# Slay the Spire: The Board Game ## General Info - **Year Published**: 2024 - **BGG Rating**: 8.6 - **BGG Rank**: #16 - **Players**: 1-4 (Best with: 2) - **Duration**: 30-150 min - **Weight**: 2.90 / 5 - **Designers**: Anthony Giovannetti, Casey Yano, Gary Dworetsky - **Artists**: Anailis Dorta, Bruce Brenneise, Jose David Lanza Cebrian - **Publishers**: Contention Games, Ediciones MasQueOca, Grok Games, Korea Boardgames, Lavka Games, Matagot, MINDOK, Nice Game Publishing, Portal Games, Yayoi The Dreamer, YOKA Games, 株式会社ケンビル (KenBill) - **Categories**: Adventure, Card Game, Fantasy, Fighting, Video Game Theme - **Mechanics**: Cooperative Game, Deck, Bag, and Pool Building, Dice Rolling, Hand Management, Simultaneous Action Selection, Solo / Solitaire Game ## Verdict Perfect for roguelike fans who love the thrill of building epic combos with friends. The 'die and retry' loop translates beautifully to the tabletop!Extremely satisfying deck buildingWell-implemented cooperative synergyFaithful to the digital game's soulEngaging difficulty progressionInitial learning curve existsHigh language dependency (English)HIGHLY RECOMMENDED ## Description Slay the Spire: The Board Game brings the addictive experience of the acclaimed digital roguelike to the tabletop. You and your friends form a cooperative party with the mission to climb the immense tower and defeat its guardians. Each player takes on a character with unique abilities, starting with a basic deck of cards that evolves as the journey progresses. The core of the game lies in deck building: you'll add powerful cards and prune those that hold you back, creating devastating combos to fight increasingly bizarre creatures. But don't be fooled: the experience is brutal. Like any good roguelike, death is part of the learning process. If a player's HP hits zero, the party falls and the game is lost. That's exactly the point: you will fail, you will die, but you'll return with the knowledge needed to better plan your moves and push further in the next attempt. The game is structured into Acts, allowing you to decide whether to tackle the challenge in one go or save your progress to continue later. The ultimate goal is to take down the final Act's Boss, but the game's flexibility lets you define which boss serves as the 'final' one depending on how much time you want to spend in a session. With a mix of hand management, dice rolling, and simultaneous strategic decisions, the game successfully translates the 'I'm almost there!' tension of the video game into physical components. It's a constant challenge of adaptation where dice luck and deck synergy determine whether you'll become the legend who conquers the Spire or just another forgotten adventurer in the tower's halls. ## How to Play Here's your definitive guide to "How to Play Slay the Spire: The Board Game," crafted with a fun, tabletop tone and strict adherence to your provided manual excerpts! Objective of the Game Welcome, brave adventurers, to the treacherous Spire! In **Slay the Spire: The Board Game**, you and your fellow players embark on a cooperative rogue-like deckbuilding adventure. Your ultimate goal? To become strong enough to defeat the **Boss** at the end of the current **Act**! This isn't just about survival; it's about crafting a unique deck, encountering bizarre creatures, and discovering relics of immense power. Victory is achieved if your party defeats the final **Boss** of the **Act** you've chosen to play. But beware, if any player's **HP** is reduced to 0, that player is dead, and the entire party loses the game. So, strategize together, build your decks, and try to conquer the Spire! Preparation (Setup) Alright, gather 'round, deckbuilders! Let's get this Spire-slaying party started with a smooth setup. Pick a Character: Each player chooses a character (Ironclad and Silent are easier for beginners!) and takes their corresponding **player board**, **mini**, **starter deck**, **card rewards deck**, and **rare rewards deck**. Give those decks a good shuffle! Token Tray: Grab the **token tray** and place it within reach. Player Board Setup: For your character, place a **cube** on your **Energy track** at 3, on your **Block track** at 0, and on your **HP track** at the highest printed number. Get Decks Ready: Take out the following decks: **Encounter Act I "1st Encounter!"** **Encounter Act I** **Elite Act I** **Summon Act I** (Don't shuffle this one!) **Event Act I** **Relic** **Potion** **Boss Relic** **Daze Deck** **Status Deck** **Curse Deck** Shuffle all of these decks except **Summons**, **Daze**, and **Status**, then place them in separate piles. Keep the "1st Encounter!" cards separate from the main **Encounter deck**. The Board: Take out the **Act I board** and randomly choose an **Act I map**. Map Tokens: Shuffle the **map tokens** face down. Randomly place **dark map tokens** on dark spaces and **light map tokens** on light spaces. Then, flip them all face up! Character Figure: Place your **character figure** on the board in the lowest open space. Reveal the Boss: Randomly choose an **Act I Boss**. You can roll the **die** and use the **Boss** that matches the result on the back of the card. Place that **Boss** card face down on the map on top of its icon. The Boot: Place the **boot meeple** at the bottom of the map next to the bottom encounter. Player Aid / Merchant Board: Keep the **Player Aid board** handy for quick rules reference. When you encounter a **Merchant**, flip it over to the **Merchant** side. Neow's Blessing: Shuffle the **Neow's Blessing deck**. Each player draws one **Neow's Blessing card**. Gain the reward in red, then choose one of the 3 rewards in blue. Once everyone's done, put all **Neow's Blessing cards** away. Solo Play: If you're playing solo, you also gain the "**Loaded Die**" solo relic. 1st Encounter: Set up the **1st Encounter** (we'll cover combat setup in a bit!), then start combat! The Game Turn A round of Slay the Spire is all about strategic decisions and cooperative combat! You'll navigate the map, encounter various rooms, and, of course, fight monsters. When you're done with a room, you'll move the **boot meeple** up the map along one of the paths to the next room. Here's a quick rundown of the room types you'll encounter: Encounter: If it's your very first encounter, you'll set up a "1st Encounter!" card for each player. Otherwise, draw one **encounter card** per player. Elite: Draw a card from the **Elite deck**. These are tougher fights! Boss: When you reach the **Boss** at the top of the map, get ready for the big fight! Defeating the **Boss** means you've beaten the **Act**. Event: Draw a card from the **Event deck**. These often present choices, and players can choose their own options. Campfire: A moment to rest! Each player chooses to either **Rest** (Heal 3 **HP**) or **Smith** (Upgrade a card). Treasure: Everyone gets a **relic**! Merchant: A chance to spend your hard-earned gold! You can buy **relics**, **potions**, or **cards** from your revealed **card rewards deck**. You can also pay gold to **Remove** a card from your deck (once per **Merchant** room). Now, let's dive into the heart of the game: **Combat Rounds**! Combat consists of a **Player Turn** followed by an **Enemy Turn**, repeating until combat ends. Player Turn All players take these steps simultaneously, so get ready to coordinate! Start of Turn: Reset: Set your **Energy** to 3 and your **Block** to 0. Draw: Draw 5 cards. No maximum hand size here! If your **draw pile** is empty, shuffle your **discard pile** to create a new one. Roll: Roll the **die**. This single result determines enemy actions and triggers **die relic abilities** for the entire round. Don't roll it again! Start of Turn Abilities: Trigger any abilities that say "Start of turn," "Start of round," "Start of combat" (only on the first turn), or **die relic abilities** in any order you choose. Play: This is where the magic happens! Players can play cards, use potions, and activate abilities in any order they choose. Discuss strategy with your teammates! To play a card: Pay: Pay the **Energy cost** on the upper left of the card. Choose: Make any decisions and choose targets for the card. You can target any enemy. Effects with the symbol affect all enemies in one row and always affect the **Boss**. Resolve: Execute the card's printed effects from top to bottom. Cleanup: The card goes to your **discard pile**. If it's a **Power**, it stays in front of you. If it **Exhausts**, it goes to your **exhaust pile**. End of Turn: When players are done playing cards: End of Turn Abilities: Trigger any abilities that say "End of turn." Discard: Discard all cards remaining in your hand. Enemy Turn Time for the monsters to strike back! Remove Enemy Block: Enemies lose all their leftover **Block tokens**. Enemy Actions: Starting with the highest row, enemies act left to right, taking one action each. This continues down through all rows. **Bosses** always act last. Move Cube Actions: If an enemy uses **Cube Actions**, slide their cube down the track. Combat ends immediately when all monsters are dead or have left combat. Then, it's time for **End of Combat** actions: End of Combat Abilities: Trigger any abilities that say "End of combat." Rewards: Players gain rewards from the defeated enemies. In **Encounter** rooms, gain rewards from the enemy in the row you ended combat in. In **Boss** and **Elite** fights, all players gain the rewards. There are several types of rewards you might gain: Card Reward: Reveal 3 cards from your **card rewards deck**. You may add one to your deck. Golden Ticket: If revealed, add a card from your **rare rewards deck** to your choices. Upgraded Card Reward: Like a **Card Reward**, but the chosen card is immediately **upgraded**. Rare Reward: Reveal 3 cards from your **rare rewards deck**. You may add one to your deck. Potion: Draw a card from the **potion deck**. You may gain it (up to 3 potions total). Relic: Draw a card from the **relic deck**. You may gain it. Boss Relic: Reveal 1 **Boss relic** per player + 1 (3 if solo). Each player may gain one. Gold: Gain **gold tokens** equal to the value. Remove: Remove a card from your deck. Upgrade: Flip a card in your deck to its **upgraded** side. Transform: Remove a non-Curse card from your deck and add the top card of your **card rewards deck** (or **rare rewards deck** if it's a **Golden Ticket**). Reset Your Deck: Return your **Powers**, **discard pile**, and **exhaust pile** to your deck. Remove any **Status** and **Daze** cards. Reset Player Board: Reset your **Block** and **Energy tracks**. Lose all tokens except for **gold**. Clear Enemies: Return defeated enemies and **Summons** to their respective decks. Switch Rows: Players may switch rows before the next combat room. End of Game and Scoring The game concludes in one of two ways: Victory: If your party successfully defeats the final **Boss** of the chosen **Act**, you win the game! You can choose to stop after any **Act**, or continue to the next one. Death: If any player's **HP** is reduced to 0, they are dead, and the entire party immediately loses the game. There's no traditional "scoring" in Slay the Spire; it's a cooperative experience focused on achieving victory or succumbing to the Spire's challenges. When a game finishes, win or lose, you'll **reset** the game by flipping all upgraded cards back, returning your character's deck to their starter deck, and putting away all tokens and cubes. You don't keep anything between games, so every adventure is a fresh start! Tips for Winning To help you conquer the Spire, here are a few tactical pointers based on the manual: Coordinate Your Attacks and Debuffs: Remember, you can target any enemy, and effects with the symbol affect all enemies in a row and the **Boss**. Discuss with your team who to target, and if someone has **Weak** or **Vulnerable** effects, announce them early in the turn! Doubling damage on a **Vulnerable** enemy can be a game-changer. Manage Your Deck and Rewards Wisely: Slay the Spire is a deckbuilder, so improving your deck is key. Don't just grab every **card reward**; sometimes skipping a card is the right move. Consider using **Remove** at the **Merchant** to get rid of weak cards, or **Upgrade** cards at **Campfires** to boost their power. Remember, you can always look at what an upgrade does before choosing! Utilize Potions and Relics: **Potions** are single-use items that can provide crucial boosts in combat, while **Relics** offer persistent abilities. Don't hoard them if they can save you from a tough spot! Pay attention to **die relic abilities** that trigger at the start of your turn, as they can greatly influence your strategy for the round. Good luck, and may your deck be ever in your favor! ## FAQ ### Is the game too hard? Will I die constantly? Yes, and that's part of the fun! It's a roguelike, so death is how you learn the mechanics and enemy weaknesses. ### Can I play it solo? Absolutely! The game has solid solo rules, making it a great choice for those who enjoy individual strategic challenges. ### How long does a game last? It varies. A quick session can take 30 min, but if you want to clear the whole tower, prepare for up to 150 min. ### Do I need to know the video game to play? No, but fans will feel right at home. The game is self-sufficient and teaches its mechanics from scratch. ### Is the game complex? It has a medium weight (2.9 on BGG). It's not a casual game, but it's manageable for anyone who has played a deck-builder. ### Does the language matter? Yes, there is high language dependency. 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