Rules · Solo Run GDD v7 · Godot 4.7

The Roguelike Road Trip

You are a manager running a barnstorming baseball team through an escalating campaign. Each act is a road trip through a branching chain of encounters; you choose your route, bat to post high-yield scores, and take the mound only when you are in trouble — or when you choose to go for bonus rewards.

src/engine/rogue_engine.gd · src/engine/rogue_config.gd · GDD-v7 §6

RUN (endless, acts escalate in difficulty)
 └─ ACT ("Road Trip") = 5-row branching node map converging on the PENNANT
     └─ GAME NODE = target score S; bat until score ≥ S (clear) or 3 outs (to the mound)
         └─ unified at-bat / play / dice resolution core

What the mode is actually about, in ascending order of mastery: deduction (reading a published, depleting repertoire), sequencing (ordering the batting lineup so the right character arrives at the right moment), and velocity (keeping the deck dense while one currency forces a choice between thinning and acquiring).

Reading the CPU Repertoire

Against an AI there is nobody to bluff, so the mode gives you something richer to read: a known deck, depleting in public. Before every game the opposing pitcher publishes its exact composition. Not a hint — the full card list.

ArchetypeRoleRepertoireFans Earned

Tells, tiered by act

ActTell shownStrategic Counter
Act 1Both cards' pitch families revealed.Match both families for easy 4+ combinations.
Act 2One card's family revealed (deterministic seed).Deduce remaining possibilities from published deck count.
Act 3+None (both cards hidden).Acquire Scout cards or relics for active intel.

The Road Trip Map

ROW 5 · BOSS THE PENNANT Closer (boss) · +25 🎟 ROW 4 · SUPPORT CLUBHOUSEguaranteed on row 4 EVENTbranching decision BULLPEN SESSIONrest an arm, +4 cards ROW 3 · SCORED ROAD GAMEFlamethrower · +8 🎟 RIVAL GAMEPainter · +14 🎟 RIVAL GAMEPainter · +14 🎟 ROW 2 · SUPPORT CLUBHOUSEsign, thin, recruit BULLPEN SESSIONrestore burned cards RELIEF APPEARANCE3 outs for +12 🎟 ROW 1 · SCORED ROAD GAMEFlamethrower · +8 🎟 ROAD GAMEJunkballer · +8 🎟 RIVAL GAMEPainter · +14 🎟 START

The Scoring Formula: (X + Y) × Rally

( X + Y ) × RALLY X — FLIGHT (BALL DISTANCE) 25m × combos + 15m × “+” red die faces On HOMERUN: X = Fence Distance (105 + 25×(act−1) m) Y — LEGS (BASEPATH ADVANCE) 27.4m × total bases advanced across all runners RALLY — THE MULTIPLIER 1 + streak + flat Rally from Lineup Characters Outs halve the streak (D44) rather than resetting

The Target Score Curve

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Lineup Characters — The Relic Layer (D50)

Four ordered batting slots. Characters rotate through the order at-bat by at-bat. Ordering is reconfigurable for free at the Clubhouse. Every character adheres strictly to the rule: one trigger + one effect.

CharacterTierCostTrigger & Effect

Equipment Relics — Passive Synergies

Relic NameArchetypeTierCostSynergy Effect

The Mound & Bullpen — The Run's Health Pool

BATTING score toward the target 3 OUTS SURVIVED · SCORE KEPT · STREAK HALVED THE MOUND record 3 outs to continue GAME OVER bullpen dry SCORE ≥ TARGET · CLEAR EVERY CPU RUN SCORED BURNS 1 CARD PERMANENTLY FROM THE ACTIVE ARM'S DECK An arm below 11 cards is spent and leaves the bullpen. Relief changes preserve outs.

Relief Arms Roster

Arm NamePassiveCostCardsDeck CompositionStrategic Role

Clubhouse Economy & Fan Currency

Clubhouse InvestmentCostImpact on Run Survival
Remove a Card5 🎟Increases deck cycling speed (available when deck > 15 cards).
Sign a Relief Arm16–20 🎟Expands bullpen capacity; prevents death on mound failures.
Recruit a Character18 / 28 / 40 🎟Adds permanent Rally bonuses, extra dice, and combo triggers.
Acquire Equipment Relic20–34 🎟Installs passive build-wide synergy mechanics.

Next: browse the Card Catalogue →