Combat rules / 0.1.0
Health, damage, and overflow
Health loss, recovery, top overflow, and defeat in 0.1.0.
Health and battle outcomes
In ordinary combat, reducing the enemy’s Health to zero wins; reaching zero player Health loses. Your remaining Health carries back to the adventure and does not automatically refill for the next battle. The board is generated afresh.
Starting maximum Health is 100. Each level of Recovery adds 20 maximum Health; each level of Spin Drain removes 50, with a minimum maximum Health of 1. Recovery also restores 10 Health after a victory, while Spin Drain restores 2 for a SPIN.
Casual and Tutorial modes let you return to the map after defeat. Defeat ends the run in Standard and Hard. Modes also affect enemy threat damage and recovery time between moves.
Top overflow
When the top is blocked, a failed placement may trigger overflow. The number of top rows removed depends on the current shape’s dimensions and rotation restrictions: normally use the smaller of width and height; with rotation disabled, use the current height.
Overflow damage = rows removed × 10. Removing top blocks and liquids this way is not a normal line clear. A warning alone does not mean damage has happened; the failed placement is what may trigger overflow.
For example, removing two rows costs 20 Health.
Enemy threat damage
Unresolved threat blocks cost Health when their countdown expires. Area threats deal damage for the number of required cells you fail to provide. Each unresolved unit has base damage 6, multiplied by the encounter threat factor (2 for bosses, 1 for normal and elite battles), then the mode’s threat factor, rounded to an integer.
| Mode | Threat damage factor | Enemy recovery factor | Daily negative modifier increases |
|---|---|---|---|
| Tutorial | 1 | 1 | 2 |
| Casual | 0.5 | 1.5 | 1 |
| Standard | 1 | 1 | 2 |
| Hard (Full) | 1.5 | 0.5 | 3 |
Overflow damage is a separate source. Do not apply the threat factor to it.
Recovering Health
Resting at a camp restores 30% of maximum Health, rounded up, without exceeding the maximum. Recovery increases maximum Health and heals after victories; Spin Drain reduces the maximum but heals on SPINs.
Minesweeper, Mine Rows, and FIT use their own penalties and retries. See Challenges.