Eggtrail RPG

Combat

Every fight resolves through the duel mini-game. The stats tune it and never skip it β€” a bigger sword makes a fight shorter, not optional.

Fight one now
Two adventurers with a sword, shield and lantern face an emerald dragon in a forest ruin.

The duel: a sweep, a gap, a tap

Tap while the pointer crosses the gap and you land a hit. Tap anywhere else and you lose a blow of your guard. Land the hits before the guard runs out.

Pick your enemy

Choreography, never arithmetic β€” the same stats deal the same four numbers whatever the tier. What differs between these three enemies is their stats; what differs between the patterns is what you are watching. A patient tap lands in every one of them.

Your team

  • Coins 30
  • Vitality 4
  • Attack 3
  • Defense 2

The gear two allies and a weapon hand over, and the coins a story pays out before its boss.

Boss Vitality 2 Attack 6 Defense 3

Lose this fight and it knocks you out β€” 4 vitality and 8 coins.

Boss is guarding. Strike through the gap!

Boss, your opponent in the demo duel.
Hits to win
3 of 2 to 5
Guard you carry
2 of 2 to 6
The gap
52Β° of 26Β° to 70Β°
Sweep
1.26s of 0.75s to 2.1s

The same duel a player gets at the venue, with the numbers the engine deals a real team. Nothing here is scored or saved.

At the venue

A ring around the enemy card, a pointer sweeping round it, one gap in the guard. Hit pips above, guard pips below. The stakes line says what a loss costs before the Fight button is pressed, and the outcome line lands the same number after it.

The rule

  • Land enough hits and the card is yours; run out of guard and it is not. There is no clock.
  • After every landed hit the sweep runs 8% faster, never under 420 milliseconds β€” the fight tightens on your wins, never on your misses.
  • Three choreographies, keyed to the enemy's type: a Foot Soldier's steady sweep, a Monster's sweep that reverses on every hit, a Boss that rages at half health and relocates the gap once a round. A pattern never moves the four numbers.
  • Enter and Space strike as well as a tap, so a keyboard fights too.

You decide

  • The enemy's attack, defense and vitality. Nothing else reaches the duel.
  • Its type. Foot Soldier, Monster and Boss are the three seeded choreographies; a type you add fights the steady sweep.

From the library

The Boss tier above carries the numbers the demo deck's Tyrannosaurus rex is seeded with β€” attack 6, defense 3, vitality 2. Against this team it takes 3 clean hits to beat and is lost on miss number 2.

Four numbers, off two cards

Hits to win: 2 to 5, from the enemy's defense and vitality less your attack. Guard: 2 to 6, from your defense and earned vitality less its attack. The gap: 26Β° to 70Β°, from its defense. The sweep: 0.75 to 2.1 seconds, from its attack.

2 to 5

Hits to win

From the enemy's defense and vitality, less your attack. An enemy's vitality is its health β€” it is what makes a boss a boss.

2 to 6

Guard you carry

From your defense and vitality, less the enemy's attack. Miss that many times and the fight is lost.

26Β° to 70Β°

The gap

From the enemy's defense. A well-armoured enemy leaves a narrower opening to aim at.

0.75s to 2.1s

Sweep

From the enemy's attack. A fast enemy comes round faster, which leaves less time to read it.

At the venue

The readout under the arena prints the four this fight was dealt beside the range the engine can deal at all, so a team sees where its fight sits on the ladder.

The rule

  • Hits to win come off the enemy's defense and vitality, less your attack β€” 2 at the least, 5 at the most. Its vitality is its health, and it is what makes a boss a boss.
  • Guard comes off your defense and earned vitality, less the enemy's attack β€” 2 to 6 misses before the fight is lost.
  • The gap comes off the enemy's defense alone: 26Β° behind heavy armour, 70Β° behind none.
  • The sweep comes off the enemy's attack alone: 0.75 seconds at its fastest, 2.1 at its slowest.
  • Every number is clamped, so no card can deal a fight with no hits to land or no misses to spend.

You decide

  • Arm the team through allies and weapons and the hit count falls; give it defense and vitality and the guard rises.
  • Give an enemy vitality to make it a boss, defense to narrow the gap, attack to speed the sweep β€” and know that its attack is also what a loss costs.

From the library

Against this team the demo deck's boss deals 3 hits to win, 2 of guard, a 52Β° gap and a 1.26-second sweep.

What a lost fight costs

Vitality: the enemy's attack less your defense, never below zero. Coins: the card's value, capped at a quarter of the purse. At zero vitality: 60 seconds on the bench.

Vitality

The enemy's attack less your defense, never below zero. Armour genuinely protects.

Coins

The card's value, capped at a quarter of what the team is carrying. A seeded boss is worth 42–54% of a story's coins, and uncapped one lost fight erased a child's whole afternoon.

60 seconds

At zero vitality the team is knocked out for a minute, then revives at half the vitality they had earned. Not a game over β€” a sit-down.

The card states the price of losing before the fight, and quotes the same method that charges it β€” so a card can never over-promise what a loss will cost.

At the venue

The stakes line above the Fight button quotes the price in the card's own words, and the sentence that lands after a loss carries the same numbers. A knocked-out team sees the bench and its clock; the card stands where it was.

The rule

  • Vitality: the enemy's attack less your defense, never below zero. Armour genuinely protects.
  • Coins: the card's value, capped at a quarter of what the team is carrying β€” so one lost boss fight cannot erase an afternoon.
  • Knocked out at zero vitality: 60 seconds on the bench, then the team revives at half the vitality it had earned, never under one.
  • The card is not consumed. A beaten team tries again with the same guard; wounds still cost health.

You decide

  • The enemy's attack is the whole of the damage. Gate a hard hitter behind the armour that blunts it, or let an ungated one hit no harder than the age band allows β€” the playtest checks that line.
  • A checkpoint before the boss heals a team to the highest vitality it has earned: the tent halfway round the trail.

From the library

Lose to the demo deck's boss with this team and it costs 4 vitality and 8 coins β€” a knockout, which is why the arena opens on it.

What winning pays

The card's points and coins, plus the first-find bonus on a race. Never its stats β€” an enemy's attack and defense belong to the monster.

At the venue

The win line names the enemy, the points and the coins, and the board takes the card. The score and the purse rise; the team's own attack, defense and vitality do not move.

The rule

  • An enemy hands over its points and its coins, and nothing else.
  • On a race, the first team to beat a card takes the first-find bonus on top; on a self-paced trail there is no bonus to take.
  • Beating the card whose type is Boss finishes the quest, not the hunt: every card still hidden keeps scanning and keeps scoring.

You decide

  • The points and the coins on the card. The boss should carry the most of both β€” it is the finale a team plays for β€” and the playtest flags a deck whose richest card, in coins, is not its boss.
  • Which card wears the Boss type. There is one finale, and it is the card that ends the quest.

From the library

Beat the demo deck's boss and the team banks 20 points and 20 coins, and nothing else.

Two more games, no penalties

These games never charge. Catch escapes retry freely. Timing offers one optional coin bonus attempt; skipping or missing still collects the normal rewards.

The chase

The creature pauses, spots you, then darts to another spot. Catch it during a pause or on the move before the clock runs out. Rarer, tougher cards leave shorter pauses.

Quick β€” tap Woodland Fox before it escapes!

An alert russet fox among ferns and moss-covered forest ruins.
Default use
Animal and Creature cards
Stakes
None. Retry as often as you like.

The timing bar

Tap when the marker reaches the green zone. One shot: land it for extra coins, or miss and collect the ordinary rewards. You can also collect immediately.

Emerald Sword is yours to collect. Take one shot at +5 bonus coins, or collect now.

A steel sword with a green grip and leaf-shaped guard resting on a mossy stone.
Default use
Weapon cards
Stakes
One optional bonus attempt. The ordinary rewards are guaranteed.

Only the duel charges for a loss. Catch escapes retry freely. Timing is one optional bonus attempt: skip or miss still collects the ordinary item and rewards.

At the venue

A creature pauses, notices you, then darts. Tap to catch it. A timing card offers a sweeping marker: tap in the zone for a bonus, or choose Collect now. Both work with the card’s existing image.

The rule

  • Difficulty comes half from the card’s rarity, half from its attack and defense, capped at one. Catch escapes restart in the browser with no penalty.
  • A timing win adds bonus coins. Skip or miss still grants the item, coins, points and gear. Each team gets one bonus attempt per card, even after selling it.
  • Enter and Space work too. Holding a key or tapping repeatedly cannot create extra attempts.

You decide

  • Choose Catch, optional Timing, no challenge or the type default on each collectable card. Every enemy still fights a duel.
  • Rarity and stats set the difficulty. Reduced motion slows the games and removes decorative motion.

From the library

The demos use the same games and difficulty rules as cards at the venue. You can replay a demo without saving rewards.

A locked enemy renders no fight

A card behind a gate is refused before any outcome is applied, and a locked enemy renders no form at all β€” the card names what is missing instead.

At the venue

Scan a boss too early and the card says so, by name, with the cards you are missing. There is no Fight button to press and no stage to tap.

The rule

  • The refusal comes first: a locked card banks nothing, charges nothing and starts no game.
  • The lock is the list of cards a card requires, and a merchant's shelf opens only once the merchant is found. Every gate is read at the scan, never from a cache.
  • Without JavaScript an ordinary card still grants; a fight never resolves without the duel.

You decide

  • Which cards a boss requires β€” that is the whole of the lock, and the playtest fights the boss with exactly the gear those cards guarantee.

From the library

The demo deck's Tyrannosaurus rex stays shut until all six gallery cards before it are found; the board draws it dashed until then.

Run one this month.

  • Free includes every ready-made story, printable codes and the leaderboard. No card, and it never expires.
  • One trail at a time, and 3 teams on its board. A team is one phone, any number of people β€” and your own phone takes no place.
  • A place frees when you press Reset the board. Finishing a hunt frees your trail slot for the next one.
  • Paid plans add stories of your own and more daily players. Automatic daily resets start at 50 players. Upload your own card art.
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