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Flames & Fortune
Description
The dungeon is a deck of fifty-four cards and the board is four slots. Each turn refills the slots, and what appears can be an enemy, a resource or something to carry, so a run is a sequence of small hands rather than a map you walk through.
Clearing a slot is the only way forward, and an enemy occupies one until it is dealt with. You can spend a spell on it, raise a shield to soften what it does, or simply take the damage and move on — and taking the hit is sometimes correct, because a spell spent here is a spell missing three cards later.
Resources are held in your hand and your backpack, and the backpack is the part that rewards planning. Carrying something you do not need yet costs you the space, but a shield you did not keep is a shield you do not have when a dragon turns up in the slot next to a goblin.
Gold gathered on the way out buys new Ability Cards, which change what the Pyro-Paladin can do on the next run rather than making the current one easier. That puts the progression between runs, so a failed dungeon still moves you forward.
Game Controls
Controls
- Click a card to play it from the four slots
- Cast a spell, raise a shield, or take the damage
- Equip resource cards from your hand and backpack
- Clear the whole deck to finish the dungeon
- Spend gold on new Ability Cards between runs
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