[BETA] A roguelike card game in DreamGen!
BETA VERSION: More characters will be added later, and rulesets may be refined further.
Climb the Tower with nothing but your starting deck of ten cards and your wits.
An evil warlock atop a black spire has been bombarding your homeland with unnatural ice, and you have come to put an end to it.
Each floor offers new encounters, new card rewards, and new modifiers that change how the game is played. Battle beasts, knights, and stranger things in a turn-based card duel where Attacks, Defenses, and Breakers form a deadly rock-paper-scissors that determine who succeeds and who fails.
Build your deck across eight elemental themes — from steady Earth to unpredictable Unusual — and carve your way upward, one card at a time, toward the warlock who started it all.
Recommended Model: GLM 5.1 /w Thinking On.





ACT ONE - The Doghouse
The wind cuts sideways across the foothills, carrying with it a fine dust of ice that should not exist this far south. You pull your wrappings tighter and press on, boots crunching over a frost that has crept further down the slopes with each passing week. The Tower stands as it always has — black stone stacked impossibly high, its uppermost levels lost somewhere in a swirling storm cloud wrapped around it.
The great iron door groans shut behind you, and the howling outside is replaced, abruptly, with silence.
The vaulted hall stretches further than torchlight can reach, its flagstones gouged with deep parallel scars, its corners heaped with old bones picked clean and pale. The air is colder here than it was outside, somehow, and it smells of wet fur and iron. Frost rimes the walls in patterns that look almost like clawmarks, and from somewhere far ahead you hear the slow, deliberate padding of something heavy moving on four legs. Chains hang from the rafters, snapped clean through. Whatever the warlock kept here, he no longer bothers to restrain. You flex your knuckles. Your breath fogs in front of you and then, strangely, drifts sideways — drawn toward the dark, as though something further in is breathing in.

COMBAT BEGINS
== DIRE WOLF ==
Health: 100
A massive, scarred beast that prowls the lower floors of the tower, its grey fur matted with frost from the warlock's endless storms. Once a guardian of the surrounding forests, it was twisted by the tower's dark magic into a savage hunter. It fights with primal fury — lunging fangs, brutal claws, and the unshakable endurance of a predator that has never known defeat.
MoveSet:
Bite - ✊ Physical - Attack - Common - Timing : 3 - Damage : 10 - None. Lunging Maul - ✊ Physical - Attack - Rare - Timing : 6 - Damage : 30 - +10 damage if {{user}}'s previous card was a Defense. Hide - 🌑 Dark - Defense - Common - Timing : 3 - Reduce all incoming damage this turn by 25. Speedy Darkform - 🌑 Dark - Defense - Rare - Timing : 5 - During the next turn, {{user}} cannot play drawn attack cards. Claws - ✊ Physical - Breaker - Common - Timing : 3 - Damage : 20 - None. Throat-Tearing Frenzy - ✊ Physical - Breaker - Rare - Timing : 8 - Damage : 40 - +20 damage if the Dire Wolf is below half health.

== YOUR TURN ==
HAND
Terra - 🪨 Earth - Defense - Common - Timing : 3 - Heal 20 health. Jab - ✊ Physical - Attack - Common - Timing : 1 - Damage : 10 - +10 Damage if the opponent played an Attack. Buster - ✊ Physical - Breaker - Common - Timing : 5 - Damage : 50 - +10 damage if opponent played a Defense card last turn. Lavaskin - 🔥 Fire - Defense - Common - Timing : 5 - Gain 40 temporary health until end of next turn. Cross - ✊ Physical - Attack - Common - Timing : 2 - Damage : 25 - None.
DECK
Uppercut - ✊ Physical - Breaker - Common - Timing : 2 - Damage : 25 - None. Guard - ✊ Physical - Defense - Common - Timing : 2 - Negate the next incoming Attack with damage of 25 or less. Firebreath - 🔥 Fire - Attack - Common - Timing : 4 - Damage : 40 - During the next turn, your attacks and breakers deal 10 extra damage. Onslaught - ✊ Physical - Breaker - Common - Timing : 8 - Damage : 80 - All Common cards in your deck gain +5 damage for the rest of the battle. Heavy Haymaker - ✊ Physical - Attack - Rare - Timing : 6 - Damage : 70 - +15 damage if the previous card played was common.
DISCARD
Currently Empty.

You play the card: Jab - ✊ Physical - Attack - Common - Timing : 1 - Damage : 10 - +10 Damage if the opponent played an Attack.
== DIRE WOLF TURN ==
Dire Wolf plays: Claws - ✊ Physical - Breaker - Common - Timing : 3 - Damage : 20 - None.
== COMBAT RESOLUTION ==
YOU HIT!
You deal 10 total damage to the Dire Wolf. It has 90 health remaining.

The Dire Wolf comes off its haunches in a single explosive motion, claws leading, jaws already gaping wide enough to take your arm to the elbow — but you have been waiting for exactly this. You step into the lunge rather than away from it, pivoting on your lead foot, and your fist snaps out in a short, brutal arc that meets the beast's jaw mid-flight. The impact runs all the way up your arm to the shoulder. You feel the crack of it more than you hear it, that sickening solidity of bone meeting bone, and the Wolf's head wrenches violently to one side, a fine spray of frozen spittle scattering across the flagstones like flung gravel. Its momentum betrays it. The body that should have crashed into you twists off-line instead, claws raking empty air a handspan from your ribs, and the great grey shape slams down hard onto the gouged stone beside you, scrabbling for purchase, momentarily stunned. You are already setting your feet again, breath fogging, knuckles aching. It will be back up in a heartbeat. But for this one moment, the predator is the one reeling — and you both know it.

== YOUR TURN ==
HAND
Uppercut - ✊ Physical - Breaker - Common - Timing : 2 - Damage : 25 - None. Guard - ✊ Physical - Defense - Common - Timing : 2 - Negate the next incoming Attack with damage of 25 or less. Firebreath - 🔥 Fire - Attack - Common - Timing : 4 - Damage : 40 - During the next turn, your attacks and breakers deal 10 extra damage. Onslaught - ✊ Physical - Breaker - Common - Timing : 8 - Damage : 80 - All Common cards in your deck gain +5 damage for the rest of the battle. Heavy Haymaker - ✊ Physical - Attack - Rare - Timing : 6 - Damage : 70 - +15 damage if the previous card played was common.
DECK
(Discard was shuffled in this turn!)
Lavaskin - 🔥 Fire - Defense - Common - Timing : 5 - Gain 40 temporary health until end of next turn. Jab - ✊ Physical - Attack - Common - Timing : 1 - Damage : 10 - +10 Damage if the opponent played an Attack. Terra - 🪨 Earth - Defense - Common - Timing : 3 - Heal 20 health. Cross - ✊ Physical - Attack - Common - Timing : 2 - Damage : 25 - None. Buster - ✊ Physical - Breaker - Common - Timing : 5 - Damage : 50 - +10 damage if opponent played a Defense card last turn.
DISCARD
Currently Empty.

You play the card: Guard - ✊ Physical - Defense - Common - Timing : 2 - Negate the next incoming Attack with damage of 25 or less.
== DIRE WOLF TURN ==
Dire Wolf plays: Lunging Maul - ✊ Physical - Attack - Rare - Timing : 6 - Damage : 30 - +10 damage if {{user}}'s previous card was a Defense.
== COMBAT RESOLUTION ==
YOU BLOCK!
Your next card will be played faster, with its timing statistic decreased by 5.

The Dire Wolf lunges, jaws snapping open with a wet, guttural snarl, lunging for the soft line of your throat — and for a heartbeat the whole world narrows to teeth and frozen breath. But you do not flinch, and you do not retreat. Your hand comes up at the last possible instant, palm open, and you meet the side of the beast's skull not with force but with redirection, a single precise push placed just behind the hinge of its jaw. It is the difference between stopping an avalanche and stepping out of its path. The Wolf's own weight does the rest. Its head turns where you guide it, the snapping jaws closing on nothing but air beside your shoulder, and the great body goes hurtling past you, claws skittering across the ice-slick flagstones as it fights to arrest a charge that no longer has anywhere to go. You feel the heat of it brush against you, smell the iron and wet fur of its passing, and then it is behind you, wheeling about with a frustrated snarl. You have not struck a single blow. You did not need to. Sometimes the surest defense is simply refusing to be where the enemy expects you to be.

The corridor narrows, then opens without warning into a circular chamber that smells, impossibly, of summer.
You stop in the doorway. The frost that has clung to your shoulders since the foothills begins, for the first time in weeks, to melt. Water runs down your jerkin in slow lines and beads on the stone at your feet. Somewhere above, hidden in the dark of the vaulted ceiling, a shaft of warm gold light falls in a perfect column to the chamber's center, and within that column stands a tree.
It should not be alive. Its roots have cracked the flagstones and its bark is pale as bone, but its branches are heavy with broad green leaves, and the air around it hums faintly, as though the tree itself is breathing in time with something very old and very patient. The warlock's cold has not reached this place. Whatever this tree is, it has been here longer than he has, and it does not answer to him.
Three objects hang from its lowest branches, swaying gently in a breeze you cannot feel. Each is a folded square of parchment, sealed with wax the color of fresh sap, turning slowly on its thread. As you step closer, the seals catch the light and you can make out faint impressions pressed into the wax — a clenched fist, a coiled root, a question mark drawn by a colorful hand.
The tree creaks once, softly, as though acknowledging you. The leaves shiver. One of the parchments drifts a half-turn toward you, then settles, waiting.
The Heartwood offers three cards. Choose one to add to your deck, or leave the chamber empty-handed and the tree will remember your arrogance.
Sealed in fist-pressed wax — a random ✊ Physical card. Sealed in root-pressed wax — a random 🪨 Earth card. Sealed in a colorful wax hand — a random ❓ Unusual card.

You step through the archway and stop short.
The chamber beyond is vast and circular, its domed ceiling lost in shadow, and at its center rises a fountain that should not be here. It is carved from a pale, blue-veined stone you do not recognize, three tiered basins stacked one atop the other, and from its uppermost spout water arcs in a slow, impossible curve — not falling, but turning lazily in the air before settling into the basin below. The water glows faintly from within, the color of moonlight on deep ice, and the sound it makes is not the sound of water at all but something closer to a scratching.
The black stone that defines the Tower stops in a perfect ring three paces from the fountain's base, as though the Tower itself is afraid to come closer.
To the right of the fountain, set into a low pedestal of the same pale stone, is a single iron lever. It is worn smooth in the middle where countless hands have gripped it, though you cannot imagine whose.
Above the lever, etched deep into the pedestal, are four glyphs in a script you have never seen — angular, deliberate, and arranged in a way that suggests they are not a word but an instruction. One of the glyphs is scored through with a deep, fresh gouge, as though someone passing through before you tried very hard to warn whoever came next.
The lever waits. The fountain turns. Somewhere in the water, something that is not quite a reflection moves.

{{user}} health is restored to its maximum (220). You proceed to the next room.
Welcome to the Tower!
Use GLM 5.1 /w Thinking On.
This is a very crunchy scenario. Tested on pro only. Will not work on Free/Starter.

The iron door at the base of the tower is taller than three men and wider than four, set deep into the base of the Tower as though the Tower itself had grown around it rather than the other way around. Its surface is black and pitted with age, scored across by long, vertical claw-marks that no animal you can name would be large enough to leave. Frost has gathered in the grooves and turned the marks pale, so that from a distance they look almost like writing.
There is no handle. There is no lock. There is only a seam down the middle where the two halves meet, and a faint, steady cold that seeps from that seam and pools around your boots. As you approach, the door is already ajar — open the width of a man's shoulders, no more, no less. It has not been opened for you. It has simply been left this way, the way a trap is left, or the way a wound is left when no one has bothered to close it. The gap is dark, and from within drifts a smell you cannot quite place: old stone, wet fur, and something faintly metallic, like blood that has been frozen and thawed too many times.
You set your hand against the iron. It is colder than ice has any right to be, and for a moment you feel something on the other side go still, as though it has heard you. Then you push, and the door does not resist. It swings inward without a sound, and the dark beyond opens to receive you.