Events
All 29 Soul Strip events with every option, its cost, and its reward. Check your HP, Gold, and deck first: a risky option does not always pay off.
The ancient altar still takes offerings and answers with relics. The plain ones it trades for gold. For the rare ones it asks something dearer than gold. A prayer without gifts simply warms you.
- Offer coinCommon relic−75
- Offer bloodRare relic−20−5 Max HP
- Pray at the altar+20
The gate stands open onto a blackness with no wind in it. The abyss gladly takes cards and patches wounds in gratitude. Those who climb down for its treasures keep the scars forever.
- Cross the sillRemove a card+15
- Go down into itRare relic−30−5 Max HP
A ring of runes still smolders: its last owner never finished the work. You can finish the ritual and take its power. Or just sell the circle your blood: it pays well.
- See it through+10 Max HP−25
- Offer your blood+60−15
A woman in a robe sits in a hanging cage, writing something down in a hurry, a bundle clutched to her chest. Beside it stands a heavy chest under somebody else's lock. Whoever locked the chest hasn't gone far and is coming back for it.
- Break the cage openCommon relic−15
- Break the chest open+90Elite fight
A pillar of light descends through the dark. Inside it is warm, and wounds close on their own. A gift hangs at the heart of the light, but it must be paid for with a piece of yourself.
- Reach into itCommon relic−8 Max HP
- Stand in the light+30
A gilded chest sits in the middle of the clearing, far too easy to find. The lock can be smashed open or picked at leisure. The trap inside was built for the impatient.
- Force it open+60−15
- Pick the lock+25
Something dark sloshes in the fountain's cracked basin, still warm. Drunk on the spot, it seals wounds instantly. Carried away, it starts eating through its owner.
- Drink deeply+40
- Bottle it and sell it+80−10 Max HP
The grotto glows. Crystals have grown through the walls: the small ones come away by the handful, and one has grown to the size of a door. It's warm here, and quiet, and nobody wants your blood, for once. The big crystal, though, won't come free.
- Collect small crystals+30
- Cut out the big one+60−10
- Rest in the glow+15
A demon unfolds out of the darkness and offers a contract: your blood today for endurance forever. It takes refusal calmly and will even mend you on parting: courtesy costs it nothing.
- Take the pact+10 Max HP−20
- Refuse it+10
The demon stacks gold into neat columns and names its price: one card, which it will write into your deck itself. The columns are within reach, and the demon looks tired.
- Take the deal+80Add a Cursed card
- Take the gold by force+45−15
In the abandoned forge a pale fire burns by itself. The smith's ghost still holds his hammer: he can melt any card down or reforge it into something new. He takes no payment: he is simply bored.
- Melt it downRemove a card
- Reforge itTransform a card
The stacks hum with knowledge locked into books. Some volumes ask to be picked up. The hungriest of them can rewrite one of your cards into something new, but the ink they use is blood.
- Feed it to the bookTransform a card−12
- Browse the shelvesCard reward
A glowing spring wells out of the crevice. A mouthful closes wounds. Going all the way under hurts more, but the body comes out tougher, and the spring doesn't mind if you come back.
- Drink from it+20
- Bathe in it+4 Max HP−12
Tombstones lean out of the mist at all angles, and metal glints between them. The ground here doesn't care for shovels. One mound is fresh, and it's breathing. A prayer, though, the graveyard receives kindly.
- Dig where it glints+45−15
- Dig open the fresh mound+60Elite fight
- Pray for the dead+15
The shelves run off into darkness, and the books whisper in languages you don't know. Sit here through the night with one of your own cards, and by morning she knows more. The rare volumes cost dearly, and the library hates parting with them.
- Read through the nightCard level +1−12
- Steal a book+30−10
The price is not up for discussion, the hooded peddler says before you ask, and throws his coat open: there really is a single potion inside. He has no guards either, as it happens.
- Buy the potion+15−30
- Rob him+35−12
The pond reflects your deck instead of your face. Hold a card over the water, and its reflection steps off the surface as a second copy. You can drink from it safely too: the pond is strange, but clean.
- Hold it over the waterDuplicate a card
- Drink from the pool+20
A masked thief silently holds out a gloved hand: he collects cards and does not explain why. He gives nothing in return, but he does not haggle either. A heavy purse hangs from his belt.
- Pay him offRemove a card
- Take the purse+40−12
A rockslide has cracked open an old treasury. The scattered coins are easy pickings. But something more valuable glints under the heaviest slab, and you will have to lift it with your own body.
- Dig it outRare relic−25−5 Max HP
- Scavenge what's left+50
The seal on the crypt door has cracked. Inside lies somebody else's gold and somebody else's memory. Nobody will miss a handful. Take it all, and what guarded it comes with you.
- Take a handful+40
- Carry it all out+100Add a Cursed card
Under the torches of the alley trade those who never come out by day: cards on one stall, charms on the other. The prices are night prices, and nobody asks questions. There are no guards here, but the stalls have owners.
- Look over the stallCard reward−60
- Rob a stall+55−15
- Buy a trinketCommon relic−50
The runes on the stone promise strength to anyone who leaves their blood on it. The offering bowl still brims with coin, but the shrine watches your hands.
- Bleed on the stone+6 Max HP−16
- Take the offerings+45−15
A cloaked figure opens a glowing ledger: for money the broker will strike any card out of your deck, and for a separate fee he'll show you other people's. The prices are steep, but honest.
- Strike out the spareRemove a card−75
- Browse the stockCard reward−50
A pale spirit hangs over the road, palm outstretched: it cannot afford its own funeral. Pay for the grave, and it shares what the dead have: warmth and souls. Or the spirit can be devoured, if you can stand the cold.
- Pay for its grave+5+10−20
- Absorb it+3 Max HP−8
Three masks lie on the table, and all three are looking at you. One is hiding something under itself, the second wants something, the third is simply hungry. You can't tell which is which from outside.
- Lift the left mask?
- Lift the middle mask?
- Lift the right mask?
Reality is torn here, and the edges still tremble. Never asking where the deck ends and the body begins, the rift trims the excess off anyone who steps inside. There is stray gold to fish out of the very edge.
- Step throughRemove 2 cards−25
- Reach in+50−10
The bottom of the well is paved with coins: things get thrown in, never fished out. The well answers every coin, but never says beforehand with what, and copper suits it as well as gold.
- Throw the copper coin−30?
- Throw the silver coin−30?
- Throw the gold coin−30?
A whetstone stands on a stump, and it doesn't take gold. Every sharpening takes a piece of your endurance and gives it to a card. A bucket of water stands beside it, if you would rather just drink and go.
- SharpenCard level +1−6 Max HP
- Drink the water+20
A witch lives in the crooked hut, and she adores other people's curses: she will take a Cursed card for free and thank you for it. Ordinary cards bore her: that work she charges in blood.
- Give it awayRemove a Cursed card
- Pay her in bloodRemove a card−8

Soul Strip: Waifu Card Battler
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