All Star
Start with 5 Colorless cards.
Game Reference
The rules that reshape starting decks, rewards, paths, enemies, Rest Sites, and Max HP.
Modifiers change the assumptions behind an ordinary run. Check the full rule before planning removals, rewards, Rest Sites, or route access.
Start with 5 Colorless cards.
Elite enemies swarm the Spire and drop Rare card rewards.
Card rewards contain only 2 cards.
At the start of each Act, add a random Curse to your deck.
Unknown rooms can contain Elites and are more likely to contain Treasure rooms.
Choose 10 card rewards to replace your starting deck.
You may ignore paths when choosing the next room.
Whenever you add a card to your deck, add 2 additional copies. Cards can no longer be removed at the Merchant.
Start with a random deck of 30 cards.
Enemies drop 200% more gold, but you can no longer Smith at Rest Sites.
You and all enemies start combat with 3 Strength.
Resting heals all HP, but costs 5 Max HP.
Choose 10 out of 30 cards to replace your starting deck.
Start with 5 copies of a single card.
Lose 1 Max HP whenever you enter a new room. Start each combat with 5 Plating.
Normal enemies drop relics instead of cards.