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Beast Deck: The Mist Forest

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WeightPlay Kids Game Guide

Beast Deck: The Mist Forest

Beast Deck: The Mist Forest is a 30-mission turn-based deckbuilding campaign built around visible enemy intent and animal-power card combos. Each mission contains three battles and two temporary drafts. Six five-mission regions introduce armor, riposte, Exhaust, marks, regeneration, cleanse, Weak, seals, curses and triad wards. Missions 5, 10, 15, 20, 25 and 30 end with different phase-changing Bosses.

GameplayCard Roguelike
GenreCard · Roguelike · Animal
DifficultyMedium
Estimated Play Time8-15 minutes per mission
Skills TrainedLogic · Problem Solving · Focus

World and Mission

The Mist Forest was once divided into six routes used by animal wardens: Mist Trail, Ironroot Works, Amber Hunt, Mirecoil Basin, Moon Archive and Mist Crown. When crown mist began moving against the wind, ordinary animals became corrupted and the routes stopped communicating. Shadow Boars and Vipers occupied the first trail, Ironroot creatures built countering armor, Amber hunters marked anything that crossed their territory, and Mirecoil beasts learned to regenerate through poison. The Moon Archive sealed away whole classes of animal powers, while the final court filled clean draws with Mist Curses.

The player keeps the Beast Deck, a field book that calls on friendly animal strengths. Wolf Pack attacks, Guard Bear and Iron Tortoise create Block, Sky Hawk combines damage with a draw, Cheetah Sprint supplies cards and Energy, Viper Venom builds Poison, and Owl Wisdom searches the deck. Clearing a mission reconnects its route; defeating the Mist Crown Monarch in Mission 30 breaks the source ward and reopens all six.

How the Systems Work

Turn structure: a player turn restores Energy, clears temporary Block and draws three cards. Played or leftover cards enter the discard pile; when the draw pile empties, the discard pile is shuffled back. Visible intent identifies the enemy's next action unless fog is active.

Card interactions: Wolf Pack deals 6 damage, or 12 after another Attack. Sky Hawk deals 14 and draws one. Guard Bear grants 6 Block, Iron Tortoise 15, Cheetah Sprint draws two and refunds one Energy, Viper Venom applies three Poison, and Owl Wisdom draws one for free. Poison triggers after the enemy action; enemy Block absorbs a fixed amount.

Regional mechanics: armor reduces each direct hit; riposte counters the next Attack; Exhaust raises one card's next cost; marks punish ending with a named card; Weak reduces the next Attack. Regeneration heals, cleanse removes Poison, haste skips through intent order, fog hides an intent, and seals disable one card type for a turn.

Mist Crown rules: temporary curses cost one Energy to remove; holding one at turn end deals damage before it cycles through discard. The triad ward blocks direct damage until Attack, Defense and Utility cards have all been used. Progress crosses turns, but the final Boss can rebuild the ward.

Mission building: after Battles 1 and 2, choose one temporary card from three; it enters the next opening hand. Permanent Beast Packs cost 80 earned Coins and award a card or equipment, with duplicates raising rank. Up to six owned cards and one equipment item can be prepared before a mission.

Persistent growth: XP raises level and Max HP. Mist Cloak adds HP, Hunter Charm adds Energy and Forest Banner adds opening Block. Missions, collection, loadout, equipment, level, XP and Coins save locally. The optional 15-Diamond Mist Amulet adds HP, requires confirmation and does not gate the campaign.

How to Play

  1. Swipe the Mission Preparation rail and choose any unlocked mission; all 30 route cards remain visible.
  2. Use Deck to equip six permanent cards and one equipment item. Upgrade contains earned-Coin packs and the optional Mist Amulet.
  3. Read enemy intent, then tap a card whose Energy can be paid. Disabled cards explain Energy, turn or seal restrictions.
  4. Order cards carefully: enable Wolf Pack's combo, draw before spending the last Energy, and Block before a large attack.
  5. After Battles 1 and 2, draft one temporary card for the next opening hand.
  6. Defeat the third elite or checkpoint Boss before HP reaches zero.
  7. On victory, continue, retry or return to preparation. Failed missions keep permanent progress.

Strategy Tips

  • Haste can skip an expected intent; fog removes intent information for one turn.
  • Against armor, prefer one large hit over several small ones. Poison ignores armor and wards.
  • Do not attack into riposte. Block, draw or apply Poison until the stance changes.
  • Play a marked card before ending the turn; drawing more can make it harder to locate.
  • Burst through regeneration, and wait until after cleanse before stacking Poison.
  • Break a triad ward with Utility and Defense before the Attack meant to deal damage.
  • Level and equipment improve safety, but reading the current mechanic matters more than repeated grinding.

Campaign and Difficulty Growth

Missions 1-5 teach intent, Block, Poison and armor. Stoneback Behemoth thickens armor at two Boss thresholds.

Missions 6-10 add riposte and Exhaust. Ironroot Warden raises counter damage at each phase.

Missions 11-15 add haste, marks and Weak. Amber Huntmaster accelerates as health falls.

Missions 16-20 combine regeneration, Poison and cleanse. Mirecoil Hydra gains stronger passive healing by phase.

Missions 21-25 rotate Attack, Defense and Utility seals. Moon Archive Keeper changes the forbidden type by phase.

Missions 26-30 add curses, fog and triad wards. Mist Crown Monarch reforms its ward in the final phase; Mission 30 ends the authored campaign rather than starting a numeric endless loop.

Developer Design Note

Three encounters give two draft choices enough time to matter without creating an endurance run. Intent stays visible unless fog is the rule, tying losses to readable decisions. Mission 30's numerical ceiling remains close to the former eight-mission version; difficulty now comes from overlapping mechanics. Phone and desktop use the same card order and tap/click actions. Unlike Animal Auto Squad's pre-battle planning, Beast Deck resolves every turn; unlike Animal Rune Tactics, it replaces grid position with draw order, Energy and discard timing.

Parent Note

This browser locally stores missions, level, XP, Beast Coins, collection, loadout, equipment ranks and Mist Amulet ownership. No login is required; clearing site storage may remove progress. Earned-Coin packs and all six Bosses require no Diamonds. The optional Mist Amulet confirms the resulting balance before spending. Skill labels are not a formal assessment.

FAQ

Is Beast Deck free?
Yes. All 30 missions, drafts, earned-Coin packs and six Bosses run free in the browser.
How many Bosses are there?
Six. Missions 5, 10, 15, 20, 25 and 30 each have a different phase mechanic.
What is saved?
Missions, level, XP, Coins, collection, loadout, equipment ranks and Mist Amulet ownership.
Are drafts permanent?
No. Battle drafts last for one mission; permanent cards come from earned-Coin packs.
How do curses work?
Spend one Energy to remove one. Holding it at turn end deals two damage and cycles it through discard.
How is the ward broken?
Use Attack, Defense and Utility cards. Progress crosses turns, but the final Boss can reform it.
Are Diamonds required?
No. They only unlock the optional confirmed Mist Amulet and never gate missions or Bosses.
Does it work on phones?
Yes. Swipe missions, tap large cards and use the fixed End Turn action.