Blood Moon

A short story-driven card game. Danko is a werewolf being hunted by the Order of the Pale Chain. Fight four battles with a deck of cards, make story choices that change the ending, and transform into the werewolf.

Begin the Hunt
The rules

How to Play

  • You get 3 energy each turn. A card costs the number in its corner. Click cards to select them, then press Play & End Turn — they play in the order you picked them. Cards you don't play stay in your hand; each turn you draw back up to a full hand. Some cards carry a red cost too: they drink your blood when played, and blood is blood — the price can kill you.
  • Attack cards hurt the enemy. Guard soaks incoming damage point for point — whatever the enemy doesn't chew through half-carries into your next turn, so it lingers but never piles up forever. Fury adds damage to every attack you make and lasts two turns.
  • The enemy plays from its own deck and holds its next card face-down. Pay 2 blood to Sniff the Air and see exactly what's coming; in wolf form your senses reveal it free. Watch for enemies that charge huge blows, drain your blood, or hex your strikes.
  • Play Embrace the Moon to become the wolf until the turn ends. It starts in your hand every fight, so the change is always yours to call — but it works once per fight, and the wolf grows stronger with every enemy Danko defeats.
  • Losing a fight is not the end, but it is not free. You may rise three times in a hunt, and each rising costs 5 max blood for good. Spend the last one and the night is over.
  • Before a hunt you may reach the Alchemy Lab: drag the base elements together to brew new ones. Combining is order-independent, and every recipe can be brewed at every bench — any brew that maps to a card adds it to your deck for the rest of the run, so the lab is where your deck grows.
  • Every bench also keeps a fire. Feed the Fire burns one card out of your deck for good — the way to be rid of the Claws you started with, so the cards you actually want come around more often.
  • What changes is the potency of the bench. An early workbench turns out Thin brews — the right card, but at half strength. Later benches brew Steeped, then Pure. Brew something again at a stronger bench and it sharpens the copies already in your deck, so the hunt makes your cards better as it goes.
Practice

Practice Fight

A three-turn practice bout against the Echo. Follow the hints — it takes about a minute, and losing costs nothing.