This brief gameplay example demonstrates a single "Chamber" encounter using the core rules of Cinder & Ash alongside the Embers of the Abyss and Whispers of the Scorched expansions.
I. Setup: The Rite of Origin
Before starting the journey, you establish your vital stats and choose a permanent Origin Perk:
- Vitality: 10 HP
- Stamina: 3 ST
- Souls: 2 SO (Starting bonus from the Vagrant Perk)
- Sanity: 5 SN (on the Whispers of the Scorched card)
II. The Descent: Rolling for a Chamber
You roll 1d6 on the Chasm Table to determine your encounter. You roll a 6 (The Fog).
Because you rolled a 6, the Omen Tracker from Whispers of the Scorched triggers:
- Roll 1d6 on the Omen Table: You roll a 3 (Blood Moon).
- Effect: The next Enemy encountered gains +1 DMG and +1 DEF.
- Encounter: You face the Sentry (Base Stats: 6 HP | 3 DMG | 4 DEF).
- Modified Sentry Stats: 6 HP | 4 DMG | 5 DEF.
III. The Stance: Combat
As the player, you act first.
Turn 1: Player
- Action: Strike (Costs 1 ST).
- Roll: You roll 1d6. You roll a 6.
- Result: Since 6 is greater than the Sentry's modified DEF of 5, the hit is successful.
- Damage: You deal 2 DMG. (Sentry HP: 6→4).
- Current Stats: 10 HP, 2 ST, 5 SN.
Turn 1: Enemy
- Action: The Sentry deals its fixed DMG.
- Result: You take 4 DMG. (Your HP: 10→6).
Turn 2: Player
- Action: Dodge (Costs 1 ST).
- Result: You will take 0 DMG from the Enemy's next attack this turn.
- Current Stats: 6 HP, 1 ST, 5 SN.
Turn 2: Enemy
- Action: The Sentry attacks, but you successfully Dodged. You take 0 DMG.
Turn 3: Player
- Action: Recover (Costs 0 ST).
- Result: You regain 2 ST. However, you cannot Strike or Dodge, and the Enemy hits you freely.
- Current Stats: 6 HP, 3 ST, 5 SN.
Turn 3: Enemy
- Action: The Sentry attacks. You take 4 DMG.
- Current Stats: 2 HP, 3 ST, 5 SN.
IV. Resolution
You are now dangerously low on health (2 HP). On your next turn, you must land a successful Strike or risk the Wither effect (death at 0 HP), which would cause you to lose all Souls and Equipment before restarting the cycle.