Lore and other documents for the Eve of Midnight game
Updated for Spec 026 (Canonical Turn Loop & Action Meter). This is a single-player game — your three heroes versus the Encounter. The old channeled-resource economy is gone: actions are paced by the Action Meter, not paid per card. The numbers below are BALANCE placeholders; the shape is the contract.
A round is your turn followed by the Encounter’s turn. You take the first turn of the match. Both sides run the same four-phase cycle — Beginning → Main → Combat → End — and each phase resolves fully before the next. “This turn” always means the acting side’s turn.
Spend the Action Meter on non-combat proactive actions, each placed on the Stack (resolving last-in-first-out) with an Encounter response window before it resolves:
Each action debits the meter by its category cost the moment you commit it (see the cost table in The Action Meter). The phase auto-advances once no affordable action remains and the stack is empty; you may also end the phase early at any time.
Spend the meter on attack declarations — each lowers to a normal effect on the Stack against the chosen enemy lane, with an Encounter response window. Combat auto-advances exactly as Main does.
During the Encounter’s turn you may respond through the same Stack/priority machinery. Reactions are free — they cost no Action Meter and are gated only by legality.
You field a 3-slot Hero zone; the heroes are your life total (PlayerLife is the sum of your living
heroes). Permadeath: a hero at 0 ceases to exist for the rest of the match — and is removed from your
run roster, so it stays gone for the rest of the run. Damage to “the player” lands on the
leader-else-first-living hero. When the last hero falls, you lose the match.