No.064 / 280Strategy & systems · Decks & synergies

Guaranteed Opening Hand

Pin a few key cards to the opening so every fight starts on plan.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Optimization
Slay the SpireNo.064Slay the Spire

01The core loop

Action → feedback → next choice
  1. 01Mark a key card
  2. 02It starts in hand
  3. 03Turn one follows the plan
  4. 04Rethink the next mark

↻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

    A core power sits in 20 cards and shows up around turn 3; you can make one card innate.

  2. T2

    Turn 2 · The player chooses

    The player makes the core power innate.

  3. T3

    Turn 3 · The feedback

    It lands on turn 1, saving about 11 HP per fight across three fights.

  4. T4

    Turn 4 · The next decision

    The player now debates using a second innate slot for draw or block.

How it plays

Some cards are innate, or gain it via items, and are always in the opening hand. Each fixed card leaves less room for random draws. Feedback is how stable and fast the first turns feel.

What the player weighs

  • Reliable start vs remaining hand slots
  • Fix a setup card vs fix a defensive card

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

Innate cards always start in hand, and the bottled relics make a chosen card innate.

Wildfrost
W

Wildfrost

P2

Cards fitted with a Crown are deployed before the battle begins, a pre-set opening that skips the draw entirely.

The difference worth noticing

Slay the Spire guarantees the card in hand but you still pay to play it; Wildfrost has it in play at the start.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Guaranteed Opening HandDecks & synergies+

Make the fixed opener sensor-triggered: it auto-enters hand only if the enemy meets a condition, letting players script if-then openings.

Prototype this combo in Yoroll

→Follow the next idea

Decks & synergies

Assign the Roll

Roll first, then slot each result into the ability that wants it most.

Prototype complexity
Who plays
Solo decisions
  1. 01Roll the dice pool
  2. 02Check slot requirements
  3. 03Place dice into slots
  4. 04Effects resolve
Dicey Dungeons · Astrea: Six-Sided Oracles
Decks & synergies

Clone Your Best Card

Copy the card you’ve already invested in and double the return on that investment.

Prototype complexity
Who plays
Solo decisions
  1. 01Grow a core card
  2. 02Find a copy effect
  3. 03Clone it with upgrades
  4. 04It shows up twice as often
Slay the Spire · Monster Train
Decks & synergies

Pick One or Pass

Every win offers new cards, yet the sharpest pick is sometimes taking none.

Prototype complexity
Who plays
Solo decisions
  1. 01Win a fight
  2. 02Review a few offered cards
  3. 03Take one or skip
  4. 04Next fight tests the deck
Slay the Spire · Monster Train
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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