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STS2 MCP — AI Gameplay Guide

MCP Tool Calling Tips

State Polling

  • After combat_end_turn, the state may show is_play_phase: false or turn: enemy. Call get_game_state again to advance to the next player turn.
  • Sometimes you need to call get_game_state twice — 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.

Card Index Shifting

  • 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 target for single-target cards. Entity IDs are UPPER_SNAKE_CASE with a _0 suffix (e.g. KIN_PRIEST_0).

Event & Reward Flow

  • Events: event_choose_option. After choosing, there's often a "Proceed" option at index 0.
  • Rest sites: rest_choose_option, then proceed_to_map.
  • Rewards: claim from right-to-left (highest index first) to avoid index shifting. Card rewards open a sub-screen; use rewards_pick_card or rewards_skip_card.

Potions

  • 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.

General Strategy

Core Principles

  1. HP is a resource, not a score. Take calculated damage to deal more. Don't waste energy on block when enemies aren't attacking.
  2. Deck quality > deck size. Skip card rewards if nothing synergizes. A lean deck draws key cards more often.
  3. Front-load damage. Killing enemies faster means less total damage taken.
  4. Read intents carefully. Sleep/Buff = go all-out offense. Attack = balance block and damage. Debuff = usually no damage, offense turn.

Combat Sequencing (General)

  1. Play 0-cost utility/setup cards first.
  2. Play skills before attacks when possible — many mechanics reward this order (e.g. Slow debuff on enemies stacks per card played).
  3. Play biggest attacks last to benefit from accumulated buffs/debuffs.
  4. Check enemy HP — if you can kill this turn, skip blocking entirely.

Map Pathing

  • 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.

Boss Fights

  • 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.

Potion Usage

  • 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.

Common Mistakes

  • 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.