Moves and intents
| Move | Intent | Base attack | Higher-Ascension attack | Other effect |
|---|
| Puppet Strings | Debuff | — | — | 3 chains of binding (player) |
|---|
| You Are Mine | Debuff | — | — | 99 frail (player); 99 weak (player); 99 vulnerable (player) |
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| Burn Bright for Me | Buff + Defend | — | — | 20 Block |
|---|
| Off with Your Head | Attack | 3 × 5 | 4 × 5 | — |
|---|
| Execution | Attack | 15 | 18 | — |
|---|
| Enrage | Buff | — | — | 2 strength (self) |
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Attack pattern
Starts: Puppet Strings → You Are Mine; then conditional: Burn Bright for Me (if does not have amalgam died) / Off with Your Head (if has amalgam died); then conditional: Burn Bright for Me (if does not have amalgam died) / Off with Your Head (if has amalgam died)
Encounter locations
- Queen: Act 3 - Glory, boss encounter.
Bound changes the useful part of the hand
Chains of Binding afflicts the first three cards drawn each turn with Bound. Only one Bound card can be played that turn; cards lose the affliction at turn end. A seven-card hand is therefore different from a five-card hand: extra draws can supply cards beyond the restricted three.
Choose the Bound card before spending resources on the rest of the turn. A Bound setup card can exclude the Bound defense that was meant to follow it. Additional draw, generated cards and recovering an unrestricted card from discard offer different ways to continue playing.
The Amalgam changes the Queen’s behavior
While Torch Head Amalgam survives, the Queen supports it rather than simply running her later attack sequence. Damaging the Queen while leaving the companion active does not remove the companion’s attacks. Concentrating damage on the Amalgam is often the practical route for a deck without a genuine immediate Queen kill.
Defeating the companion changes the fight. The Queen begins attacking and later adds Strength, so spend the removal turn with the next hand in mind. A plan that reaches the second stage after using every defensive resource can still fail despite removing the first threat.
Co-op target and play order
Agree which enemy must die this turn. One player damaging the Queen while another almost defeats the Amalgam can leave both threats alive. Apply useful debuffs before the party’s large attacks and check the changed lethal total before another player spends a potion.
The second turn’s long-duration Weak, Frail and Vulnerable alter attack and Block calculations. Do not reuse an opening-hand damage estimate after those effects arrive. Draw that creates playable choices is particularly valuable when the first three cards include the main finisher and the defense required to survive.