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.
