Eve Of Midnight

Lore and other documents for the Eve of Midnight game


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Eve of Midnight: Reimagine Calamity - Game Zones

Canonical roster (Spec 007). This intentionally supersedes the earlier lore, which had drifted during physical playtesting (it folded discard and removal into a single “The Rift” and called the battlefield the “Active Play Area”). The names below are the source of truth.

Eve of Midnight is a single-player roguelike: one player against an AI-driven Encounter. The zones below describe a single match. The out-of-match run map (Sanctums, Forges, shops) is covered separately.

In-match zones

Zone Owner Ordering Role
The Archive Repository player Sequence (top-first) The draw pile (deck), face-down.
The Rift player Set The hand — cards held, hidden from the Encounter’s in-match view (spec 028b; formerly the Hand).
The Lattice player Set Persistent enhancement supports (Sortilege/Relic) in play; persistent across turns. Formerly the Reserve (spec 024).
The Wastes shared Positional The single battlefield surface — a player side and an enemy side.
The Abyss player Set The discard pile; reshuffles into the Archive when it empties.
The Void player Set Permanent removal; cards here never return on their own.
Hero zone per-side Positional Heroes — a distinct entity type, not cards (player: 3 slots; enemy: N).
Task Zone shared Set Shared World Tasks.

Ordering meanings: Sequence — order is gameplay-significant (the Archive’s top-first draw). Positional — the slot index matters (the Hero zone, The Wastes). Set — membership only; insertion order is kept solely for deterministic replay (the Rift, the Lattice, The Abyss, The Void).

Heroes & the Hero zone

The Encounter is deckless

The enemy is move-scripted with no deck — it has no Archive, Hand, Abyss, Void, or Lattice. Enemy characters appear on the enemy side of The Wastes and simply leave play when they die.

Anything not listed requires an explicit effect.

Key rules