✳ Tiny Joy Lab

Rules

  1. Choose a class and an unlocked starting kit. Each begins with 12 cards. Six chapters each contain four regular battles and a mechanical boss, for 30 fights.
  2. Each turn restores 3 energy and draws 5 cards, up to 8 in hand. Select a foe, then play cards. End turn discards the remaining hand. An empty draw pile shuffles the discard; exhausted cards stay out this battle.
    How it works: Read the intent: spend 1 energy for 6 block, then 1 for 6 damage. The enemy’s 8 damage costs 2 health; next turn energy returns to 3 and block clears.
  3. Foes always show their next action. Block absorbs ordinary damage; player block clears next turn. Potions heal 22 in battle, but supplies are limited.
  4. Burn deals damage then decreases by 1. Enemy poison lasts for the battle. Vulnerable adds 50% damage; Weak reduces attacks by 25%. Strength lasts this battle; retaliation answers attacks. Consecutive attacks strengthen combo cards.
  5. Foes shield, curse, strike hard or drain life. Charge intentions show the damage needed to interrupt this turn; damage over time counts. Bosses also retaliate, resist attacks, add wounds, evade first hits or summon a wisp at half health.
  6. After battle choose one of two cards, or skip for 12 gold. Bigger is not always better. Camps and shops upgrade or remove cards; at least 8 cards must remain.
  7. Choose between camps, shops, encounters and risky trails. Camps heal 25 or change a card; shops limit each service; encounters state their costs. Risky trails strengthen foes for 14 extra gold and skip support.
  8. Boss victories heal 10. Earned kits offer different starts rather than stacking permanent stats. Daily mode fixes its random start by date; choose any class.
  9. Journal, deck panels, outer rules and hidden pages block input. Turns never advance offline. Saves stay in this browser; an older tab does not overwrite newer progress.

How it works