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Saltmarch

Walk a caravan across a drying salt flat. Every fight you win badly, you pay for on the next mile.

About

what it is

A compact deckbuilding roguelike about crossing eighteen miles of white ground with a wagon, a deck of ten cards, and a canteen that never fills itself.

fights

Each encounter is a short tactical fight. You spend Energy to play cards, enemies telegraph what they are about to do, and Block disappears the moment your turn ends. Between fights you take one card of three offered, and the deck you end up with is the run you get.

the canteen

Every mile drinks from it. So do several of the best cards. It only refills at a well. Run it dry and you march Parched: one less Energy a turn, and a hit of damage at the start of each one. Winning a fight at 6 HP with an empty canteen is not really winning.

three caravans

  • The Saltwrights stack Salt, a corrosion that keeps eating after you stop swinging.
  • The Drove keeps its Block through the turn and grinds enemies down behind a wall.
  • The Wickfolk burn water for huge single-turn hits and spend the rest of the run regretting it.

how hard is it

Expect to lose your first run. The tuning target is a careful player crossing on their third attempt. Every run has a seed you can read on the summary screen and replay exactly.

How to play

Mouse only. Click a card to play it. Cards that need a target arm first, then click the enemy you want; click anywhere else to cancel. Hover a card to lift and read it. Click End Turn when nothing is worth playing.

Keyboard optional: Space ends the turn, 1-9 plays the nth card in hand, M mutes, Esc opens the menu.

Strategy: the number on an enemy's intent is the real damage after every modifier, so block exactly what is coming and spend the rest on offence. Block you did not need is Block you wasted. And take fewer cards than you are offered. A thin deck draws its good cards every turn; a fat one drowns them.

published
updated
707 KB
16 plays
Made with Hearth

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