Notification · debuts Book 6, Chapter 8 — “The Card Game”

Deck-to-Deck Combat (The Card System)

Floor-8 phase-two combat rules

Cascadia's formal rules for the floor's card game, laid out after the recap. A deck needs at least six totem cards; in combat you draw a four-card hand (refilling one card every ten seconds) and may play five card types: Totems (summonable monsters), Utility (buffs on your own totems), Snare (debuffs on an enemy's totem), Mystic (spell-like effects), and Special (one-time tricks, like the Flee teleport). Crucially, once deck combat begins the squad leader loses access to their inventory and spells, melee and physically-held items only (potions, scrolls, wands, etc.), until the whole hand is spent, and enemy totems shield the rival leader from direct attack, so the rest of the squad must bodyguard their own leader. Kill an enemy squad and you claim all their cards. Saferooms now host a paid practice arena, where consumable cards are still spent forever.

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