No.067 / 280Strategy & systems · Decks & synergies

Cards Made Mid-Fight

Cards conjured during a fight live for that fight only, yet can carry a whole strategy.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Optimization
Slay the SpireNo.067Slay the Spire

01The core loop

Action → feedback → next choice
  1. 01Play a generator
  2. 02Temporary cards appear
  3. 03Chain them into combos
  4. 04They vanish after combat

↻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

    Hand limit 10, holding 6; one card makes four 0-cost 2-damage knives, and a power grants 1 block per attack.

  2. T2

    Turn 2 · The player chooses

    Play the generator, then fire all four knives.

  3. T3

    Turn 3 · The feedback

    8 damage and 4 block for a single energy.

  4. T4

    Turn 4 · The next decision

    The player starts hunting rewards that buff knife damage.

How it plays

Some cards create extra cards in hand, draw pile or discard pile that never join the permanent deck. They’re usually cheap and simple, ideal for ‘whenever you play a card’ triggers. A swelling hand and chained animations are the payoff.

What the player weighs

  • Hand-size crowding vs burst volume
  • Depend on drawing the generator vs steady base cards

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

The Silent’s Shivs and discover-style random cards exist only for the current fight and underpin several builds.

Monster Train
M

Monster Train

P2

Some cards and artifacts add extra spells to hand or summon temporary units on floors mid-battle, none of which enter the permanent deck (specific cards vary by version).

The difference worth noticing

Slay the Spire’s temporary cards fuel hand-based chains; Monster Train’s often show up as units on the board.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Cards Made Mid-FightDecks & synergies+

Temporary cards act as support beams holding up a structure; when they expire at turn end, anything not backed by permanent cards collapses.

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

Guaranteed Opening Hand

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

Prototype complexity
Who plays
Solo decisions
  1. 01Mark a key card
  2. 02It starts in hand
  3. 03Turn one follows the plan
  4. 04Rethink the next mark
Slay the Spire · Wildfrost
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