- After
combat_end_turn, the state may showis_play_phase: falseorturn: enemy. Callget_game_stateagain to advance to the next player turn. - Sometimes you need to call
get_game_statetwice — once to see enemy turn results, once to see your new hand. - Use
format: "json"during combat for structured data;format: "markdown"for map/event overview.
- CRITICAL: Playing a card removes it from hand and shifts all indices. Play cards from RIGHT to LEFT (highest index first) to keep lower indices stable, or re-check state between plays.
- When targeting, always provide
targetfor single-target cards. Entity IDs are UPPER_SNAKE_CASE with a_0suffix (e.g.KIN_PRIEST_0).
- Events:
event_choose_option. After choosing, there's often a "Proceed" option at index 0. - Rest sites:
rest_choose_option, thenproceed_to_map. - Rewards: claim from right-to-left (highest index first) to avoid index shifting. Card rewards open a sub-screen; use
rewards_pick_cardorrewards_skip_card.
use_potion(slot=N)— slot is the potion slot index, not a card index.discard_potion(slot=N)— discard a potion to free up the slot when full.- Potions don't cost energy or count as card plays. Use buff potions BEFORE playing cards.
- HP is a resource, not a score. Take calculated damage to deal more. Don't waste energy on block when enemies aren't attacking.
- Deck quality > deck size. Skip card rewards if nothing synergizes. A lean deck draws key cards more often.
- Front-load damage. Killing enemies faster means less total damage taken.
- Read intents carefully. Sleep/Buff = go all-out offense. Attack = balance block and damage. Debuff = usually no damage, offense turn.
- Play 0-cost utility/setup cards first.
- Play skills before attacks when possible — many mechanics reward this order (e.g. Slow debuff on enemies stacks per card played).
- Play biggest attacks last to benefit from accumulated buffs/debuffs.
- Check enemy HP — if you can kill this turn, skip blocking entirely.
- Elites give relics — fight them when healthy (>70% HP).
- Rest before Boss — heal if below 80% HP. Boss fights are long and punishing.
- Unknown nodes are safer than Elites. Good at medium HP.
- Shops — visit with 100+ gold.
- Deck quality matters more than quantity — don't add cards just because they're offered.
- Kill the leader, not the minions. Enemies with "Minion" power flee when their leader dies.
- Use potions aggressively in boss fights — they don't carry between acts.
- Boss fights are wars of attrition. The longer they go, the more enemies scale with Strength buffs.
- Don't hoard potions. Dying with full potions is the worst outcome.
- Use permanent-value potions (Fruit Juice = +5 Max HP) early in any combat.
- Use buff potions (Flex Potion) on turns with multiple attacks.
- Blocking when enemies are sleeping/buffing — waste of energy.
- Not checking card indices after playing — indices shift left.
- Taking too long to kill bosses — enemies scale every turn.
- Adding mediocre cards that dilute the deck before boss fights.