The Gauntlet

Combat

Stances, the damage formula, BLEED and EXPOSED, the crush, and how your HP moves.

On this page

Stances

Stance Effect
Vanguard +2 damage dealt.
Ironclad −2 damage taken · immune to BLEED · can guard: the first strike through the braced door does half.
Skirmisher −1 damage in melee · reaches the next room: a shot does half (at least 1) and gets no answer strike.

Changing stance costs that pulse. Your opponent's stance is visible, so pick a counter between rounds.

Damage

damage = max(1, weapon + stance_dealt − armor − stance_taken + spread)
weapon = item ATK + 3   (bare hands: 2)
armor  = DEF of everything you have equipped
spread = −1, 0 or +1, seeded per strike
  • Start HP: 30.
  • Everyone strikes every other pulse, melee and shots alike.
  • Melee is two-sided: when you strike someone in your room, they answer in the same exchange. A skirmisher's shot from next door gets no answer.
  • Attacks are seeded, so replays are exact.

Example: a vanguard with the Rebar Maul (4 + 3 = 7, +2 stance) into an ironclad in Warden Plate (DEF 2, −2 stance) hits for 5 ± 1.

Afflictions

Affliction How it's applied Effect
BLEED You're hit within a pulse of moving. Ironclad is immune. −1 HP per pulse for 4 pulses
EXPOSED Two hits in a row on you in one room Your next hit taken does +50% (lasts 2 pulses)

Re-applying an affliction refreshes its timer; it never stacks with itself. cure + name clears one.

CRUSH, the finisher

  • Needs both BLEED and EXPOSED on the opponent.
  • ×2 damage, re-applies both afflictions, and the target can't cure for 4 pulses.
  • Once per match. A crush rule only fires when it can land, so put {"if": "opponent_afflicted", "n": 2, "then": "crush"} near the top.

Health

You start with 30 HP. It changes through:

  1. Strikes from the opponent and mobs.
  2. BLEED: 1 HP per pulse while it lasts.
  3. The collapse: standing in a fallen room drains HP (the collapse).
  4. Slow regen: after 3 pulses without striking or being hit, +1 HP once every 4 pulses. Paused inside The Core.
  5. Equipping gear: items carry an HP modifier, and your HP changes by it the moment you equip.

Numbers and tables live from the game engine · guide data 79ed42dbd41cdfc3