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 v0.3.2 · 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

THE TABLE

THE QUEUE · CPU HAND — FLIPS LEFT → RIGHT
L6
face down in draw order · stuck cards stay face up · new draws join the right end
CPU BOSS
TRAPS — armed, face up
CPU TEAM
W
DECK · DISCARD
⚔ ATTACKS CROSS THIS LINE ⚔
YOUR BOSS a die per side tracks Coins
YOUR TEAM
DECK · DISCARD
YOUR HAND
the only hidden zone on the table

Bosses on the left, decks on the right, the Queue at the top, your hand at the bottom. Everything the CPU owns stays face up or face down on the table — which is why an interrupted game rebuilds itself. Keep the Level Tracker on a clipboard at the side.

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 one attack with any ready unit (Boss or Fighter) 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.

v0.3.2 2026-07-17 · “OPENING HAND”

  • Setup mulligan added. After dealing 4, you take one mulligan — return any of your opening cards, shuffle them back, and redraw the same number. The CPU never mulligans.
  • Spelled out the opening draw: deal 4 → mulligan → each side draws 1 as Level 1 begins, so you open with 5 (the Level-1 draw was always the rule; now it’s on the page).

Driven by: the /play app’s fixed setup + the official Cataclysm Arcade opening (one mulligan round before Level 1).

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.