Whether you make it to the end or not, you'll then start all over again, only to face another randomized set of encounters with a fresh loadout. Battles see you ascend the titular spire and acquire new cards, relics, and single-use potions, and you'll need to weigh the various routes as you go, opting in or out of mini-bosses that promise great rewards but threaten to bring your run to a halt.
Most cards in and of themselves are relatively simple, consisting of a straightforward action and an associated cost.
Slay the Spire sees you take part in a series of battles, amassing a collection of cards that dictate your every action in combat: There are cards that launch attacks, allow you to defend yourself, buff you, or nerf enemies. Yet thanks to a setup that encourages experimentation and is rewarding to play even when you're failing, Slay the Spire marries roguelikes and deckbuilders beautifully-and it's easy to see why it's helped to popularize this burgeoning mix of genres. Trying to determine synergies and strategies when starting out is a tall task, and pairing that with a roguelike-where failure in battle will send you back to the start of another randomized dungeon-might seem downright overwhelming.