THE GANG
SURVIVOR
Attacks your lowest-Health Fighter; your Boss once the CPU has 3+ Fighters.
AN UNOFFICIAL FAN-MADE SOLO MODE FOR
Grab two packs. One is yours. One is the CPU’s.
Shuffle up. Fight.
INSERT COIN ▮
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.
Early Levels it develops for free; once its Queue jams with high-level cards, it converts Coins into attacks — same arc as a human.
Ambiguous choice — target, mode, order? The CPU picks whatever hurts you most right now. Still tied: lowest Health, then leftmost.
SURVIVOR
Attacks your lowest-Health Fighter; your Boss once the CPU has 3+ Fighters.
SHIFTER
Attacks the highest-Health Fighter it can kill in one attack — once per level; after its first Fighter kill, your Boss.
SYNTH
Attacks your Boss — unless you have 3+ more Fighters than it; then your lowest-Health Fighter.
TWIST: SPECIAL ungated
MYSTIC
Alternates every attack: your Boss, then your lowest-Health Fighter, repeat.
APEX
LOCKED — NO APEX BOSS DETECTED IN THIS SET.
NEW CHALLENGER APPROACHING…
Enter three initials. A blowout score usually means you found an exploit — report it for the next patch.
Tap a number to set current Health. Set each Boss’s printed Health at the start (EXPERT: CPU +2).
| LVL | 1ST | SET | YOUR COINS | CPU COINS | YOU SPC | CPU 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.
Driven by: a table question — the rules covered Response cards from the Queue but not Response abilities printed on units in play.
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.
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.
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.
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.