AN UNOFFICIAL FAN-MADE SOLO MODE FOR

CATACLYSM
ARCADE

VS CPU

Grab two packs. One is yours. One is the CPU’s.
Shuffle up. Fight.

▶ PRESS START ⤓ PRINT & PLAY PDF

PLAYTEST BUILD v0.3.1 · NO APP · NO DICE · NO CHARTS

VS CPU turns Cataclysm Arcade into a solo game that still feels like PvP. The CPU plays by the real rules — real deck, real Coins, real costs — piloted by a handful of deterministic priorities instead of a human brain. It is predictable the way a person is predictable: you can learn its tendencies, bait its traps, and still get punched in the mouth.

01 1P SETUP

02 THE QUEUE — the CPU’s hand

03 ACTION LADDER — each CPU action, first legal rung

  1. 1
    LETHAL — if any single affordable attack kills your Boss, it makes that attack.
  2. 2
    DEPLOY — re-wield a loose CPU Weapon (same targeting as new Weapons); otherwise scan the Queue and play the first playable card.
  3. 3
    SPECIAL — use its Boss’s activated ability, if it can pay and still afford at least one attack this Level.
  4. 4
    ATTACK — its highest-Attack ready unit it can afford (ties: lowest Attack Cost). Target per Personality.
  5. 5
    PASS

Early Levels it develops for free; once its Queue jams with high-level cards, it converts Coins into attacks — same arc as a human.

04 TRAPS — responses

★ GOLDEN RULE

Ambiguous choice — target, mode, order? The CPU picks whatever hurts you most right now. Still tied: lowest Health, then leftmost.

05 PERSONALITIES — the CPU Boss’s faction sets its targeting

THE GANG

SURVIVOR

Attacks your lowest-Health Fighter; your Boss once the CPU has 3+ Fighters.

 

THE PREDATOR

SHIFTER

Attacks the highest-Health Fighter it can kill in one attack — once per level; after its first Fighter kill, your Boss.

 

THE MACHINE

SYNTH

Attacks your Boss — unless you have 3+ more Fighters than it; then your lowest-Health Fighter.

TWIST: SPECIAL ungated

THE TRICKSTER

MYSTIC

Alternates every attack: your Boss, then your lowest-Health Fighter, repeat.

 

???

APEX

LOCKED — NO APEX BOSS DETECTED IN THIS SET.

NEW CHALLENGER APPROACHING…

06 THE CABINET

HURRY UP!

At the start of Level 8 and every Level after, both Bosses take damage equal to (current Level − 7).

L8 −1L9 −2L10 −3

DIP SWITCHES

EASY
the CPU’s opening Queue is 3 cards.
NORMAL
as written.
HARD
the CPU gains +1 Coin every Level.
EXPERT
HARD, plus its Boss starts with +2 Health.
TURBO DRAW
mod — Queue empty at a Level’s start? The CPU draws 2 that Level. For low-curve decks.

HI-SCORE

  • 100×your Boss’s remaining Health
  • +500won before HURRY UP
  • −300per Continue used

Enter three initials. A blowout score usually means you found an exploit — report it for the next patch.

THE GAUNTLET optional campaign

  • Line up several CPU Bosses; keep your one deck the whole run.
  • One Credit per fight — a loss ends the run, or spend a Continue (−300).
  • Every win raises the next fight’s DIP setting by one.

07 LEVEL TRACKER — lives in your browser, survives interruptions

YOUR BOSS
CPU BOSS

Tap a number to set current Health. Set each Boss’s printed Health at the start (EXPERT: CPU +2).

LVL1STSETYOUR COINSCPU COINSYOU SPCCPU SPC

Level start ritual: rotate first player · both draw 1 (CPU: face down, right end of Queue; TURBO: 2 if its Queue is empty) · gain Coins = Level number · Level 8+: HURRY UP. Then tick SET. Fill coin bubbles as they’re spent — the dashed bubble is the HARD/EXPERT extra.

08 PATCH NOTES — new challengers. balance changes. no refunds.

v0.3.1 2026-07-06

  • Unit Response abilities (Block, weapon-granted Responses) are now permanently armed Traps: same timing, CPU pays all costs, and defensive ones fire only to prevent a death — chip attacks can’t bait its taps away.

Driven by: a table question — the rules covered Response cards from the Queue but not Response abilities printed on units in play.

v0.3 2026-07-05 · “THE ESCAPE CLAUSES”

  • THE PREDATOR now kills at most one Fighter per level; after its first Fighter kill, it attacks your Boss.
  • THE MACHINE now recalibrates: your Boss — unless you have 3+ more Fighters than it; then your lowest-Health Fighter.
  • THE RUSH (Apex) benched — no Apex Boss exists in the set, so it can’t be tested. It returns when one ships.
  • Tracker: Coin cells became fill-in bubbles; Boss HP columns removed in favor of the cross-off tracks.

Driven by: playtests 2–4. Target-locked personalities got cracked from both directions — THE MACHINE ignored a go-wide board, THE PREDATOR chaff-fed on Head Rats and never touched the Boss (17 HP blowout, 2200 pts) — while the pressure-splitters (TRICKSTER, GANG) played close every time. Every personality now splits pressure eventually.

v0.2.1 2026-07-05

  • ATTACK rung: ties now break to the lowest Attack Cost — same damage, cheaper, more attacks per level.
  • Tracker: added a YOU SPC checkbox beside CPU SPC.

Driven by: playtest 4 (Sky mirror, won Level 9 at 4 HP — first HURRY UP firing, closest game yet). The checkbox exists because a certain player benched Sky’s ability until Level 8.

v0.2 2026-07-04

  • DEPLOY now re-wields a loose CPU Weapon first (a Weapon whose wielder died had no rule).
  • SPECIAL moved above ATTACK, gated: only if the CPU can pay and still afford one attack that level. Synth’s twist became “SPECIAL ungated.”
  • Added the TURBO DRAW mod; clarified that Tactics and Responses pay their printed Coin cost; added the Level Tracker.

Driven by: playtest 1 (Charlotte beat Eff, Level 7, 5 HP). Eff’s Rat engine never ran because ATTACK starved SPECIAL; an orphaned weapon sat on the board; the Queue emptied by Level 4 against flat P&P curves.

v0.1 2026-07-04

  • Initial release: the Queue, the five-rung action ladder, Traps, the Golden Rule, faction Personalities, the HURRY UP timer, DIP switches, and the hi-score table.

Driven by: a brainstorm about making Cataclysm Arcade playable solo — two packs, no dice, no charts, and an opponent that feels like PvP rather than a dungeon.