Five BladesWiki

The map

Encounters

A run plays out over a branching encounter map. At each step the game presents three encounters as options; the player picks one and advances, losing the rest. There are 68 cards in the deck: 19 common ones — 15 in the shared pool, plus the three PvE difficulty steps and the PvP — and 49 biome cards.

The rhythm is fixed

The map is not a free draw. The rhythm repeats every six steps, and one full turn of the cycle is a day. The HUD shows DAY beside LIVES, counted from 1, and the number turns over as soon as the PvP is behind it — along with the key it decides. A winning run (10 keys) is a journey of about ten days.

Step 0Event

+ Travel cards

Step 1Event

 

Step 2PvE

easy / medium / hard

Step 3Event

 

Step 4Event

 

Step 5PvP

single card

Why the rhythm is fixed rather than drawn

A battle must not ambush the player between events. PvP moves lives and keys — being ambushed by it would punish a decision the player never made. And the three PvE difficulties are only a real choice if they appear together, competing with each other.

The day count is derived, not stored: progress / 6 + 1. There is no day state to desynchronise, and travelling mid-cycle resets nothing. A full run is 59 steps.

The exception is authored, not drawn: a battle flagged as an ambush in its asset may appear among the events. Today exactly one card uses that licence — the Shrouded Marsh ambush.

Two rules govern every step

  • Choosing is irreversible. Picking a card spends the step; the others vanish. There is no going back to the same crossroads — which is why leaving a shop advances the run. The button reads DEPART, not “exit”.
  • The drawn options are persisted. Reloading the game shows the same crossroads.
These two rules are the same rule

Without persisting the options, closing and reopening the game would redraw the cards, and the irreversible choice would be theatre — you could just reload until the card you wanted appeared.

The transversal principle: no choice should be clearly superior. Shop, free and special must genuinely compete — taking the free item now costs the weapon the shop would have offered; travelling costs whatever this biome still had to give. If the player never hesitates, the choice has failed.

Encounter types

Shop
Merchandise

Three items plus a reroll (10 gold, doubling each time), filtered by specialty and by the rarity window of the current tier. Every shop in the game stocks three slots.

Free
No direct cost

A single gift or a choice of one from three. The only cost is having chosen it over something else — and declining still spends the step. Hero cards carry a contract of their own: veteran camps and rescued heroes come with guaranteed promotions that grow by phase (the card says “T2.1+”), the biome kin cards draw from the whole rarity window of the phase, and the Oath Altar promotes far more often.

Bargain
Paid in gold

The offer looks free, but taking the item costs gold — a price drawn when the card is built and announced in its subtitle. If you cannot cover it, she takes everything you have.

Battle
PvE

Three cards of different categories — Mob, Elite, Boss. Losing costs nothing.

Dungeon
No exit until the end

A card that opens a map of its own, with several challenges in a row and no shop inside. The completion reward is permanent and goes to the whole team.

Travel
Passage

Changes biome. It is a beat of the rhythm, not a draw: it appears in the first event after the PvP and nowhere else. The destination is on the card.

Black Hole
Rerolls everything

Swallows everything the player owns — heroes, equipped weapons and the whole stash — and returns the same quantity in similar things. Choosing is the consent.

Special
Rewrites the match

NPC dilemmas with an embedded cost, and the ability builder.

Why Bargain is a type of its own rather than a field on Free

The price changes what the card is. Free is the deck's risk-free card, and the promise of “no cost” has to keep holding — if any free card could charge in secret, the player stops trusting the label.

Shops

ShopOffer
Weapon shopAny weapon.
Sword shopMelee weapons.
Staff shopStaves — they heal a random wounded ally.
Bow shopBows.
Race shopHeroes only: one of each of the biome's three home races in every tray.
General shopAny-race hero (50%) + themed biome items (50%).

Selling is throwing into the stash bin: dragging any item or hero onto the drawer's bin credits the sale price, on any screen where the stash opens. The only refusal is selling the last hero in the build. A failed acquisition — stash full, not enough gold — charges no gold and consumes no item.

GestureWhat happens
Drag onto the teamEquips it on a hero, fills an empty slot, or merges.
Click the itemOpens the confirmation (BUY? / TAKE?); on accept it goes to an empty stash slot.
Drag onto the stashNothing. The drawer opens on top of the merchandise strip, so the gesture was ambiguous; the game blocks it and says what to do instead.

Shared cards

Added to the local cards in every biome that does not exclude them. They are the common floor of a run — what can always appear. Weight is the relative draw chance inside the pool.

CardType~WeightWhat it does
Weapon ShopShop22Any weapon in the catalogue, 3 slots. The heaviest card in the game.
Sword ShopShop12Melee only.
Bow ShopShop12Bows only.
Staff ShopShop12Staves only — they heal a random wounded ally instead of dealing damage.
Abandoned ChestFree12Single gift: any weapon.
Quartermaster's TableFree10Choose 1 of 3 weapons.
Mercenary CampFree10Choose 1 of 3 heroes from the home species of the biome you are in (any species in the Sacred Battlegrounds).
Hunters' PostFree10Choose 1 of 3 heroes from the home species of the biome you are in (any species in the Sacred Battlegrounds).
Oath AltarFree10Choose 1 of 3 heroes from the home species of the biome you are in (any species in the Sacred Battlegrounds).
Abandoned CageFree10Single gift: a hero of one of the biome’s home species (it speaks with a rescued voice).
Wrecked CartFree10Single gift: a hero of one of the biome’s home species.
Abandoned CampFree10Single gift: a hero of one of the biome’s home species, a dropped weapon, or pantry leftovers.
Offering on the TrailFree8Food — the mode is drawn. There is a 6% chance the Staff of the Forsaken Dung turns up among the meals.
Black HoleSpecial6Rerolls the entire build. Excluded from the Sacred and the Plains.
The Old RoadTravel10The default passage. Pulled by the rhythm at step 0, not by the draw.
Patrol / Elite Hunt / GuardianBattle10The three cards of the PvE step: easy, medium, hard.
Ghost BattleBattle10The PvP of step 5. With no recorded ghost it becomes a victory by absence.

PvE battles

CategoryDifficultyRewardDrop rarity
MobLowBasicCurrent tier
EliteHighGreaterTier +1
BossThe hardest availableThe best lootTier +2

Enemy count and strength scale with run progress, capped at five bodies per side. Summons keep their authored stats and stay outside the budget — otherwise the budget would be split among bodies the player never chose.

Reward tiers

TierRarity windowEnters at
BronzeTier: 1 / Tier: 2Start
SilverTier: 2 / Tier: 3Day 4 — progress 18
GoldTier: 3 / Tier: 4Day 8 — progress 42
DiamondTier: 4 / Tier: 5Day 12 — progress 66
Each tier is a window, not a floor

Without a ceiling, the base distribution drops 1% legendary in the very first encounter and the tier becomes decoration. Combat reads a table of its own (encounter tier × phase), not a bonus on top.

Diamond begins after the 10th key: a clean run tops out at Gold, and Diamond belongs to the run that lost a PvP and stretched.

The tier decides the rarity, not the asset. Whether it comes from a native asset or a promoted hero is decided by the promotion table — which is how Diamond delivers Tier 5 heroes despite very few Tier 5 assets in the whole catalogue.

When a card can appear

Every encounter carries a window written in days, and a special battle also has to be in band: it is only drawn on the days its own tier is reachable at all. The band is the shop's rarity window — what your gold can already buy that day is what a fight is allowed to pay.

Card tierAppears onWhy
Tier: 1Days 1–3After Bronze, nothing else pays Tier 1.
Tier: 2Days 1–7Leaves the shop window when Gold opens.
Tier: 3Days 1–11Leaves the window when Diamond opens.
Tier: 4Day 4 onwardsEnters with Silver — before that it pays what the run cannot give yet.
Tier: 5Day 8 onwardsEnters with Gold.

Dungeons and the Black Hole only appear from day 6. And a special card's reward follows the tier it announces: gold, drop and recruit all come from that one number, with no separate loot tier that could disagree with the fight you just won.

The seven dungeons

One card that becomes several in sequence, with no exit and no shop inside. Each cleared node is worth +1 atk / +1 hp / +5% attack speed, permanently, for the whole team. Ordinary fights inside cost more than a normal one (ratio 2.90 against 2.29) and the field is fuller: an average of 3.55 bodies.

DungeonBiome~WeightDrawn nodesBottomPays
The SiegeworksSacred Battlegrounds10Easy → MediumGatekeeper — Cerberus + Abyss Hound2 banner weapons
The Wolf DenSunlit Plains10Easy → Medium → ChestThe Black Pack — Den Alpha + Dark Wolf + Cub2 camp items
Collapsed RuinsAncient Forest10Easy → Medium → ChestHoly Moose2 weapons, any
The WarrenShrouded Marsh10Ambush → Easy → ChestBrainsterelite gold ×2
The Deep HoldLuminous Tomb12Medium → Easy → Medium → CryptThe Keepers — Vampire + Renegade Ghoul2 grave goods
Sunken VaultEnchanted Shallows10Easy → Medium → Divers → Tide Pool → CrabsDrowned Digger — Ice Golem + Old Minerelite gold ×2
Ember CavesArid Wasteland10Easy → Medium → ChestMagma Golem, alone2 hoard items

The topology is a graph authored in a map prefab, separate from the content: the same diamond map serves a werewolf dungeon and an undead one, and a new map ships without touching code. avoidRepeats is on in all seven, and it only avoids repeating the neighbouring node — it does not exhaust the pool, which is why two entries suffice for a four-node dungeon.

Card-exclusive casts

The boss at the bottom of each dungeon — and the cast of some special battles — is a monster deliberately kept out of the biome table: it appears only on that card. That is what makes descending into a dungeon show a creature the surface never does. Filter the bestiary by the Dungeon role to see all of them.

Travel — leaving a biome

Biome changes happen exclusively by choice, through the Travel card. It always appears in the first event after the PvP and nowhere else. How many passages the step shows depends on how long the run has been parked in the same biome.

PvP fought in this biomeTravel cards at the changeover step
0 — just arrivedNone. The step is events only.
11 passage + 2 events
22 passages + 1 event
3 or more3 passages — staying is no longer an option
Why travel is not drawn at random

Changing biome is the run's visible advance. While it depended on the card coming up in the draw, that advance looked like luck: a run could cross the whole game in the starting forest without the player having done anything wrong. Fixing the step teaches them where the decision arrives; raising the pressure gives the run a direction even when they would rather stay.

The destination is on the card, drawn rather than chosen afterwards. “The passage to the Luminous Tomb, or the sword shop?” is a question with an answer; “travel somewhere, or the shop?” is not.

The PvP step — ghost battle

PvP is a fixed step of the rhythm. The player fights another player, but not in real time: the combat uses a previously recorded build — a ghost. The player's own build is recorded too, and serves as a ghost for others. No matchmaking wait, no connection problems during the fight, constant availability of opponents.

RuleDetail
The opponent has a nameThe player picks a nickname (up to 12 characters) when starting a new game. It travels with the recorded build and is shown on the crossroads card and on the enemy nameplate.
Matched by dayGhosts are selected by the day of the run, and the match is exact. Recording happens at the PvP step — the last of the day — so whoever faces it is at exactly matched maturity.
Victory by absenceA day with no recording yields a walkover, worth +1 key like any win.
One recording per runA day holds one recording per run, not one per player — otherwise a solo player would always meet their own last build. Cap of five runs per player per day.
Your own past buildWhen the drawn ghost is your own build from a previous run, the game says so: “a build from one of your past runs” on the card, YOUR PAST BUILD in battle.
No botsThe pool is never seeded with generated builds.
Not built yet

The network layer is the largest missing piece. Ghosts are currently local, recorded and read from the device itself. The backend will be Supabase (Postgres + PostgREST) over plain REST; the snapshot contract is already in its final shape, which makes the switch a change of layer rather than a rewrite.

If the network fails at…What happens
Title screenCannot enter; message on screen.
Run start / entering the hubReturns to the title screen (the save is already written).
PvP step with no cached ghostReturns to the title screen.
Ghost uploadDoes not interrupt — it goes to a local queue and retries.
Inside a battleNever interrupts. Combat never touches the network.
Why PvP grants no loot

Separating “where power is earned” (encounters and PvE) from “where the run is decided” (PvP) keeps both layers legible. The returned life is not a material reward: it does not make the team stronger and cannot exceed the cap. What it changes is the cost of a mistake.

Economy

  • Gold starts at 250 and is part of the run's persistent state.
  • Every new day pays a fixed wage of 150 gold — win, lose or walkover.
  • A PvE victory pays by the encounter's loot tier: 60 / 80 / 100 / 120 / 160 (Common to Legendary), +25% of that each day.
  • Sources: PvE victories, events, and selling items. Sinks: shop purchases and rerolls (fixed cost 5).
  • PvP is not a source of gold — all economic gain comes from the map, which creates natural scarcity.
  • Tension comes from prices that rise with the tier.