Keywords
52-term rules glossary linked inline across cards, relics, powers, and potions
Data from build 23811903, updated
Overview
Block and Exhaust are two of the 52 terms Slay the Spire 2 expects you to already know, along with the map icons and menu labels the game only explains once. Rather than re-explain a rule on every card that uses it, the game, and this guide, define the term once and link to it wherever it comes up. Hover a linked term anywhere on the site for the definition on the spot, or click through to the full entry below. Skim the list once before your first climb and most of the "wait, what does that do" moments stop happening.
All Keywords
Showing 43 of 43
Keyword
Definition
- Ancients reside in these rooms. They grant incredible bonuses, treasures, and knowledge.
- A place where you can plan your next move.
- Until next turn, prevents damage.
- The deadliest foe in the area. Defeating them will let you proceed to the next Act.
- A pack of 3 random cards. You may choose 1 to add to your Deck.
- Channeling an Orb puts it into your first empty slot. If you have no empty slots, your first Orb is automatically Evoked to make room.
- View all of the cards in your deck.
- If your draw pile is empty, the discard pile is shuffled into the draw pile. Click to view the cards in your discard pile.
- At the start of each turn, 5 cards are drawn from here. Click to view the cards in your draw pile (shuffled).
- Powerful foes are in these rooms. Defeating them will reward you a Relic.
- Hostile enemies reside in these rooms.
- Energy is used to play cards from your Hand.
- Cannot be removed or transformed from your Deck.
- If this card is in your Hand at the end of this turn, it is Exhausted.
- Something unusual occurs in these rooms...
- Consume your rightmost Orb and use its Evoke effect.
- Removed until the end of combat.
- Click to view cards Exhausted this combat.
- Triggers whenever this card kills a non-minion enemy.
- How far up you have climbed.
- The first time you Forge each combat, add Sovereign Blade into your Hand. Adds additional damage to Sovereign Blade.
- How much Gold you have. Gold is the currency within the Spire.
- If you run out of HP, you die.
- Start each combat with this card in your Hand.
- You can only select 1 reward from this set.
- Use potions during combat to gain bonuses or hinder enemies.
- Plays this card an additional time.
- Stop by these rooms to Heal some HP or Upgrade a card.
- Retained cards are not discarded at the end of turn.
- The mysterious Merchant sells his wares in these rooms. Spend your well-earned Gold here!
- If this card is discarded from your Hand before the end of your turn, play it for free.
- Your current Star (Star) count. The Regent's cards may require Star to play.
- Prevent the enemy from acting on its next turn.
- Summon Osty. If already summoned, raise his Max HP for this combat.
- Transformed cards become a random card of any rarity.
- Relics and Gold can be found in these coveted rooms.
- A previously unknown room containing powerful foes.
- A previously unknown room containing hostile enemies.
- A previously unknown room containing an event. Something unusual occurs in these rooms...
- A previously unknown room containing the mysterious merchant. Spend your well-earned Gold here!
- A previously unknown room containing highly coveted treasure.
- Unplayable cards cannot be played.