
Centennial Puzzle
Common
The first time you lose HP each combat, draw 3 cards.
The first time each combat that damage gets through your Block, the Puzzle draws you 3 cards on the spot. Only unblocked damage counts, so a fully blocked hit does not wake it. Damage you deal to yourself counts: Bloodletting uses the same damage command and fires the draw on your own turn. The flag resets when combat ends: one draw per fight.
Rarity
Common
Character
All characters
Shop price
175 gold
When to take Centennial Puzzle
A cheap Common that pays off in almost every fight where you take a hit. Best in decks that can pay a little HP on turn 1 to draw into their setup early.
Cards that synergize with Centennial Puzzle

Hemokinesis
Attack
1
Lose 2 HP.
Deal 15 damage.
Deal 15 damage.
HemokinesisHemokinesis and Offering trigger it on your terms and get paid back with cards.Lose 2 HP.
Deal 15 damage.
Deal 15 damage.

Offering
Skill
0
Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Gain .
Draw 3 cards.
Exhaust.
OfferingHemokinesis and Offering trigger it on your terms and get paid back with cards.Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
Gain .
Draw 3 cards.
Exhaust.

Rupture
Power
1
Whenever you lose HP on your turn, gain 1 Strength.
RuptureRupture and Self-Forming Clay reward the same HP loss.Whenever you lose HP on your turn, gain 1 Strength.

Automation
Power
1
Every 10 cards you draw, gain .
AutomationAutomation triggers when you draw, and Centennial Puzzle drawsEvery 10 cards you draw, gain .

Corrosive Wave
Skill
1
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Corrosive WaveCorrosive Wave triggers when you draw, and Centennial Puzzle drawsWhenever you draw a card this turn, apply 2 Poison to ALL enemies.

Speedster
Power
2
Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
SpeedsterSpeedster triggers when you draw, and Centennial Puzzle drawsWhenever you draw a card during your turn, deal 2 damage to ALL enemies.

Bloodletting
Skill
0
Lose 3 HP.
Gain .
Gain .
BloodlettingBloodletting costs HP to play, which triggers Centennial PuzzleLose 3 HP.
Gain .
Gain .

Blood Wall
Skill
2
Lose 2 HP.
Gain 16 Block.
Gain 16 Block.
Blood WallBlood Wall costs HP to play, which triggers Centennial PuzzleLose 2 HP.
Gain 16 Block.
Gain 16 Block.

Brand
Skill
0
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Exhaust 1 card.
Gain 1 Strength.
BrandBrand costs HP to play, which triggers Centennial PuzzleLose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Exhaust 1 card.
Gain 1 Strength.

Breakthrough
Attack
1
Lose 1 HP.
Deal 9 damage to ALL enemies.
Deal 9 damage to ALL enemies.
BreakthroughBreakthrough costs HP to play, which triggers Centennial PuzzleLose 1 HP.
Deal 9 damage to ALL enemies.
Deal 9 damage to ALL enemies.

Crimson Mantle
Power
1
At the start of your turn, lose 1 HP and gain 8 Block.
Crimson MantleCrimson Mantle costs HP to play, which triggers Centennial PuzzleAt the start of your turn, lose 1 HP and gain 8 Block.

Demonic Shield
Skill
0
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.
Demonic ShieldDemonic Shield costs HP to play, which triggers Centennial PuzzleLose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Give another player Block equal to your Block.
Exhaust.

Hellraiser
Power
2
Whenever you draw a card containing “Strike”, it is played against a random enemy.
HellraiserHellraiser triggers when you draw, and Centennial Puzzle drawsWhenever you draw a card containing “Strike”, it is played against a random enemy.

Inferno
Power
1
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
InfernoInferno costs HP to play, which triggers Centennial PuzzleAt the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Bullet Time
Skill
3
You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.
Bullet TimeBullet Time wants a full hand, which Centennial Puzzle drawsYou cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

Calculated Gamble
Skill
0
Discard your Hand,
then draw that many cards.
Exhaust.
then draw that many cards.
Exhaust.
Calculated GambleCalculated Gamble wants a full hand, which Centennial Puzzle drawsDiscard your Hand,
then draw that many cards.
Exhaust.
then draw that many cards.
Exhaust.

Convergence
Skill
1
Next turn,
gain and .
Retain your Hand this turn.
gain and .
Retain your Hand this turn.
ConvergenceConvergence wants a full hand, which Centennial Puzzle drawsNext turn,
gain and .
Retain your Hand this turn.
gain and .
Retain your Hand this turn.

Enlightenment
Skill
0
Reduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Exhaust.
EnlightenmentEnlightenment wants a full hand, which Centennial Puzzle drawsReduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Exhaust.

Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.
EquilibriumEquilibrium wants a full hand, which Centennial Puzzle drawsGain 13 Block.
Retain your Hand this turn.
Retain your Hand this turn.

Expect a Fight
Skill
2
Gain for each Attack in your Hand.
You cannot gain
additional this turn.
You cannot gain
additional this turn.
Expect a FightExpect a Fight wants a full hand, which Centennial Puzzle drawsGain for each Attack in your Hand.
You cannot gain
additional this turn.
You cannot gain
additional this turn.

Flechettes
Attack
1
Deal 5 damage for each Skill in your Hand.
FlechettesFlechettes wants a full hand, which Centennial Puzzle drawsDeal 5 damage for each Skill in your Hand.

Salvo
Attack
1
Deal 12 damage.
Retain your Hand this turn.
Retain your Hand this turn.
SalvoSalvo wants a full hand, which Centennial Puzzle drawsDeal 12 damage.
Retain your Hand this turn.
Retain your Hand this turn.
Relics that synergize with Centennial Puzzle
Demon TongueDemon TongueDemon Tongue heals the self-inflicted loss right after.The first time you lose HP on your turn, heal HP equal to the amount lost.
Self-Forming ClaySelf-Forming ClayRupture and Self-Forming Clay reward the same HP loss.Whenever you lose HP in combat, gain 3 Block next turn.
Emotion ChipEmotion ChipEmotion Chip wants you to take a hit too.If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.
Fragrant MushroomFragrant MushroomFragrant Mushroom costs HP to play, which triggers Centennial PuzzleUpon pickup, lose 15 HP and Upgrade 2 random cards.
Royal PoisonRoyal PoisonRoyal Poison costs HP to play, which triggers Centennial PuzzleAt the start of each combat, lose 4 HP.
Cloak ClaspCloak ClaspCloak Clasp wants a full hand, which Centennial Puzzle drawsAt the end of your turn, gain 1 Block for each card in your Hand.
Ringing TriangleRinging TriangleRinging Triangle wants a full hand, which Centennial Puzzle drawsRetain your Hand on the first turn of combat.
Changes by version
- Fixed an issue where Snecko Eye relic would not randomize the costs of cards drawn before your first hand draw, due to combinations of effects like the Centennial Puzzle and Royal Poison relics
- Zlatir's Cape relic no longer blocks card draw if Centennial Puzzle relic procs during the enemy's turn
- Added placeholder asset for Centennial Puzzle relic
All 4 patch notes1 older
- Fixed Centennial Puzzle softlock on damage outside of combat
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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