- 24h
- 0
- 30d
- 1
- people
- 1
- 7 days
why #31
How this score was built
(1.5 + 1.4 + 3.8) × age decay 0.97 × integrity 1.00 = 6.47
- Poke integrity
- 0 of 1 flagged as risky
- Where pokes came from
- website 100%
- Last recalculated
- 27 minutes ago
Every listing is scored by the same formula, on public numbers. Read the method
Every spell is unfinished. Write spells by filling cards with words, twisting the same sentence into traps, room-wide attacks, or reckless combos in this 1–4-player roguelite deckbuilder.
Overview
Grimoire of Blanks is a roguelite spellcrafting deckbuilder where every spell begins as an unfinished sentence. Fill blanks on cards with words from your hand to decide effects, targets, and tradeoffs. The same sentence frame can become a trap, a room-wide attack, or a risky combo.
Write the Spell
Your cards are sentence frames and your words are the dangerous part. Drag words into blanks to build spells during combat. Effects, modifiers, conditions, and intent words change the same card in different ways. A live preview shows what you are about to cast, letting you choose whether to play it safe, hold setup, or push for reckless power.
Cast Alone or With Allies
Play solo or bring up to four players into the same run. Co-op is integrated into the run: each player selects a class, builds a spellbook, and contributes to the ritual. Players can combine roles—for example, one player seals or freezes a target while another punishes that status, or a teammate turns a setup into a devastating payoff.
Choose Your School
Four classes change how you approach the spell system:
- The Scribe focuses on repeating damage spells and word economy.
- The Binder controls enemy intent with seals, traps, frost, and punishment loops.
- The Heretic trades life for forbidden power, turning pain into fuel.
- The Starmage builds around moon phases, starlight, void, and astral payoffs.
Your class gives direction; your words decide how strange the run becomes.
Survive What You Wrote
Power has consequences. Some spells cost HP, exhaust your hand, erase words, or leave behind drawbacks that must be managed. Strong magic is rarely clean; successful runs come from learning when to take risks.
Read the Ritual
Between fights, choose which seals to open next. Each act includes sealed battles, elite fights, events, shops, upgrades, healing, and bosses. Build your deck, collect trinkets, remove bad cards and words, and prepare for the next room before the ritual closes.
Built for Different Runs
Play solo or in up to 4-player co-op, choose between four classes (with branching subclasses), and adapt to a changing pool of spell cards, words, trinkets, events, shops, elites, and bosses.
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