Acts
Every act in Slay the Spire 2.
Map Layout
Additional info
7 columns, 7 paths drawn from the bottom row
17 / 17 / 16 / 15 floors (Overgrowth / Underdocks / Hive / Glory), one room fewer in co-op
The first room is a fight; the first fights are weak ones: 3 / 3 / 2 / 2
Elites never sit in the first five rooms, never straight after another elite
A rest site always sits on the row before the boss, never in the first five rooms
Treasure and merchants never follow their own kind; a fork never repeats a room type
A ? room is usually an event: a fight 1 in 10, a merchant 3 in 100, a chest 2 in 100
A8 Tough Enemies raises HP, A9 Deadly Enemies their damage, in every act (Ascension)The draw of the fights, elites, bosses and ancients, and how the two first acts are chosen.
Full rules
Each act rolls its fights, elites, events, boss and ancient from pools that belong to that act alone; every fight in the game is listed on the encounters page.
An act's map is 7 columns wide and 15, 15, 14 or 13 rooms tall (Overgrowth, Underdocks, Hive, Glory), with the ancient floor before the first room and the boss floor after the last: 17, 17, 16 and 15 floors in single player, one room fewer per act in co-op. Every map holds 3 shops, 5 elites (8 with Swarming Elites, Ascension 1), 6 or 7 rest sites (5 or 6 in Glory) and 10 to 14 unknown rooms (9 to 13 in Hive and Glory); whatever is left becomes a monster room. The first room is always a fight, the first three fights (two in Hive and Glory) come from the act's weak pool, elites and rest sites never sit in the first five rooms, and a rest site always waits on the row before the boss. Room types are dealt from a queue (rest sites, shops, elites, unknowns) in up to three passes over the shuffled free rooms; a room that would break a rule goes back in the queue. Elite, rest site, treasure and shop never follow their own kind on a path, and two rooms that share a parent are never both rest sites, fights, unknowns, elites or shops.
Each act has three bosses. One is rolled at random, except that the first boss you have not met yet takes priority, so a new player meets them in the intended order; Double Boss (Ascension 10) adds a second, different boss to the last act. Overgrowth is unlocked from the start, and Underdocks opens through the Underdocks epoch, the fourth score-bar unlock at 1000 score; a single-player run that has not discovered it yet goes there, after which the game rolls between the two. Tough Enemies (Ascension 8) raises enemy HP and Deadly Enemies (Ascension 9) their damage and block in every act; the per-enemy numbers are on the enemy pages and the rules on the Ascension page.


If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.

Underdocks epoch



