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Rulesplainer { Slay the Spire: The Board Game }

R0-El's (Ronda-El) Rules Topics for Slay the Spire: The Board Game
Ronda El Ronda El 2025-04-25

Rules Discussion

Hi, I’m Ronda-El, and I am so excited to bring you a check-in on of the latest rules discussions around Slay the Spire: The Board Game

Rule Question

How much damage does a card with strength tokens and attack symbols deal in the game?

Rulesplainer

The base damage is calculated by adding 1 for each attack symbol present. If a card shows two attack symbols (🗡️), and one strength token (💪) is applied, the damage totals to three. However, if the card indicates an attack pattern of 1🗡️ 1🗡️, with one strength token, each attack symbol gets the strength bonus, bringing the total damage to four. It’s crucial to follow the specific card instructions literally and avoid assumptions about the mechanics, especially with different attack types that might cause confusion.

Strength

Rule Question

Does the “unblocked damage” from the Book of Stabbing only apply if none of the damage is blocked, or does it still count if some of the damage goes through after blocking?

Rulesplainer

The consensus here is that you will still gain a daze card even if you block part of the damage. For instance, if an attack does three damage and you block two, the one remaining damage is considered “unblocked.” Therefore, you would gain a daze for that unblocked damage. This interpretation is supported by multiple players who emphasize that any amount of damage that is not blocked is unblocked, leading to a daze card being given. The official ruling clarifies that “unblocked damage” occurs when you would otherwise lose health from an attack, regardless of how much damage was blocked. Thus, even if a portion of the damage is mitigated by a block, any damage that remains is still relevant for triggering effects like gaining a daze. The wording in the rulebook stating that blocking “prevents” damage creates some ambiguity, but it ultimately leads to this conclusion that has been reiterated and supported by various discussions in the thread.

Unblocked Damage – ex Book of Stabbing

Rule Question

If all blocks of the Guardian boss are removed, does it still attack when it switches to defensive mode at the start of its next turn?

Rulesplainer

When the Guardian loses all its blocks during your turn, it will not attack and will switch to defensive mode at the end of that turn. On the following turn, if the Guardian has no blocks left, it will not attack. Instead, it will enter defensive mode and only attack on the next turn if it gains blocks again. If the Guardian starts its turn with blocks, it attacks for 6 damage. If it has no blocks, it will not attack and will shift to defensive mode without making an attack during that turn. This sequence can allow a player to strategize effectively against the Guardian’s powerful abilities. A key strategy is to avoid removing blocks after the Guardian’s first attack to manage its damage output efficiently. If there are still any blocks remaining, the Guardian will follow the standard flow and lose those at the start of its next turn.

For The Guardian boss, if I hit all its block off, does it attack when it switches to defensive mode at the start of its next turn?

Rule Question

What is the correct way to handle unlocking new cards in the game, specifically regarding old elites and bosses?

Rulesplainer

When you unlock new versions of elite and boss cards, it is recommended to replace the old versions with the new ones that have the fire icon. While some players may keep the old cards for lower ascension levels, mixing the old and new cards is not advised as you should generally play with only one set of cards to maintain balance. If you draw randomly from both sets, you could introduce unexpected difficulty changes and potentially dilute the game’s intended challenge. Players should also be aware that mixing cards could affect progression in higher ascension levels, as you wouldn’t be following the game’s rules strictly. For added variety, instead of mixing old and new cards, consider using custom packs designed for more diverse gameplay.

Unlocking

Rule Question

What are the rulings concerning the use of the Hyperbeam card, switching rows during combat, trading relics, playing cards during a turn, and how dice mechanics work within the game?

Rulesplainer

1. The Hyperbeam card’s instruction to “remove” orbs indicates that players do not evoke their effects; they simply lose them entirely. 2. Players can only switch rows at the end of combat, and they cannot choose which enemies to face before the combat starts. 3. Players use the same dice rolled during the ROLL phase for their card effects. 4. During the playing phase, all players act concurrently without taking individual turns, allowing for interleaved plays until no players wish to use energy or cards. 5. Relics cannot be traded among players, and the rulebook specifies that only potions can be passed between players outside of combat. 6. If a player applies effects like Vulnerable to an enemy, subsequent players can utilize cards to damage that enemy at boosted levels until the effect is removed. 7. Changes to dice affect all players and any cards they play, ensuring a unified gameplay experience. 8. Variants exist for different turn orders, but the current standard allows for simultaneous play, which adds to the strategy and excitement of the game, and older variants have been removed due to misunderstandings they introduced.

Question about the rule

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