Run modes

Every run mode in Slay the Spire 2.

How each mode plays

Standard

Embark on a quest to Slay the Spire. Alone.

Players
1 to 4Climb alone, or host a co-op lobby of up to 4 players
Characters
Any unlockedAny character you have unlocked; in co-op, anyone's unlocks count for the whole lobby
Ascension
Your highestAny level up to the highest you have unlocked for that character
Seed
RandomRandom every run
Modifiers
NoneNo modifiers in Standard
Timeline
Fills itThe only mode that fills the Timeline and awards achievements
Acts
RandomEach act is rolled from the acts you have unlocked
Rooms in co-op
1 fewerEvery act is one room shorter in co-op
All the rules8 rules in full
Players
Climb alone, or host a co-op lobby of up to 4 players.
Characters
Any character you have unlocked. The Silent, Regent, Necrobinder and Defect open with their first epoch; in co-op, anyone's unlocks count for the whole lobby.
Ascension
Pick any level up to the highest you have unlocked for that character; the game remembers your last pick per character. In co-op the lobby is capped at the lowest maximum among its players.
Seed
Random every run.
Modifiers
None.
Timeline
The only mode that fills the Timeline and awards achievements.
Acts
Each act is rolled from the acts you have unlocked; a freshly unlocked alternate act (the Underdocks, say) is guaranteed to show up the first time. Your very first run uses a fixed room order.
Rooms in co-op
Every act is one room shorter in co-op.

Daily Run

A new challenge is available once a day.
Compete with other players.

Players
1 to 4A separate leaderboard for each lobby size
Seed
The dateThe day's date plus the lobby size, so every lobby of that size plays the same run
Characters
RandomEach player is dealt a character at random, unlocked or not
Ascension
0 to 10Rolled from the day's seed
Modifiers
2 good, 1 badTwo good modifiers and one bad one, rolled from the day's seed
New day
Midnight UTCA new daily starts at midnight UTC
Leaderboard
One score a dayOne board per date and lobby size; your first run of the day is the one that counts
Timeline
No progressFills no Timeline slots and awards no achievements
Unlock
The DailyPlay a single run with all characters and beat Act 3
All the rules8 rules in full
Players
1 to 4 players, with a separate leaderboard for each lobby size.
Seed
Set by the day's date on the server plus the number of players in the lobby, so every lobby of the same size plays the same run that day.
Characters
Each player is dealt a character at random, from every character, unlocked or not. Nobody picks, and the random character option is off.
Ascension
Rolled between 0 and 10 from the day's seed.
Modifiers
Two good modifiers and one bad one, rolled from the day's seed. Sealed Deck, Draft and Insanity never appear together, and Character Cards always picks a character nobody in the lobby is playing.
New day
A new daily starts at midnight UTC, by the game's time server.
Leaderboard
One board per date and lobby size. A player's first score of the day on a board is the one that counts; a later run that day is not posted. The board ranks the daily score (win, floor, badges, time), not the Timeline score. The beta branch has boards of its own.
Timeline
Fills no Timeline slots and awards no achievements.

Custom

Create your own challenges by choosing from an assortment of chaotic modifiers.

Players
1 to 4Alone, or co-op with up to 4
Characters
Any unlockedAny character you have unlocked
Ascension
Your highestAny level up to the highest you have unlocked
Seed
Your choiceType any seed you like; leave it empty for a random one
Modifiers
Any mixTick any combination from the modifier list
Timeline
No progressFills no Timeline slots and awards no achievements
Unlock
SeedsBeat Act 3 three times. With any characters, counted as each won run ends
All the rules6 rules in full
Players
Alone, or co-op with up to 4.
Characters
Any character you have unlocked, from the character select.
Ascension
Any level up to the highest you have unlocked, from the Ascension panel.
Seed
Type any seed you like (the game tidies it into its standard form); leave it empty for a random one.
Timeline
Fills no Timeline slots and awards no achievements.

Multiplayer

Players
Up to 4Up to 4 players in a lobby
Modes
All threeStandard, Daily and Custom can all be played from a lobby
Unlocks
SharedIf one player has something unlocked, the whole lobby has it
Ascension
The lowestThe lobby can go no higher than the lowest maximum Ascension among its players
Events
VotedShared events are put to a vote; the rest each player decides alone
Rooms
1 fewerEach act is one room shorter than in single player
Badges
4 co-op onlyDamage Leader, Debuffer, Healer and Team Player can only be earned in co-op
All the rules7 rules in full
Players
Up to 4 players in a lobby.
Modes
Standard, Daily and Custom can all be played from a multiplayer lobby.
Unlocks
Everyone's unlocks are pooled: if one player has something unlocked, the whole lobby has it.
Ascension
The lobby can go no higher than the lowest maximum Ascension among its players.
Events
Shared events are put to a vote; the rest each player decides alone.
Rooms
Each act is one room shorter than in single player.
Badges
Damage Leader, Debuffer, Healer and Team Player can only be earned in co-op.

How a run is scored

Floors climbed
10 each10 points per room climbed; x2 in Act 2, x3 in Act 3
Gold gained
1 per 1001 point per 100 gold gained; averaged over the players in co-op
Elites killed
50 each50 points per Elite killed
Bosses slain
100 each100 points per boss slain
Ascension bonus
+10% each10% more on the whole total per Ascension level
How the Daily leaderboard ranks a run

The Daily board packs four numbers into one score, most important first.

  1. Won or lost. Any win ranks above any loss.
  2. Floor reached, up to 99.
  3. Badges earned, up to 99.
  4. Time in seconds, up to 9,999 (on a win, the time of the win). Faster ranks higher.

In co-op the host posts the score for the whole lobby.

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