Shadows of the Deck is a deck-building strategy game where you gradually improve your collection of cards to become more powerful over time. You start with basic cards and purchase better ones using orbs earned through play.
Unlike traditional card games where you build a deck before playing, in deck-building games you start with a weak deck and improve it during the game by purchasing new cards.
Your deck starts with 10 cards. When you run out of cards to draw, your discard pile (containing played and purchased cards) becomes your new deck. This means every card you buy will eventually return to your hand.
Focus cards generate orbs (currency). Better Focus cards generate more orbs, allowing you to buy even better cards. This creates a growing economic engine that powers your strategy.
Play cards from your hand. Focus cards give orbs, Move cards advance your position, and special cards provide various effects. You can play cards in any order and combination.
Spend orbs to purchase cards from the market. Purchased cards go to your discard pile and will be available in future hands. The market immediately refills when cards are bought.
A Cruxflare event occurs, usually with negative effects like adding dead cards to your deck, removing market options, or collapsing map nodes. This represents the dream's growing instability.
Discard remaining cards and draw a new hand of 5 cards. If your deck runs out, shuffle your discard pile to form a new deck.
Card | Effect | Cost | Notes |
---|---|---|---|
Focus +1 | +1 orb | Starting | Your basic economy engine |
Focus +2 | +2 orbs | 3 orbs | Early upgrade priority |
Focus +3 | +3 orbs | 5 orbs | Mid-game economic power |
Focus +4 | +4 orbs | 7 orbs | High-efficiency generation |
Focus +5 | +5 orbs | 8 orbs | Maximum economic power |
Card | Effect | Cost | Notes |
---|---|---|---|
Move +1 | Move 1 space | 2 orbs | Basic movement option |
Move +2 | Move 2 spaces | 4 orbs | Efficient travel |
Move +3 | Move 3 spaces | 6 orbs | Long-range movement |
Astral Drift | Move 4 spaces | 7 orbs | Maximum single movement |
Card | Effect | Cost | Notes |
---|---|---|---|
Swift Step | Move 1 safely | 3 orbs | Skip encounters |
Void Step | Move 2 safely | 4 orbs | Safe medium movement |
Shadow Walk | Move 3 safely | 6 orbs | Safe long movement |
Card | Effect | Cost | When to Buy |
---|---|---|---|
Shadow Blocker | Block next Cruxflare | 4 orbs | When countdown is low |
Dream Sight | Preview next Cruxflare | 4 orbs | For planning ahead |
Fragment 2pts | Next fragment = 2 points | 5 orbs | Late game efficiency |
Ethereal Leap | Teleport to next fragment | 5 orbs | Emergency fragment collection |
Dream Echo | Replay last card played | 6 orbs | Combo amplification |
Encounters have a 60% chance of giving you 2-4 orbs and a 40% chance of taking 1-2 orbs. Early game, this risk is usually worth taking for the potential economic boost. Late game, when every turn counts, safe movement becomes more valuable.
Fragment locations: 2, 5, 7, 10, 12, 15, 17