Card Attack Battle System

When the MCs in Console III enter a fight, set up the following way:

  1. Each player gets a hand of 5 cards.
  2. Put a Battlefield on the table.
  3. Put a token representing each character on the battlefield area marked "start."
  4. Start with the Player Turn unless one of the monsters has the Ambush ability.

Player Turn

MCs take actions by spending Action Points (AP). The order in which they go is up to the players, but each action costs a certain number of AP that are only refreshed at the end of the monster turn.

Characters may retain AP from turn to turn, up to twice their usual maximum.

Some actions require that a card be played. Played cards go into the Team Hand (see below).

Action AP Cost Card?
Attack 3 Yes
Defend 4 No
Cast Spell 2 + Level Special
Use Item 2 No
Move Special No
Class Ability Special Special
Recover 2 No
Resist Status 0 Yes

Attack: The player lays down a card and declares which monster is being attacked. If the card is less than the monster's Evade On value, and more than the character's Hit On value, the monster takes the character's listed amount of damage. Otherwise, the attack misses and no damage is dealt.

Most attacks hit only monsters in the same area of the battlefield; ranged attacks can hit monsters farther away. Most ranged attacks can reach monsters up to two areas away. Ranged attacks must have an open line to the target on the battlefield (using normal movement paths), and cannot "cut corners" by making a turn of 90 degrees or more.

Some battlefield areas are drawn with dotted lines; these are "effect" areas and do not count for range.

Defend: Characters low on hit points may wish to defend themselves. By taking this action a character is considered Armored against all types of damage, receives a Boost to Evade, and resists status effects on a play of 10+. The effects of a Defend action carry over through the entire Monster Turn.

Cast Spell: Spells create a great variety of possible effects, each outlined in the individual spell's description.

Spells that deal damage to monsters require that a card be played. For other spells, a card play is optional. Attack spells are typically ranged, following the same range rules as regular attacks.

Use Item: Using an item does not require that a card be played, and is faster than most other actions.

Movement: Each Battlefield is composed of several areas. Moving from one area to another costs AP as listed on the Battlefield. No card is played for movement.

Class Abilities: Much like spells, class abilities have a great variety of possible effects. Each class ability has its own AP cost, ranging from zero to 6. Each also lists whether a card must be played for the particular ability.

Recover: Characters using this action have two options, and may use one or both. No card is played.

  • Option 1: Discard their hand, then refill it to its maximum (normally five, more if other effects apply)
  • Option 2: Regain Mana or Endurance equal to 1/4 their total amount.

Resist Status: This is less of an intentional action and more of a reaction. Spells or abilities that attempt to inflict a status effect on a character can be resisted by playing a face card. Characters targeted by monster-generated statuses must play a card to resist, even if they know they would fail. Characters targeted by other characters' statuses may choose not to resist and avoid playing a card.

Design Note: "Equip" is not currently an action. You set your gear before a fight, and you're stuck with it until the end. Tatyana is an exception; she has an early class ability that allows her to change weapons in a fight (specifically, she's re-poisoning her blade). If you want to implement an "equip" action, remember to improve or swap out Tatyana's class ability too.

Monster Turn

Monsters have the same options as characters when it comes to their turn. They take actions by spending AP, in any order the CPU desires.

All monsters except Bosses play their cards from the same six-card hand.

Boss Monsters

Boss Monsters act on the monster turn, but have a separate hand of cards. The number of cards in the hand is equal to the number of MCs plus three.

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