No.030 / 280Action & reflex · Combat & tactics

Draw–Discard Combat Cycle

Draw a hand, play it, discard it; the deck's cycle is the fight's heartbeat.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Randomness · Optimization
Slay the SpireNo.030Slay the Spire

01The core loop

Action → feedback → next choice
  1. 01Draw a hand
  2. 02Spend energy to play
  3. 03Discard at turn end
  4. 04Reshuffle and repeat

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    3 energy; hand of 2 attacks, 2 blocks and 1 draw card. The enemy will hit for 18 next turn.

  2. T2

    Turn 2 · The player chooses

    The player plays the draw card first, then two blocks for 18 armor.

  3. T3

    Turn 3 · The feedback

    The draw pulls a free attack, which goes out too; leftover attacks are discarded.

  4. T4

    Turn 4 · The next decision

    With 3 cards left, the player knows a reshuffle will bring the strong cards back next turn.

How it plays

Each turn you draw a set number of cards, play what energy allows and discard the rest; an empty draw pile reshuffles the discards. Leaner decks see key cards more often, and some cards exhaust, leaving the cycle for the fight.

What the player weighs

  • Add a strong card vs. keep the deck lean
  • Spend everything now vs. set up the next hand

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Slay the Spire
S

Slay the Spire

P1

By default you draw 5 with 3 energy and discard your hand each turn; exhausted cards leave for the fight, and deck thinning is a core skill.

Monster Train
M

Monster Train

P2

Also cycles draws and ember costs, but unit cards stay on the train's floors, so a card's value depends on floor placement.

The difference worth noticing

Slay the Spire's cards resolve and go; Monster Train's units persist on floors, tying the cycle to spatial layout.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Draw–Discard Combat CycleCombat & tactics+

Give cards durability: each play costs a point, worn-out cards become weak, and camp repairs or scrapping become a resource decision.

Prototype this combo in Yoroll

→Follow the next idea

Inventory & resources

Deck Thinning

A leaner deck draws your best cards more often; removing can beat adding.

Prototype complexity
Who plays
Solo decisions
  1. 01Spot weak cards
  2. 02Pay or use events to remove
  3. 03Deck density rises
  4. 04Key cards show up sooner
Slay the Spire · Monster Train
Crafting & automation

Drone Logistics Network

No belts needed: flying units deliver where needed, but you have to keep them supplied.

Prototype complexity
Who plays
Solo decisions
  1. 01Build ports and storage
  2. 02Set requests and supplies
  3. 03Drones deliver automatically
  4. 04Expand or refuel the network
Factorio · Satisfactory
Crafting & automation

Conveyor Routing

Moving items from A to B is easy; keeping every line from tangling is the game.

Prototype complexity
Who plays
Solo decisions
  1. 01Plan source and destination
  2. 02Lay belts around obstacles
  3. 03Watch flow and jams
  4. 04Reroute or add layers
Factorio · Satisfactory
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Good mechanics deserve a closer look. Good ideas deserve a next step.

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