| name | act-start |
| description | Use this at the start of an act, or whenever act-level planning resets after a compaction summary or major state change. Trigger it to re-evaluate deck shape, route goals, elite readiness, and act-specific priorities. |
Act Start
Use this when an act begins or when the run needs a fresh act-level plan.
Required Reading
Read these before acting:
/home/igorw/Work/STS2/.agents/skills/act-start/references/planning.md
/home/igorw/Work/STS2/.agents/skills/act-start/references/rewards-and-deck-shape.md
/home/igorw/Work/STS2/.agents/skills/boss-and-elite-fights/references/prep.md
/home/igorw/Work/STS2/.agents/skills/merchant/references/heuristics.md
- the current character skill for the run
- the current run log under
/home/igorw/Work/STS2/vault/runs
- the current act skill's boss or elite notes if the incoming act contains a known hard-fight threat
Core Doctrine
- Start each act by identifying what the deck is good at, what still kills it, and what the act is most likely to test next.
- Route in chunks, not node by node.
- Do not send the run into elites just because a new act begins with full healing or fresh optimism.
- Decide whether the act plan is to exploit current strength, patch a fatal weakness, or buy time for scaling to come online.
- Boss preparation starts immediately. The act boss is not a floor-16 problem.
Act Start Checklist
- Reconstruct the real deck: draw quality, frontload, scaling, AoE, block, exhaust, potion support, and relic spikes.
- Identify the worst realistic fight in the act and whether the deck already has a plan for it.
- Mark which rewards or shops would genuinely change pathing permission.
- Decide how many elites the deck has earned right now, not in theory.