How to Play Gambit

Gambit is a deck-building roguelite card battler staged in a gilded occult parlor. Every run begins with the same modest ten-card deck — five Jab, four Guard, one Feint — and sixty hit points, and ends either at The House or in a chair you never got up from. Between the two sits a gauntlet of ten encounters against cutpurses, croupiers, bouncers, séance mediums and worse. You do not level up in Gambit; you sculpt. The deck you finish a run with is the deck you built out of the cards the parlor handed you along the way, and the whole game is the argument between the cards you want and the cards you are offered.

Combat is turn based and entirely readable. At the start of each of your turns your energy refills to three and you draw five cards, up to a hand cap of eight. Cards cost between zero and three energy, and unspent energy does not carry to the next turn — the budget is use-it-or-lose-it, which is what makes a hand of three one-cost cards a genuine decision rather than an obvious one. Your block total stands through the enemy's turn and is wiped before your next one, so nothing you buy on one turn is still standing on the turn after.

Playing a card takes two inputs on purpose. Click or tap a card once and it lifts out of the fan so the full rules text is legible; click or tap it again to play it. That second confirmation is what keeps a crowded hand playable on a phone, where a single-tap card would be a misplay waiting to happen. On a keyboard the number keys 1 through 8 select hand slots, Space or E ends your turn, Escape deselects, and R restarts immediately from the victory or defeat screen. The End Turn button sits bottom right and stays a comfortable thumb target at any width.

When you end your turn, your remaining hand discards, your statuses tick down, and the enemy executes exactly the intent it has been advertising since before you played a card — straight into whatever block you bought. Then your block drops, it telegraphs the next intent and you draw a fresh hand. That is the whole loop: read the number, decide whether to race it or absorb it, spend three energy well.

Attack, Skill, and Power Cards

Every card in Gambit is one of three types, and each prints its type in its own colour on the card face so you can sort a hand at a glance. Attack cards are labelled in crimson and push damage: Jab deals six for one energy, Crimson Wager deals fourteen for two, House Call deals twenty-two for three. Skill cards are labelled in emerald and cover everything else defensive or logistical — Guard and Velvet Ward buy block, Feint and Sleight dig for cards, Snuffbox scrubs every debuff off you and exhausts itself doing it. Power cards are labelled in violet, cost their energy exactly once, and then stay live for the rest of that combat: Marked Cards draws you an extra card every turn, Loaded Dice feeds you Strength every turn, Ante Up buys a permanent extra energy at the price of six hit points up front.

A handful of cards are marked Exhaust. Those leave the cycle for the remainder of the current combat once played — they do not come back when your discard pile reshuffles into your draw pile — which is the cost attached to their unusually good rates. Gilded Edge and Last Call both trade permanence for efficiency, and both are excellent early and awkward in a long fight.

The full pool runs to thirty distinct cards. Three are your starters, fifteen sit in the reward rotation from your very first run, and the other twelve arrive in three arsenal sets of four, each set gated behind a tech-tree purchase. That gating is deliberate. Your opening runs are fought with a smaller, more legible pool, and the pool only grows once you have shown you can steer it.

Intents, Statuses, and the Boss

Gambit hides almost nothing. Above the enemy sits an intent line stating precisely what it will do on its next turn — Attack 12, Attack 6 twice, Block 10, plus 2 Strength, Vulnerable 2 on you. The only genuinely hidden information in the game is your own draw order. Everything else is arithmetic you are invited to do: if the Enforcer telegraphs Attack 12 and you are sitting on twenty hit points, you already know exactly how many of those turns you have left, and you can decide whether to race it down or blunt it with Weak.

Four status effects shape that arithmetic. Weak makes the afflicted deal twenty-five percent less damage. Frail cuts its block gain by twenty-five percent. Vulnerable makes it take fifty percent more. Strength adds flat damage to every attack hit and, unlike the first three, lasts the whole combat instead of counting down. Curse is the fifth and nastiest wrinkle: the Séance Medium and The House both shuffle unplayable dead cards into your deck. A drawn Curse blanks a slot in your hand and then drops out of that combat when you end the turn, but it is back in your deck at the next encounter and rest-site removal will not take it.

Encounter ten is The House itself, and it fights in two phases. The opening phase alternates a curse, a heavy attack, and a large block. Drop it to half health and the candles flare crimson across the table — the visual tell for the phase change — and its script switches to a faster, meaner rotation built around a double attack and a Strength buff. Whatever you were saving, save it for that flare.

Relics, Elites, and Rest Sites

Encounters three, six, and nine are elite variants: the same roster of parlor rogues, but with forty percent more health, a point of Strength already banked, and an (Elite) tag beside the name. Elites are also the only source of relics during a run. Relics are passive, last the whole run, and stack — Brass Knuckle adds a point to every attack, Velvet Rope opens every combat with five block, Cracked Hourglass shaves one energy off the first card you play each turn, Sealed Flask heals you after every fight, Candle Stub draws you an extra card on turn one, and Marked Coin quietly increases the Marks you bank on every win.

After the third and sixth encounters the parlor offers a rest site with exactly two options: heal thirty percent of your maximum health, or permanently remove one card from your deck. The heal is the obvious pick when you are bleeding, but removal is usually the stronger long-term play — pulling a starter Jab out of a small deck raises the average quality of every hand you draw for the rest of the run. Learning when to take the worse immediate option is most of the skill curve.

Between fights you are offered a choice of new cards, and skipping is always allowed. A tight deck that reliably produces its combo beats a fat deck stuffed with everything the house handed you; a reward you decline is a card you never have to draw instead of the one you actually wanted.

Marks and the Tech Tree

Marks are Gambit's persistent currency and the reason a failed run is still a productive one. You bank Marks for every encounter cleared, more for higher tiers, more again for elites, and a large lump for the boss and for a clean victory. Die early and you still collect a consolation payout scaled to how far you got. Marks never reset, so a later run starts from a materially stronger position than your first one did.

You spend them from the menu on an eleven-node tech tree split across three branches. Arsenal raises your ceiling: it feeds the three locked card sets into the reward pool and eventually widens rewards from three picks to four. Talisman shapes the run: it guarantees elite relic drops, then lets you choose a starting relic, then turns every drop into a choice of two and opens the rare relic pool. Constitution raises your floor with more maximum health, a bigger energy budget, a bigger draw, and a heal after every elite. Nothing is mutually exclusive, but a tree-wide inflation rule nudges the price of every node up a little each time you buy anything, so spreading yourself evenly across all three branches is visibly more expensive than committing to one.

Tips for Deeper Runs

Frequently Asked Questions

How does the three-energy budget work in Gambit?
Each of your turns opens with your energy refilled to three and a fresh hand of five cards drawn, up to a hand cap of eight. Cards cost between zero and three energy, and any energy you do not spend is lost when you end the turn — it never carries over. A few things bend that rule: Last Call refunds one energy and exhausts itself, Ante Up permanently adds an energy every turn for the rest of the combat in exchange for six hit points up front, Stacked Deck makes the first card each turn free, Cracked Hourglass makes it cost one less, and the Vigor node on the Constitution branch eventually raises your ceiling to four energy every turn.
What do the enemy intent telegraphs tell me?
The line above the enemy states exactly what it will do on its next turn, with real numbers — Attack 12, Attack 6 twice, Block 10, plus 2 Strength, or Vulnerable 2 on you. Nothing about it is randomised or hidden once shown; the only genuinely unknown quantity in a Gambit combat is your own draw order. Treat it as a maths problem: compare the incoming damage against the hit points you have left, and against how much closer to a kill that same energy would put you if you spent it on attacks instead. Some enemies telegraph a Stumble and skip their turn entirely, which is a free window to dump your expensive cards.
What is the difference between Attack, Skill, and Power cards?
Attack cards print their type label in crimson, deal damage, and are the only type that benefits from Strength. Skill cards print theirs in emerald and cover everything else that resolves once — block, card draw, energy, and debuff cleanup. Power cards print theirs in violet and are the outlier: you pay their cost once, they leave your hand permanently for that combat, and their effect fires at the start of every following turn. Marked Cards, Loaded Dice, Ante Up, Long Con, and Stacked Deck are all Powers, and every one of them is far stronger played on turn one of a long fight than saved for a turn when you have spare energy.
How do Weak, Frail, Vulnerable, and Strength work?
Weak reduces the afflicted target's damage output by twenty-five percent, Frail reduces its block gain by twenty-five percent, and Vulnerable increases the damage it takes by fifty percent. All three count down by one each turn and then expire. Strength is different: it adds flat damage to every hit of every attack and lasts for the rest of the combat, which is why an enemy stacking Strength turn after turn is an emergency rather than an annoyance. Snuffbox strips every debuff currently on you in a single one-cost play and then exhausts, so it is worth holding for the turn after a Fortune Teller lands Vulnerable.
Where do relics come from, and what do rest sites offer?
Relics drop from elite encounters, which occupy slots three, six, and nine of every run. By default an elite drops a relic about half the time; the first Talisman node makes the drop guaranteed, and the third turns each drop into a choice between two and unlocks the rare relic pool. Rest sites appear after the third and sixth encounters and offer exactly two options: heal thirty percent of your maximum health, or permanently remove one card from your deck, chosen from a list of what you are actually carrying. Removing a weak starter card thins the deck and raises the quality of every hand you draw afterwards; Curses are the one thing the removal list will not offer you.
What are Marks, and what does the tech tree unlock?
Marks are the persistent currency you bank for every encounter you clear — more for higher tiers, more again for elites, and a large payout for beating the boss. Losing still pays a consolation amount scaled to how deep you got, so no run is wasted. From the menu you spend Marks across an eleven-node tech tree in three branches: Arsenal feeds three locked sets of four cards into the reward pool and widens rewards from three picks to four, Talisman upgrades relic drops and grants a starting relic, and Constitution raises maximum health, energy, draw, and post-elite healing. A tree-wide inflation rule raises every node's price slightly each time you buy anything, so committing to one branch costs less than spreading evenly across all three.
What changes when The House enters its second phase?
The House is the tenth and final encounter and fights with two separate intent scripts. Its opening phase cycles a curse that shuffles a dead card into your deck, a heavy single attack, and a large block. When you drop it to half health the candles across the table flare crimson and the arena announces THE HOUSE RISES, and it switches to a faster script built around a double attack and a Strength buff that makes every hit after it worse. Save your biggest attack card and your Snuffbox for the turns right after the flare, because the second phase punishes a hand you have already spent.
Does my run save if I close the tab?
No. The run itself — your current deck, hit points, relics, and encounter number — is deliberately not written to storage, so reloading the page or closing the tab forfeits the run in progress. Everything on the meta layer does persist: your Marks balance, every tech-tree node you have purchased, and your run, victory, best-score, and best-depth records all live in a single browser save and are waiting when you come back. Press R on the victory or defeat screen to start a fresh run immediately without going back to the menu.