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Auto-surfaced by the rule-candidate miner (pnpm mine-rules). The miner's top clusters
(banish this item, character is banished, etc.) are already claimed by the open Banish Matters / Sacrifice candidate (#365), so they were deduped out. The first novel
coherent axis walking down reports/rule-candidates.json is damage: deal damage to
(#2, 39 cards, score 2092) + the damaged-state payoff side.
Coherence note: the sibling cluster up to damage (#5, 28 cards) shares the damage
anchor but is mostly healing (remove up to N damage — Healing Touch, Healing Decanter,
Restoring the Heart). Healing is the opposite axis and is excluded here (53 heal cards).
Unlike the banish clusters, this cluster's payoffCount: 52 is not an anchor-keying
artifact: 54 cards literally reference damaged-character state (verified below).
Mechanic
The classic Emerald/Ruby "damage matters" archetype: cards that deal damage to
opponents' characters (ping enablers) feed cards that reward damaged characters existing
(payoffs). A 1-2 damage ping leaves an enemy body wounded-but-alive, which the payoff side
then converts into removal (banish chosen damaged character), extra damage, lore, draw, or
stat buffs. Chip damage becomes a value/removal engine.
Category
playstyle (density-based) — a new playstyle (damage-matters). Does not fit any
existing playstyle (lore-denial, location-control, discard, ramp, toy).
Roles
Role
Detection (gist)
Count
Ink lean
ping (enabler)
deal \d+ damage to (chosen|each|another chosen|all) ... character
~73
Steel 41, Emerald 17, Ruby/Amethyst-Ruby
finisher (peak payoff)
banish chosen damaged character OR deal \d+ damage to chosen damaged character
15
Emerald-heavy
exploiter (value payoff)
references damaged character state for lore/draw/+stats/ready/return (e.g. while challenging a damaged character, your damaged characters get +, for each ... damaged character)
~39
Emerald 35, Ruby 6, Amethyst 4
Payoff side total: 54 cards referencing damaged state. Enabler + payoff union: 115 cards
(12 self-sufficient cards are both — e.g. Ed - Laughing Hyena deal 2 damage to chosen damaged character).
Gating nuances for the implementer:
The truest ping enablers are small/repeatable (1-2 damage, activated abilities) that leave
bodies damaged but alive. A one-shot deal 5 damage that outright banishes leaves no damaged
body — weight small/repeatable pings higher.
Self-damage-as-cost (Scar deal 2 damage to chosen character of yours, Hades - Fast Talker)
damages your own board, which can turn on your damaged payoffs (Ratigan your damaged characters get +2, Gaston cost less per damaged character you have). A real secondary
flavor worth a sub-role, but optional for v1.
Score matrix (5-baseline)
Mirrors the Toy rule's 8/7/5 shape (peak kill combo, compounding value, density floor; 6 left
deliberately empty):
Pair
Score
One-sentence justification (audit rule)
ping ↔ finisher
8
Win-condition combo — a cheap ping wounds an enemy body so the finisher's banish chosen damaged character becomes guaranteed removal, turning two soft effects into a hard kill.
ping ↔ exploiter
7
Mechanical compounding — the ping reliably manufactures the damaged characters the exploiter farms for lore/draw/+stats every turn.
ping ↔ ping
5
Parallel removal pressure — stacking damage sources on the opponent's board, no compounding.
payoff ↔ payoff
5
Same axis (both want damaged characters) without creating the condition themselves.
Explanation templates (UI strings)
Kill combo (8):{A} wounds a character so {B} can banish chosen damaged character — chip into a guaranteed kill.
Compounding (7):{A}'s damage manufactures the damaged characters {B} pays off for value.
Ping density (5):Both deal damage — stacking removal pressure on the opponent's board.
Payoff density (5):Both reward damaged characters without creating the condition.
({A}/{B} swap based on which card is the searcher, per the existing convention.)
Overlap check
vs. Banish Matters (sacrifice) rule candidate (68 cards, 6 inks) #365 Banish Matters / Sacrifice: opposite boards. Sacrifice banishes your own
characters (of yours gate) to fire death-triggers; damage-matters damages the opponent's
characters to enable removal/value. Cards like banish chosen damaged character (Anna, MegaBot,
Walk the Plank!) are damage finishers, not sac-outlets — they consume an opponent's damaged
state, not your own body. No role conflict.
vs. removed Exert / Challenger rules: damage ≠ exert ≠ Challenger keyword; no overlap.
(No "damage" rule has ever been removed — see REMOVED_RULES.md.)
vs. Toy banish-trigger: tribal-gated and keyed on banish, not damaged state. Distinct.
Excludes healing (remove up to N damage / heal) — the inverse axis; a future "heal
matters" micro-axis if anything.
Evidence (from the miner + card-text verification)
Anchor cluster:deal damage to — 39 cards, 5 inks, score 2092 (Deck sharing via URL #2 in reports/rule-candidates.json); payoffCount: 52.
Ink spread: both sides span all 6 base inks; payoffs are Emerald-dominant (35), enablers Steel/Emerald-dominant — a genuine cross-ink Emerald/Ruby/Steel axis.
Sample ping enablers: Tug-of-War (Deal 1 damage to each opposing character without Evasive), Twin Fire (Deal 2 damage to chosen character. Then ... deal 2 damage to another chosen character), Food Fight! (gain "⟳, 1 ⬡ — Deal 1 damage to chosen character"), Kakamora - Long-Range Specialist, Hot Potato, Scar - Heartless Hunter.
Sample finishers (peak): Anna - Diplomatic Queen / MegaBot / Scroop - Odious Mutineer / Walk the Plank! (banish chosen damaged character), Ed - Laughing Hyena / Cheshire Cat / Hercules - Baby Demigod (deal 2 damage to chosen damaged character).
Sample exploiters: Scar - Vengeful Lion (whenever one of your characters challenges a damaged character, you may draw a card), Shenzi - Head Hyena (gain 2 lore), Ratigan - Party Crasher (your damaged characters get +2 ¤), Robin Hood - Sneaky Sleuth (+1 ◊ for each opposing damaged character), Shenzi - Scar's Accomplice (while challenging a damaged character, gets +2 ¤).
Next step
Implement via /implement-issue <this#> then /inkweave-add-rule. Suggested helpers in packages/synergy-engine/src/utils/ (e.g. getDamageRoles returning ping / finisher / exploiter, with a heal exclusion guard) + a damage-matters playstyle rule in rules.ts,
following the Toy rule's role-matrix structure.
Rule candidate: Damage Matters (ping + damaged-payoff)
Auto-surfaced by the rule-candidate miner (
pnpm mine-rules). The miner's top clusters(
banish this item,character is banished, etc.) are already claimed by the openBanish Matters / Sacrifice candidate (#365), so they were deduped out. The first novel
coherent axis walking down
reports/rule-candidates.jsonis damage:deal damage to(#2, 39 cards, score 2092) + the
damaged-state payoff side.Mechanic
The classic Emerald/Ruby "damage matters" archetype: cards that deal damage to
opponents' characters (ping enablers) feed cards that reward damaged characters existing
(payoffs). A 1-2 damage ping leaves an enemy body wounded-but-alive, which the payoff side
then converts into removal (
banish chosen damaged character), extra damage, lore, draw, orstat buffs. Chip damage becomes a value/removal engine.
Category
playstyle(density-based) — a new playstyle (damage-matters). Does not fit anyexisting playstyle (lore-denial, location-control, discard, ramp, toy).
Roles
deal \d+ damage to (chosen|each|another chosen|all) ... characterbanish chosen damaged characterORdeal \d+ damage to chosen damaged characterdamaged characterstate for lore/draw/+stats/ready/return (e.g.while challenging a damaged character,your damaged characters get +,for each ... damaged character)Payoff side total: 54 cards referencing damaged state. Enabler + payoff union: 115 cards
(12 self-sufficient cards are both — e.g. Ed - Laughing Hyena
deal 2 damage to chosen damaged character).Gating nuances for the implementer:
bodies damaged but alive. A one-shot
deal 5 damagethat outright banishes leaves no damagedbody — weight small/repeatable pings higher.
deal 2 damage to chosen character of yours, Hades - Fast Talker)damages your own board, which can turn on your damaged payoffs (Ratigan
your damaged characters get +2, Gastoncost less per damaged character you have). A real secondaryflavor worth a sub-role, but optional for v1.
Score matrix (5-baseline)
Mirrors the Toy rule's 8/7/5 shape (peak kill combo, compounding value, density floor; 6 left
deliberately empty):
banish chosen damaged characterbecomes guaranteed removal, turning two soft effects into a hard kill.Explanation templates (UI strings)
{A} wounds a character so {B} can banish chosen damaged character — chip into a guaranteed kill.{A}'s damage manufactures the damaged characters {B} pays off for value.Both deal damage — stacking removal pressure on the opponent's board.Both reward damaged characters without creating the condition.(
{A}/{B}swap based on which card is the searcher, per the existing convention.)Overlap check
characters (
of yoursgate) to fire death-triggers; damage-matters damages the opponent'scharacters to enable removal/value. Cards like
banish chosen damaged character(Anna, MegaBot,Walk the Plank!) are damage finishers, not sac-outlets — they consume an opponent's damaged
state, not your own body. No role conflict.
(No "damage" rule has ever been removed — see
REMOVED_RULES.md.)banish-trigger: tribal-gated and keyed on banish, not damaged state. Distinct.remove up to N damage/ heal) — the inverse axis; a future "healmatters" micro-axis if anything.
Evidence (from the miner + card-text verification)
deal damage to— 39 cards, 5 inks, score 2092 (Deck sharing via URL #2 inreports/rule-candidates.json);payoffCount: 52.apps/web/public/data/allCards.json): ~73 ping enablers + 54 damaged-state payoffs (115-card union, 12 overlap).Deal 1 damage to each opposing character without Evasive), Twin Fire (Deal 2 damage to chosen character. Then ... deal 2 damage to another chosen character), Food Fight! (gain "⟳, 1 ⬡ — Deal 1 damage to chosen character"), Kakamora - Long-Range Specialist, Hot Potato, Scar - Heartless Hunter.banish chosen damaged character), Ed - Laughing Hyena / Cheshire Cat / Hercules - Baby Demigod (deal 2 damage to chosen damaged character).whenever one of your characters challenges a damaged character, you may draw a card), Shenzi - Head Hyena (gain 2 lore), Ratigan - Party Crasher (your damaged characters get +2 ¤), Robin Hood - Sneaky Sleuth (+1 ◊ for each opposing damaged character), Shenzi - Scar's Accomplice (while challenging a damaged character, gets +2 ¤).Next step
Implement via
/implement-issue <this#>then/inkweave-add-rule. Suggested helpers inpackages/synergy-engine/src/utils/(e.g.getDamageRolesreturningping/finisher/exploiter, with a heal exclusion guard) + adamage-mattersplaystyle rule inrules.ts,following the Toy rule's role-matrix structure.