Drink Tea Fight Monsters
About the Game
Drink Tea Fight Monsters is a roguelike deckbuilder about climbing three blighted mountains and coming home between them. Build your deck from forged iron, braided cord, and beast companions. Carry an ember to the summit. Stop for tea before the next monster tries to kill you.
Three rivers feed your village. Now the east water is failing, the tea terraces are turning black, and an old seat in the temple has gone cold.
Someone must go up and see.
Snare. Brace. Hew.
Read each enemy’s intent and make your cards work together. Lay the trap, weather the charge, and turn preparation into a punishing strike. Draft from what the path offers, find combinations among your cards and charms, and build a different answer to the mountain every run.
Fights With a Twist
Gold Mountain’s encounters ask more of your deck: protect a captive, contain a terrace fire, or break the support holding a raiding band together. Read the situation as closely as the cards.
Whisk Against a Rival
In Gold Mountain’s tea pavilion, tea is a contest. Choose the bowl and the leaf, catch the kettle at the right moment by its bubbles, its steam and its sound, and whisk until the foam stands at the rim. Then let go. The judges read the surface and taste the bowl, and a cold cup loses.
Read the tea books you find on the road, and the duel shows you more each time: what each bowl wants, which water suits which leaf, where the whisk should stop. The duel never makes you stronger in a fight. It makes you better at tea.
Choose Your Way Up
Cross Gold Mountain’s tea terraces and cold kilns, Silver Mountain’s flooded bridges, and the Lone Mountain’s wind-bent pines. Choose which zone to enter, then find your way through its branching paths. Weigh the fights, shrines, shops, and treasures before you commit.
Every Detour Has a Cost
A raided zone is losing places as you climb. Reach them while they still stand, or clear the raiders’ camp to stop the destruction. Pass an elite and it may follow you. Risk another detour, or make for the boundary stone.
Your deck, charms, brews, and wounds travel with you. One run must carry you through all three mountains.

Drink Tea by the Fire
Every fire on the mountain is a cup of tea. Carry two named teas in your pouch and choose which to unwrap: a small help for the stretch of road ahead, or keep it wrapped for a harder night.
A stranger may take the bench beside you and share the pot. What they leave behind may be a tea book. At each summit, pour three cups: two for the cold seat, and the third for you.
Beyond the firelight, blighted beasts roam and old stone stirs. Here, for a little while, the kettle is warm.
Choose Who Climbs
Two characters, two crafts, two ways to build a deck:
- The Hunter sets traps, marks his quarry, and holds his strongest blows for the right moment. Spend an opening now, or risk another turn for a greater payoff.
- The Whistler starts with one animal and gathers the rest of her family on the climb: an ox in front of her, a fox at her back, a hawk overhead. Each brings its own command cards into battle. Call one, two or all three as the fight demands. They share one pool of strength, so spend it with care, and tend the family between battles.
Come Home Between Mountains
At each summit, sweep the old shrine and relight it with the ember you carried from home. Between mountains, return to the village: see the water change, find another seat lit, and choose a gift for the next climb.
It is one home you keep returning to.
Climb Again, Deeper
The first mending does not hold forever. Return at higher blight depths for tougher encounters. Try another companion, build around a newly found charm, and take what you learned into the next climb.
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