Motif · Book 6, The Eye of the Bedlam Bride
T'Ghee totems
The eighth floor's game: six totem cards flagged from mobs at 5% health, a deck of eighteen to twenty-two, a squad leader who cannot cast while it is out, utility, snare, mystic and special cards, intros like boxing announcements, and totems who do not always obey — Shi Maria kills her own healer, Uzi Jesus lies, a goddess is killed by her own totem. Ten-second draws, Force Play, Toss-Up, Raid Stash; a remote deck as an exploit; one card allowed down the stairs.
Segment appearances
- Chapter 1 — The Ghosts of Earth
- Chapter 4 — Old Havana
- Chapter 6 — Monk seals
- Chapter 7 — Duendes
- Chapter 8 — The Bedlam Bride
- Chapter 9 — The Mock Battle Arena
- Chapter 10 — Pueblo de los Olvidados
- Chapter 11 — Asojano
- Chapter 14 — The gauntlet run
- Chapter 20 — Ruby
- Chapter 22 — Uzi Jesus
- Chapter 26 — MaeMae
- Chapter 27 — Phase two rules
- Chapter 28 — Rude-Dolph
- Chapter 29 — Der Schachmeister
- Chapter 30 — Four drugs
- Chapter 32 — Minge
- Chapter 34 — Family business
- Chapter 37 — The eye of the Bedlam Bride
- Chapter 38 — Monroe County
- Chapter 39 — Lazarus-A-Bang-Bang
- Chapter 40 — The Book of Voodoo
- Chapter 41 — Jola the Yule Cat
- Chapter 42 — Sharp-Elbows
- Chapter 43 — The motorcycle
- Chapter 45 — Asher
- Chapter 46 — The Reminiscence Hydra
- Chapter 47 — Operation Slut Stomp
- Chapter 48 — Mass Layoffs
- Chapter 52 — Two of five
- Chapter 53 — Flee rules
- Chapter 54 — Demon Eviction
- Chapter 55 — Survival Royale
- Chapter 56 — The Fumble
- Chapter 57 — Samantha's secret
- Chapter 58 — Amayon
- Chapter 59 — Velma
- Chapter 60 — The last rampart
- Chapter 61 — Three out of four
- Chapter 63 — The doggie door
- Chapter 64 — Spunky Jefferson
- Chapter 65 — Graupel
- Chapter 66 — The Missing Piece
- Chapter 67 — The Big O
- Chapter 68 — Raul's moment
- Chapter 69 — A deity has fallen
- Chapter 70 — Golden Combo
- Chapter 71 — The Eye of the Bedlam Bride
- Chapter 72 — Falling Up
Progression
Part 1 — Collecting
Fourteen days to fill a squad: a monk seal flagged on the beach (ch. 6), a splitter ghommid and a god (ch. 14, ch. 15), Uzi Jesus given away because he shot his owner (ch. 22), a crab trapped in a U-Haul (ch. 25), a spider who wants a ride (ch. 26). The mock arena teaches the rest: intros like boxing announcements, totems that fight each other, a child with an eight-second cooldown who locks, peeks and burns (ch. 28, ch. 29). Combo plus Glow-Up makes a unique out of two problems (ch. 34, ch. 39).
Part 2 — Frozen deckmasters
Phase two's opponents wait under streetlights and mostly die before a card is played — the AI's Turquoise Taco achievement is for exactly that (ch. 39, ch. 40) — until a Nightgaunt, a turkey and a witch with persistent mystics, Idolized and Ralphie, mute every minion, Carl included (ch. 41, ch. 42). The hydra's totems are the people Carl knew (ch. 46); a Champion Pack adds two reserve slots (ch. 47).
Part 3 — Cards as weapons
Force Play plays the Flee card Quan can see in a hand; a hand swap steals two keys (ch. 56). Carl answers with a remote deck through teleport traps, an exploit that lets Donut's totems hit a deckmaster directly (ch. 58); Toss-Up turns a death worm on its own side; a split returns two Gold Editions (ch. 58). Midnight Express makes Carl the deckmaster for three minutes (ch. 68); Raid Stash pulls cards from inventories; a god's own totem kills her (ch. 67, ch. 69); a Golden Combo aimed at a totem falls on 'the next available minion target' (ch. 70). One card may go down the stairs.