
Energy
Game term
Energy is used to play cards from your Hand.
Energy is the budget for playing cards.
Every character has 3 maximum Energy; at the start of each of your turns your Energy is set back to that maximum, and whatever you did not spend is lost.
A card's cost is printed in its top-left corner. X-cost cards spend everything you have and count it, and a card that costs 0 or is made free by an effect still has to be legal to play.
Energy exists only in combat; nothing carries between fights.
Relic bonuses come in two kinds: 1 extra Energy every turn from Ancient relics, usually with a drawback, and one-off bursts such as Lantern, Very Hot Cocoa, Candelabra and Chandelier.
Ice Cream turns the reset into an addition, so leftover Energy stacks.
Named by
Where it appears
Notes
Card sources: Adrenaline, Offering, Bloodletting, Double Energy, Wisp, Neurosurge, Demesne, Convergence, Tactician. Spending payoff: Helix Drill deals 3 per Energy spent earlier in the turn. Relics: Ice Cream, Lantern, Very Hot Cocoa, Pael's Tears, Ectoplasm, Seal of Gold, Sozu, Velvet Choker, Philosopher's Stone, Prismatic Gem. The Energy counter shows your current total.
Other game terms

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