Eve Of Midnight

Lore and other documents for the Eve of Midnight game


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Eve of Midnight: Reimagine Calamity - Player Turn Structure

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.

The round

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.

Phase 1 — Beginning

  1. Reset the Action Meter. Your meter refills to its full capacity for the turn (no carryover). The capacity is seeded from your active hero — the leader, else your first living hero — via its Ambition (see The Action Meter).
  2. Resolve start-of-turn effects — ongoing effects, hero/support triggers.

Phase 2 — Main

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.

Phase 3 — Combat

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.

Phase 4 — End

  1. Resolve end-of-turn effects and tick persistent effects (e.g. Poison).
  2. Outcome check. You lose only when all three heroes are dead; you win by defeating the Encounter.
  3. Maintain the hand at 5. If your hand is below 5, draw from the Archive until you reach it.
    • If the Archive empties mid-draw, shuffle The Abyss into a new Archive and continue (The Void is never included).
    • If the Archive and the Abyss are both empty, stop — mill-out is a no-op, not a loss.
    • 5 is a floor, not a cap: a hand pushed above 5 is not trimmed. There is no end-of-turn discard.
  4. Hand off — the Encounter takes its turn.

Reactions

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.

Your heroes are your life

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.

Base rules