Game Guide · your first class

Your first lesson.

You are a hero climbing a magical tower. Each floor gives you a small puzzle: read the danger, play the best cards you have, take the lesson, and choose the next step.

The story of a run

One hero enters. VEDA draws the lesson on the board.

A hero entering combat in the Spire
01 · ENTER

Pick a hero.

Start with a small deck and one impossible-looking tower.

A branching map route in the Spire
02 · CHOOSE

Pick a door.

The map offers a fight, rest, shop, elite, or mystery.

A boss waiting at the end of an Act
03 · SURVIVE

Play the turn.

Read intent. Spend energy. Use cards. Stay alive.

A campfire choice between resting and upgrading
04 · BECOME

Take the reward.

Cards, relics, potions, gold, and damage change your future.

The final state of an Act 1 boss fight
05 · REMEMBER

Face the boss.

Win, lose, learn—and carry the story into the next run.

Slay the Spire is not a fixed story. It is the story your decisions create.

Teacher’s translation

Imagine a choose-your-own-adventure book where every fight is a card puzzle. You do not bring a perfect team from home. You build your team while climbing—and every choice changes what the next page can be.

Lesson 2 · VEDA’s classroom board

The game is a tiny loop of “look, choose, learn.”

What is the objective?

Climb one floor at a time.

Stay alive long enough to beat the Act bosses. Your deck is not finished at the start—you teach it what it needs before the next test.

Hero→Act boss→Heart
What do I have?

Your little toolbox

🃏Cards
💎Relics
🧪Potions
⚡Energy
🗺️Map
❤️HP
What can happen?

The tower pushes back

Enemy attacksBlock or defeat the threat.
Bad drawsPlan for the next hand.
Hard routesTrade safety for power.
Boss tricksSave an answer.
Technique: do not ask “What is the strongest card?” Ask “What problem is the next floor asking me to solve?”

Lesson 1 · the whole game in 20 seconds

You climb. The Spire changes. Your decisions write the run.

01

Choose a floor

Follow the map toward fights, campfires, shops, chests, elites, or mysteries.

02

Solve the turn

Read enemy intent, spend your energy on Attack, Skill, and Power cards, then end the turn.

03

Collect a lesson

Gain cards, relics, potions, gold, or a little damage that changes your next choice.

04

Meet the boss

Survive an Act, beat its boss, and climb into a harder question.

Your target

Reach the top, defeat the Act bosses, and build a deck that can answer the final fight.

The story of your run

You are the hero, the deck, and the next decision.

At the bottom of the tower, your character is strong enough to begin but not strong enough to finish. The map offers several doors. You choose one, meet what is behind it, and use the reward—or the lesson—to make the next door possible. There are three main Acts, a boss at the end of each, and a final climb of roughly fifty floors when you chase the Heart.

Choose a hero

Ironclad heals after fights, Silent plays fast, Defect channels orbs, and Watcher changes stance. Each has a different way to win.

Choose a path

Fights teach you. Elites pay more but hurt more. Campfires heal or upgrade. Shops sell answers. Events surprise you.

Play the floor

Energy is your tiny budget. Attack cards hurt enemies, Skill cards defend or set you up, and Powers keep helping later.

Carry the lesson

Relics bend the rules, potions rescue bad turns, and every win or loss teaches you what the next run needs.

One turn, explained

The game asks three simple questions.

01

What is coming?

Enemy intent shows the danger: attack, defend, weaken, or something stranger.

02

What can I afford?

Your energy is a small budget. Cards cost energy, and the budget resets next turn.

03

What keeps me alive?

Block the hit, defeat the threat, drink a potion, or accept a cost to prepare for the next floor.

That is the whole rhythm: read the screen, choose a legal line, see what happened, then make the next choice with more information.

Lesson 4 · the words on VEDA’s board

Small decisions become a run.

Cards

Your deck is your toolbox.

Attack cards deal damage. Skill cards block, draw, weaken, or prepare. Power cards change the rules for the rest of the fight. You may skip a reward—small decks are easier to draw well.

Enemies

Enemies show their homework.

The intent icon tells you what is coming: an attack, Block, a debuff, a summon, or a trick. The best move answers the danger you can see.

Relics & potions

Little objects change big rules.

Relics work automatically or unlock a strategy. Potions are one-use helpers: damage, Block, healing, energy, or a panic button for a boss turn.

Acts & bosses

Each Act asks a harder question.

Act 1 teaches basics, Act 2 punishes weak plans, and Act 3 tests whether your deck can do its job under pressure.

Ascension

The same mountain, less forgiveness.

Ascension levels are optional challenge steps. They add harsher rules—less healing, stronger enemies, tougher bosses—so you learn the game more deeply.

The target

Reach the top alive.

Win fights, improve your deck, defeat the Act bosses, and—when ready—face the Heart. Winning is not one perfect turn; it is many sensible turns in a row.

Beginner rule: first ask “What is the enemy about to do?” Then ask “Can I block it, kill it, or prepare for it?” If yes, you are already playing Slay the Spire.

Play it yourself

Now you know what to look for.

Start with the first floor. Watch the intent, spend the energy, and let the run teach you its language.