Re:Night, developed by Seahorse Games and published by HARRISONWORLD CO.,LTD, is a tactical turn-based roguelike deckbuilder where you navigate a three-character squad across a grid battlefield. Surviving runs and breaking the endless night requires coordinating character roles, exploiting cyclical elemental counters, and managing your finite pool of Resurrection Stones. This guide explains core combat systems, team synergies, progression through the Chrono Disc, and verified character unlock paths.

Core Combat Systems and Turn Mechanics

Every battle in Re:Night takes place on a grid where positioning and action sequencing dictate survival. You command three party members simultaneously, spending a shared pool of Energy to activate cards while using each unit's independent movement allotment.

Action Economy and Resources

Combat relies on clear tactical limitations displayed directly on the combat interface:

  • Energy: Cards display their Energy cost in the top-left corner. Basic strikes like Punch cost 0 Energy, while specialized attacks or spells typically cost between 1 and 3 Energy.
  • Movement: Characters move across green tiles. Movement points are tracked beneath each hero's health bar. A hero can move and attack in any sequence during your turn as long as movement points and Energy remain available.
  • Range and Target Preview: Cards indicate effective range in the top-right corner. Hovering over enemies reveals their movement reach in green and maximum attack area in red, letting you step out of range before ending a turn.
  • Turn Rewind: The interface allows you to undo single card plays, reset character movements, or restart turns entirely to correct misplays or reposition allies.

The Elemental Counter Triangle

The central damage multiplier in Re:Night is a three-way elemental system:

  • Fire beats Grass.
  • Grass beats Water.
  • Water beats Fire.

Attacking a target that already carries an element it is weak against triggers an elemental critical hit, significantly increasing total damage output. Units can only carry one element type at a time; applying a new element completely overwrites the previous one.

For example, hitting an enemy with the Rogue's Water Blade inflicts Water status stacks. Following up with the Farmer's Grass Fork triggers an elemental crit based on those Water stacks, dealing multiplied damage and converting the enemy's active element to Grass. If the Hunter then hits the target with Fire Shot, another critical hit occurs because Fire counters Grass.

Positioning and Tactical Keywords

Several cards trigger added effects based on precise board positioning:

  • Pincer / Sandwich: Triggers bonus damage or additional effects when an ally or field object occupies the tile directly opposite the target.
  • Precision: Cards with Precision gain enhanced damage or secondary triggers when played specifically from the center position of your hand.
  • Finale: Activates bonus effects when a card's Energy cost matches your remaining Energy pool upon activation.
  • Fleeting: Fleeting cards vanish when played or discard automatically at the end of the turn.
  • Retain: Cards with Retain remain in your hand at the end of a turn rather than cycling into the discard pile.

Starting Characters and Squad Roles

Every run begins with a party of three heroes. Your starter roster features complementary damage types and combat specializations.

CharacterStarting ElementDefault AttackBase Mobility & Focus
FarmerGrassGrass ForkHigh health pool, frontline control, self-damage synergies, and pull mechanics.
RogueWaterWater BladeHigh movement, positioning swaps, fast combo strikes, and vulnerability debuffs.
HunterFireFire ShotRanged damage, Precision center-hand triggers, bomb placement, and wall deployment.

Starter Team Synergy

The standard trio forms a complete loop of all three elements:

  1. Setup: The Rogue uses mobility to flank targets, applying Water stacks via Water Blade or Fluid Strike.
  2. Conversion: The Farmer steps into melee range, triggering a critical hit with Grass Fork and converting the target's element to Grass.
  3. Burst: The Hunter fires from long range with Fire Shot or shotgun blasts to exploit the Grass weakness with Fire damage.
  4. Defense: Positioning the Farmer up front absorbs hits, while the Hunter and Rogue use knockbacks, obstacles, or body swaps to stay out of enemy danger tiles.

Unlocking New Characters and Meta-Progression

Beyond the starting trio, Re:Night features three additional playable characters: the Dancer, the Scholar, and the Shaman.

Character Unlock Route

According to player walkthrough records from the full release, new classes unlock through a sequential clearing chain:

  1. Clear a run with the starting party to unlock the Dancer.
  2. Complete a run with the Dancer in your active party to unlock the Scholar.
  3. Complete a run with the Scholar in your active party to unlock the Shaman.

Alternate Character Mechanics

Each unlocked character introduces a completely distinct tactical system:

  • Dancer: Uses Pollen cards and debuffs. The Dancer cannot perform direct elemental attacks, but applies multiple separate stacks of damage-over-time effects including standard Poison, Fire Poison, Water Poison, Grass Poison, and Black Poison. The Dancer's Blossom trait reduces the cost of the first Pollen card played each turn by 1.
  • Scholar: Uses spell manipulation and cycling mechanics (cards unlockable through campaign progression).
  • Shaman: Generates Projections—temporary enemy clones that vanish at turn's end. Attacking a Projection transfers damage, elements, and debuffs directly to the main body while enabling positioning mechanics like knockback collisions. The Shaman also utilizes Time Reversal cards to restore party HP back to the start-of-turn total.

The Chrono Disc

Between runs, the Chrono Disc menu serves as the primary meta-progression hub. Leveling up characters grants memory fragments called Chrono Shards. Selecting a shard opens isolated tactical puzzle stages. Successfully solving these single-turn challenge scenarios unlocks new cards, passive equipment, and exclusive skills for that character's pool in future runs.

Node Types and Route Planning

Navigating the overworld map presents branching paths toward the act boss. Choosing nodes carefully keeps your deck lean and upgrades your key combo pieces:

  • Battles: Standard encounters against creatures like rats, crows, slimes, and goblins. Victory awards a choice of cards, consumables, or gold. Health completely restores after combat ends.
  • Elite Battles: High-threat fights against unique foes (such as the Rat General, Vampire, or Carpenter). Defeating elites yields higher rarity equipment, upgraded cards, and larger rewards.
  • Forge (Card Upgrade): Upgrades existing cards into enhanced versions, adding base power, removing Energy costs, or improving positioning bonuses.
  • Well of Oblivion (Card Removal): Purges basic cards like neutral Punches from your deck, increasing the draw frequency of your elemental combo starters.
  • Magic Boxes (Card Transform): Exchanges unwanted cards for a choice between two newly rolled cards.
  • Roadside Shrines (Blessings): Allows you to choose between receiving specialized equipment, boosting maximum health, or restoring a spent Resurrection Stone.
  • Shops: Spend accumulated gold to purchase character-specific equipment, buy combat consumables, refresh stock, or pay a fee to remove unwanted cards or cursed items.

Boss Strategies Across Acts

Boss encounters require specific responses to phase changes, summoned minions, and environmental obstacles.

Act 1 Boss: River Monster

The River Monster lurks in the water, periodically submerging or summoning multiple tentacles across the battlefield lanes.

  • Linked Hearts: Damaging the summoned tentacles deals direct, equal damage to the River Monster itself.
  • Lane Hazards: Tentacles execute Cross Whip attacks covering full rows or columns. If your characters cannot defeat the main body immediately, eliminate the tentacles in your immediate movement path or use knockbacks to clear a safe pocket.
  • Elemental Pressure: The boss frequently manifests with Fire stacks. Lead with the Rogue's Water attacks to take heavy chunks off its health bar before cycling into Grass and Fire.

Act 2 Boss: The Werewolf

Encountered at the conclusion of the village zone, this boss summons wolf packs and applies persistent bleed and poison debuffs.

  • Add Management: Eliminate secondary wolves early using AoE skills such as Artillery or upgraded Shotgun attacks so your party is not swarmed.
  • Status Mitigation: Werewolf attacks apply rapid poison stacks that bypass standard physical mitigation. If running the Dancer, stack Pollen debuffs and trigger them before incoming bleed triggers; if using standard heroes, burst through health thresholds using multi-stack elemental crits.

Act 3 Boss: The Castle Clown

The final castle encounter pits your squad against an elemental master who commands slimes and summons barriers.

  • Slime Portals: The background element gate continuously summons slimes carrying shifting elements. While the gate cannot be destroyed, the slimes can be used as bounce targets or cleared with sweeping line attacks.
  • Wall Barriers: The Clown raises earth walls across the field to restrict movement and split your heroes. These walls can absorb enemy movement, but they also risk trapping your squishy ranged units in danger zones. Use movement-teleport cards like Body Flicker or targeted demolition to maintain line-of-sight.
  • Shifting Counters: Track the Clown's active element each turn. Avoid hitting it with an element that neutralizes its weakness prematurely; ensure your opening attack sets the proper vulnerability before playing high-cost finishers.

Essential Combat and Deckbuilding Tips

  • Keep Starting Decks Lean: Neutral Punch cards do not trigger elemental combos or apply status effects. Prioritize removing them at Wells of Oblivion or shops so you reliably draw your primary elemental triggers on turn one.
  • Guard Resurrection Stones: Each run begins with three Resurrection Stones. When a character's health hits zero in battle, a stone is consumed to immediately revive them and cleanse all temporary negative statuses. If you exhaust all three stones, any subsequent character death ends the run. Restock stones at Shrines if your reserves drop below two.
  • Check Target Actions Before Moving: Hover your cursor over every hostile unit at the start of your turn. Note which hero is targeted and review the attack shape. Move threatened heroes out of the red hit tiles before spending remaining Energy on offensive cards.
  • Exploit Free Action Sequencing: Cards that cost 0 Energy or feature Finale charge refunds should be sequenced precisely. If a card gains power from remaining in the center of your hand, play flanking cards first to shift the Precision card into the center slot before activation.