Where it all begins
Spire's End: Chapters 1-6 is the first half of a larger game that introduces you to the perils emerging from the deep. It’s six ruthless chapters of "choose your path" horror in the form of 128 gigantic playing cards.
From it's inception my goal was to create a gripping interactive card game that places the narrative first. Spire's End is a tense mystery carefully paced with a beginning, middle, and many endings.
The intent was to make it feel like something tucked away in the closet for decades that you just discovered. Admittedly with some modern aesthetics…
It was determined early on that red would be the only color to rip into the cards.
Keep the colors harsh, raw, and unforgiving.
- To your left is an illustration for Chapter 4
Your foes will fight in a similar fashion, with a few exceptions. They don't spend Hit Points to perform actions and attacks. Their actions are determined by the Action Deck, which indicates what they will do.
Each enemy you will face has different hooks and mechanics to make them interesting. Some may even have story branches that trigger in the midst of the battle!
- To your right is an enemy from Chapter 4, The Chum Slinger
Push your luck, with Agency
The hook is simple. In combat, you perform actions at a cost. That cost is your character's hit points. Every action is a risk. To execute stronger attacks you will need to spend more hit points, which in turn leaves you weak and vulnerable. This makes for tense, close, ruthless battles.
Choose your actions carefully!
What's in the Box?
• 109 Story Cards • 12 Instruction Cards • 7 Ally Cards
• 24 Action Cards • 3 Eight Sided Dice (Red & Black)
• 4 Custom Six Sided Dice (Red & Black)
• 115 Acrylic Cubes (50 Red, 50 Black, 9 Clear, 6 Yellow)
How do you Play?
There is no “Instructions Book” per say for this game, the rules are incorporated into the game's story cards. You can download them here and check them out!