
Well-Laid Plans
Power
1
At the end of your turn, Retain up to 1 card.

Well-Laid Plans+
Power
1
At the end of your turn, Retain up to 2 cards.
Well-Laid Plans
SilentPowerUncommon
At the end of your turn, Retain up to 1 card.
At the end of your turn, Retain up to 2 cards.
At the end of your turn, after other end of turn effects have resolved, a card select opens and you keep up to 1 card, 2 upgraded, in your Hand through the discard.
Only cards that would not Retain anyway are offered, and you may pick none.- The effect lasts one turn, so you choose again each turn, and copies add together.
- It skips turns when your Hand is not discarded at all, and the card only appears in single player runs.
When to take Well-Laid Plans
A cheap Power that makes situational cards reliable, like Blur before a big hit. Take it early in Act 1 when your deck has such cards, and skip it in lean decks.
Cards that synergize with Well-Laid Plans

Burst
Skill
1
This turn, your next Skill is played an extra time.
BurstBurst sits in Hand until a Skill worth copying arrives.This turn, your next Skill is played an extra time.

Piercing Wail
Skill
1
ALL enemies lose 6 Strength this turn.
Exhaust.
Exhaust.
Piercing WailPiercing Wail and Malaise wait for the boss's big attack turn.ALL enemies lose 6 Strength this turn.
Exhaust.
Exhaust.

Malaise
Skill
X
Enemy loses X Strength. Apply X Weak.
Exhaust.
Exhaust.
MalaisePiercing Wail and Malaise wait for the boss's big attack turn.Enemy loses X Strength. Apply X Weak.
Exhaust.
Exhaust.

Nightmare
Skill
3
Choose a card.
Next turn, add 3 copies of that card into your Hand.
Exhaust.
Next turn, add 3 copies of that card into your Hand.
Exhaust.
NightmareNightmare can be held until you have 3 Energy and the right target.Choose a card.
Next turn, add 3 copies of that card into your Hand.
Exhaust.
Next turn, add 3 copies of that card into your Hand.
Exhaust.

Flechettes
Attack
1
Deal 5 damage for each Skill in your Hand.
FlechettesFlechettes counts Skills in Hand, so a kept Skill adds damage.Deal 5 damage for each Skill in your Hand.

Grand Finale
Attack
0
Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.
Grand FinaleGrand Finale is held until the Draw Pile runs dry.Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.
Relics that synergize with Well-Laid Plans
PermafrostPermafrostPermafrost triggers on Powers played, and Well-Laid Plans is oneThe first time you play a Power each combat, gain 7 Block.
Lost WispLost WispLost Wisp triggers on Powers played, and Well-Laid Plans is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified HandMummified HandMummified Hand triggers on Powers played, and Well-Laid Plans is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Game PieceGame PieceGame Piece triggers on Powers played, and Well-Laid Plans is oneWhenever you play a Power, draw 1 card.
Rules and timing
Only appears in single-player runs.
Changes by version
- Reworked Well-Laid Plans card; Uncommon 0 Power - Cost 1 - "At the end of your turn, Retain up to 1(2) card(s)." to Rare - Power - Cost 1(0) - "At the end of your turn, you no longer discard your Hand."; now also available in multiplayer, was previously singleplayer-onlyTextFuelOutbreakSere TalonCacophonyPlaytestRemoved stale translations for redesigned Well-Laid Plans, Fuel, Outbreak, Sere Talon, Cacophony
- Well-laid Plans will no long auto-retain cards if its amount and the number of cards in your hand are equal
- Fixing selection bug for Well-laid Plans
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

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