Game Reference

Slay the Spire 2 Run Modifiers

The rules that reshape starting decks, rewards, paths, enemies, Rest Sites, and Max HP.

16run modifiers

Custom Run Rules

Modifiers change the assumptions behind an ordinary run. Check the full rule before planning removals, rewards, Rest Sites, or route access.

All Star

Start with 5 Colorless cards.

Big Game Hunter

Elite enemies swarm the Spire and drop Rare card rewards.

Binary

Card rewards contain only 2 cards.

Cursed Run

At the start of each Act, add a random Curse to your deck.

Deadly Events

Unknown rooms can contain Elites and are more likely to contain Treasure rooms.

Draft

Choose 10 card rewards to replace your starting deck.

Flight

You may ignore paths when choosing the next room.

Hoarder

Whenever you add a card to your deck, add 2 additional copies. Cards can no longer be removed at the Merchant.

Insanity

Start with a random deck of 30 cards.

Midas

Enemies drop 200% more gold, but you can no longer Smith at Rest Sites.

Murderous

You and all enemies start combat with 3 Strength.

Night Terrors

Resting heals all HP, but costs 5 Max HP.

Sealed Deck

Choose 10 out of 30 cards to replace your starting deck.

Specialized

Start with 5 copies of a single card.

Terminal

Lose 1 Max HP whenever you enter a new room. Start each combat with 5 Plating.

Vintage

Normal enemies drop relics instead of cards.