EST. 2026
Today's Specials
VOL. 1 — NO. 36
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Exploration Grid and Movement

Physical setup and navigation of the exploration grid

This document covers the physical setup and navigation of the exploration grid.

← Back to: Exploration Phase Mechanics

Grid Size (Determined by Job Tier)

→ See Job System for the single source of truth on grid scaling

Grid size is determined by the job’s prestige tier:

Job TierGrid LayoutTotal CardsNotes
1★-2★5x315Food truck/casual dining jobs
3★5x3 or 5x415-20Fine dining (job dependent)
4★5x4 or 5x520-25High-end (job dependent)
5★5x5 minimum25+World-class challenges

Note: Exact exploration limits need playtesting for balance.

Layout Rules

  • Simple rectangular grid - Cards arranged in rows and columns
  • All face-down at start - Players flip cards as they explore
  • Face cards included in total - Not added on top of the grid
  • (Future: May experiment with non-rectangular shapes)

Face Card Distribution

→ See Job System for face card tier system and pool distribution

Face cards determined by job tier:

  • Number of face cards scales with grid size (~20-30% of cards)
  • Suit represents difficulty tier (Hearts = Tier 1 → Spades = Tier 4)
  • Higher-tier jobs include more challenging face card suits
  • See Exploration Card System for face card meanings

Example:

  • 1★ job (5x3 = 15 cards): ~3 face cards, all Hearts (Tier 1)
  • 5★ job (5x5 = 25 cards): ~8-10 face cards, heavy Clubs/Spades (Tier 3-4)

Scaling considerations:

  • Keeps face card ratio at ~20-30% of total cards
  • Requires playtesting to balance exact counts

Exploration Limit (Turn Economy)

Core Mechanic: Players have a LIMITED number of turns to explore the dungeon.

Key Rule: Exploration limit is LOWER than total cards available.

  • Example: 15-card grid = 10 exploration turns
  • Forces strategic decisions about which cards to flip
  • Can’t explore everything - must choose wisely

Increasing Exploration Limit

Players can gain extra exploration turns through:

Forager Specialist Bonus:

  • (Specific bonus TBD - design later)

Purchasable Items/Upgrades:

  • (Specific items TBD - design in Progression Phase)

Other Sources:

  • (To be determined during playtesting)

Movement Rules

Status: 📋 Needs Playtesting

Current thinking:

  • Any direction movement? (orthogonal + diagonal)
  • Details to be determined through gameplay testing

Questions to resolve:

  • Can players move freely in any direction?
  • Move only to adjacent cards (orthogonal only)?
  • Can players revisit flipped cards?
  • Is there a starting position and exit goal?

Design Notes

Key playtesting questions:

  • Does the exploration limit create enough tension without frustration?
  • Is the face card ratio balanced?
  • Is movement intuitive and fast-paced enough for the 18-minute time limit?