported by the browser and by the
authoritative room on the server, so the two ends cannot disagree
about what a potion does.