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Solo

Three cards a round. One monster at a time. Gold is the score.

How it goes

Each round the monster names what it will do and to whom, never how hard. You see the initiative order, pick three cards, and they resolve in your slot. Swords hurt it. Shields armour you before its slot. Hearts bring destroyed cards back. Diamonds dig the wagon and play what they find.

Your pile is your hit points. What is destroyed and not repaired is gone from the next fight. Between fights the round's hands — pairs, trips, runs — pay repair; a room bends the ground; the goblin takes bets on the fight to come.

Every pass through your pile brings you nearer to exhaustion. Two passes at these levels.