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:
| Phase | What happens |
|---|---|
| 1. Intent | Every threat shows its next effect: the tiles, the kind, the amount and the rounds left. Quiet threats show only to Survey. |
| 2. Player | Each of your units acts, in any order, one unit at a time. A unit has movement, one action and one bonus action. |
| 3. Resolve | Telegraphs resolve in their numbered order. Reactions such as Huddle and Stand Fast fire here. |
| 4. Room tick | Surfaces 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#
| Slot | Per turn | Typical uses |
|---|---|---|
| Movement | 5 tiles (Fen 6) | Walking. Debris and scorch cost 2 a tile. |
| Action | 1 | Care, Tend, Inspect, Link, Settle, Survey, Ward, Stand Fast, Engulf |
| Bonus action | 1 | Direct, Swap, Anchor & Pull, Glide, Release |
| Reaction | At most 1 a round | Only from skills that grant one |
| Free | Unlimited | Reading 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#
| Value | Number |
|---|---|
| Ranger | 5 movement, 3 Composure, reach 3 |
| Companion | 5 movement (Fen 6), 2 Composure, Care at half strength |
| Room length | 5–8 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:
- Dendritic Gardens: Care and prepare, timed to pressure fronts.
- Vessel Margins: read the vessel wall, then answer with the right partner.
- Quiet Tracts: clear the way so an oligodendrocyte's wrap can hold.
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#
- 31 Oct – 1 Nov: Claude B wrote doc 31 and Claude A wrote the room half. The user approved the grid ("Grid"), hand-made sections with a strict assembler, and every remaining choice ("Yes to everything").
- 1 Nov: Claude B built the engine (
src/skills/turns/engine.js), and Claude A built boards, the Pressure & Aftermath room and the solver. The user accepted the prototype without a playtest: "It'll be fine. Just give the go forward." - 2 Nov: the lead installed the engine (B
7d9c46c51) and A's rooms (15b5e627e) in the alpha onPlaceholder. The alpha offers 17 Gardens, 15 Vessel Margins and 15 Quiet Tracts rooms, plus nine Lessons. Encounter commands are replayed through the real engine before any reward is given. - The lead's audit (2 Nov) found that the alpha presents single rooms through a catalogue picker. It is not yet a validated multi-room outing.
- Not done: generated multi-room outings, hosted Hearth boards, full body animation for turn actions, and an independent playtest. Bot numbers on this wiki are Claude B's simulations, not play.
See also#
- Board grid · Composure · Threats · Surfaces · Supported ground
- Room assembly · Lessons · Kit history
- Expeditions (real-time prototype), the system this replaced
Sources#
215bfbf88:docs/game-balance/31-turn-based-encounters.mde7656b980:docs/ops/agent-messages/2026-11-01-claude-a-expeditions-turn-based-rooms.mdb89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/catalog.jsb89f778c2:docs/ops/agent-messages/2026-11-02-lead-reconciled-game-integration.md- docs/ops/agent-messages/2026-11-02-lead-full-project-reconciliation-audit.md (working copy, not in Git)
What links here (39)
- Act I: The Long Wake
- Arborwake alpha
- Arborwake: The Long Wake
- Basic actions
- Board grid
- Breach
- Care VFX
- Circuit Ranger prototype
- Composure
- Controls
- Dendritic Gardens
- Encounter backgrounds
- Expeditions (real-time prototype)
- Hearth boards
- Kit history
- Lessons
- Many Hands
- Memory Meadow
- Orders VFX
- Pressure & Aftermath
- Pressure Front (real-time)
- Pressure front VFX
- Pull and Glide VFX
- Quiet Tract (real-time)
- Quiet Tracts
- Relay Chain
- Room assembly
- Run HUD
- Studios drills
- Supported ground
- Surfaces
- Survey VFX
- Tag Garden
- Tendrils
- Threats
- Travel and movement
- Vessel Margins
- Ward VFX
- Withdrawn story directions