Glossary

Every word you meet in the night temple, in one place. Short, exact definitions you can come back to.

Elements

Fire
Fire burns wood. The wood card curls up and chars.
Wood
Wood drinks water. The water card is soaked up.
Water
Water puts out fire. The fire card is doused.
The element cycle
Fire burns wood. Wood drinks water. Water puts out fire.

The duel

Same element? The number decides
When both cards share an element, the higher number wins. Numbers run from 2 to 12. The Power move adds +3 to your card for one round.
Same element, same number: a tie
The cards knock together and bounce back. Nobody takes a card, and the next round begins.
Shelf
The row of cards you have won in the current duel. It is empty at the start of every duel, and the first player whose shelf forms a winning shape wins.
Seal colour
Every card you win goes onto your shelf. The coloured dot in the corner of a card is its seal: red, blue, gold or purple. You win the duel the moment your shelf shows one of two shapes.
Winning shelf
Three cards of the same element, each with a different seal colour. One card of each element, with three different seal colours. Two cards with the same seal colour never count twice. A red fire and another red fire are still one red.
Clock
Every turn has a clock. The stronger the master, the less time you get: Peanut gives you 12 seconds, Tosby 9 and Huma 6. If the clock runs out, the master picks a card for you.

Special moves

Peek
see the master's hand this round.
Redraw
toss your hand, draw five new cards.
Power +3
+3 on your card this round.

Masters

Peanut
Hasty Apprentice. The apprentice who runs before he walks. The temple's apprentice. Quick, scatterbrained, sweet; sometimes holds his cards upside down, but always smiles.
Tosby
Patient Master. The stone that the wind cannot move. Reads the shelves, closes the doors. Never hurries; never has. Every word a proverb.
Huma
Grand Master. The owl who reads you, not your cards. Watches your habits, not your card. Speaks little, is always right. The night is hers.
Shadow Master
A black belt is not enough. The shadows were waiting for you.
Sensei
The Sensei welcomes every new apprentice to the temple and returns each week with a special rule in the Weekly Sensei challenge.

Belts and dans

White belt
The empty cup. You know the cycle and nothing else, which is exactly enough to begin. (0)
Yellow belt
The first light. You have won a few duels and started to see why. (40)
Orange belt
The spark. Your cards start to work together instead of one at a time. (100)
Green belt
The sprout. You play for your shelf, not just for the round. (180)
Blue belt
Deep water. You notice what the master's shelf needs, not only your own. (280)
Purple belt
Dusk. Your plans have more than one path, so a closed door does not stop you. (400)
Brown belt
Old wood. Patience has become a habit, and habits have become choices. (540)
Red belt
The ember. You can read a master while the master is reading you. (700)
Black belt
The night itself. Not an ending: the first belt with nothing after it but dans. (900)
Dan
Nine belts from white to black. After black, every 250 points is another dan. Losing never costs points, and winning streaks earn bonuses.

Power seals

Ember Seal
+1 on fire cards. (Common)
Drop Seal
+1 on water cards. (Common)
Knot Seal
+1 on wood cards. (Common)
Hourglass
+2 seconds on the clock. (Common)
Mist Seal
One more Peek per duel. (Rare)
Echo Seal
One tie per duel goes to you. (Rare)
Ban Seal
Win a round and the master cannot play that element next round. Once per duel. (Epic)
Mirror Seal
Lose by 1 on the same element and it counts as a tie. Once per duel. (Epic)
Sensei Seal
Same-element ties go to you. (Legendary)

Stamps

Grasshopper
Win your first duel.
Three Elements
Win with three different elements.
One Element
Win with three seals of the same element.
Flawless
Win without the master taking a single card.
Full Dojo
Win with nine cards on your shelf.
Match Master
Win 25 duels.
True Ninja
Earn the black belt.
Ninja Master
Beat the Sensei.
Path Walker
Complete the Temple Path.
Seven Nights
Play the daily seed seven days in a row.

Modes

Temple Path
A run of duels against the masters in a fixed order, with boons along the way. Complete it for the Path Walker stamp.
Daily Seed
One run per day, and everyone plays the same run. Play seven days in a row for the Seven Nights stamp.
Weekly Sensei
Beat the Weekly Sensei, earn the belt of the week. Every week the Sensei plays with a different rule.

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