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in: Encounters, Turn-based rules, Core mechanics

Turn-based encounters

In the alpha Game mechanic · facts checked 2 November 2026

Turn-based encounters are the rooms the Ranger plays inside a run. Each room is a small board of square tiles. Every threat shows exactly what it will do next, and you plan your answer before it lands. The design takes its loop from Into the Breach and its action economy from Baldur's Gate 3.

Why turns#

On 1 November 2026 the user decided that encounters become turn-based. Claude B's simulations had found that attentive real-time players never failed, and the user felt the rooms were "unlimited puzzles" with no skill growth. With exact telegraphs, success comes from reading what happens next, planning which problems to fix this turn, and sequencing the order that makes them all possible. The overworld stays in real time.

How it works#

A room lasts about 5 to 8 rounds. Each round has four phases:

PhaseWhat happens
1. IntentEvery threat shows its next effect: the tiles, the kind, the amount and the rounds left. Quiet threats show only to Survey.
2. PlayerEach of your units acts, in any order, one unit at a time. A unit has movement, one action and one bonus action.
3. ResolveTelegraphs resolve in their numbered order. Reactions such as Huddle and Stand Fast fire here.
4. Room tickSurfaces spread or fade, sustained Care advances, lingering responses tick and objectives update.

The room ends when its objectives are complete or when it fails.

The action economy#

SlotPer turnTypical uses
Movement5 tiles (Fen 6)Walking. Debris and scorch cost 2 a tile.
Action1Care, Tend, Inspect, Link, Settle, Survey, Ward, Stand Fast, Engulf
Bonus action1Direct, Swap, Anchor & Pull, Glide, Release
ReactionAt most 1 a roundOnly from skills that grant one
FreeUnlimitedReading tooltips, ending the turn

Your units are the Ranger and, when you bring one, a single companion (see Recruitment). Each unit has Composure. Units are never removed from the board. The everyday verbs are on Basic actions.

Forgiveness#

You can undo any movement until that unit acts. Once per room you can also rewind to the start of the player phase. This copies Into the Breach: misclicks cost nothing, but planning is not free.

Failure#

A neuron or tract segment that reaches 0 fails the room at once. It is never a grading cost. A failed room can be retried for 1 Endurance, work already receipted is kept, and you can always walk out.

Numbers#

ValueNumber
Ranger5 movement, 3 Composure, reach 3
Companion5 movement (Fen 6), 2 Composure, Care at half strength
Room length5–8 rounds; each room authors a fixed settleBy deadline
Win (Gardens)Every threat passed and every connection at 80% or more by the deadline
Bonus (Gardens)Nothing lingering at the end

The ranges were multiplied by 4/3 when the user chose smaller tiles, so a turn covers the same ground as on the older 32 px grid.

Different places, different verbs#

The user asked on 1 November that each run location have its own main mechanic. The shared rules are rounds, Composure, the action economy, undo and rewind, the one-companion cap and "loss fails the room". On top of them:

Home disturbances use the same engine on Hearth boards.

In the brain#

The threats are processes, not villains. A pressure front stands for stress-associated inflammatory signalling, compressed into a visible, timed event. The player learns when support helps, where harm will land and what order recovery takes. The rounds, tiles and numbers are game simplifications.

Development#

See also#

Sources#

  1. 215bfbf88:docs/game-balance/31-turn-based-encounters.md
  2. e7656b980:docs/ops/agent-messages/2026-11-01-claude-a-expeditions-turn-based-rooms.md
  3. b89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/catalog.js
  4. b89f778c2:docs/ops/agent-messages/2026-11-02-lead-reconciled-game-integration.md
  5. docs/ops/agent-messages/2026-11-02-lead-full-project-reconciliation-audit.md (working copy, not in Git)
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