Learn the rules. Then break them.
Early encounters teach the fundamentals of combat. Stronger enemies introduce new defenses and pressures, while elite encounters and bosses push your deck to its limits.
Every fight in Hollowfort
INTROA thin first fight that teaches the combo without punishing a bad one.
INTROFast claws and poison in a deck small enough to burn through.
COMMONErratic cuts between the beds, where the dried lavender is kept.
COMMONDrilled strikes behind a shield. Pays 8 crowns when he falls.
COMMONHeavy trades in the mess hall, thick enough to outlast a thin combo.
ELITECleaver work in a room built for it. Worth 10 crowns.
ELITEGuard equipment used properly — shields up, openings narrow.
ELITEHolds the circle until it is destroyed. Only then does the Sorcerer speak.
BOSSBoss. Barrier and shield bypass, and the Sorcerer wants him gone.
BOSSBoss. The man who kept the cages locked — the Anarchists' target.
BOSSBoss. Grim defence and rot; the Guard Captain wants the rising cut.
Enemy identities
Combat rules
Enemies play from a shuffled deck each turn — no hand, no combo preview for them.
Enemy barrier absorbs before shield and persists through your combo; player barrier expires at round end.
Branch bosses bring unique cards into their deck — the Inquisitor bypasses, the Warden shields, the Risen Anarchist rots.
Band sets deck size and defences; room placement teaches the loop before elites and bosses test it.