CardMaker Combat system:Classic card battles


3 years ago

Unique combat system

CardMaker's  combat system combines the essence of the conventional card game, and refines the rules of early quality game.

When either side falls in all the battles, the other side wins.
The whole battle can use 1 to 3 roles and 15 cards in a fixed number.
Among them, the role is the defensive unit, and the card is the attack unit.

Base Action Points (AP) for each battle are fixed at 3 points.
Playing will change AP .

Fighting is round system. Each round will reset AP to 3 points. Players can end their current round at any time and turn to enemy's turn.

The role are divided into front and back rows.
Te front-row roles have higher Hit Points (HP) and Defense (DEF), while the back-row roles are usually more vulnerable.
As long as the initial back-row roles survives, it will add an extra point each time. For example, there are three back-row roles and one dead in the middle.
When it comes to our turn, the AP are reset to 3 + 2 = 5.
When HP is zero, the role dies.
Defense is the natural armor of the role, which can counteract the damage and will not disappear.
Roles have one of the five attributes, apart from None-attribute, other attributes restrain each other. (Currently, restraint relationship is only the damage effect of cards to roles.)

AP consumption:
It affects whether the card can be played in this round. The higher AP consumption, the greater effect of the card.

Target classification:
Enemy's side, our side, single, all, front, back, etc.

Element attributes:
None, Fire,Wind, Water, Earth
Attributes can restrain  each other.

The damage that a card can cause. Original Damage = Card Damage + Attack - Role Defense - Role Armor
Elemental Attribute Restraining Damage is 150% of Original Damage
Elemental Attribute Restrained Damage is 50% of Original Damage

Attribute restraint relations are: Fire against Wind, Wind against Earth, Earth against Water, Water against Fire.
The damage of None attribute is 80%

Damage is divided into direct damage and sustained damage.
Direct one is: it takes effect in this round.
The other is that the card will take effect in multiple rounds after playing.

Cards can cause healing  When meets the same attributes, it will result in an additional 50% treatment effect.

The card can add shield to the role, each point of shield can offset 1 damage, and the armor can overlap.
The shield exists for two rounds. When our side release the shield, the enemy moves, and when it comes to our turn, all the shields will disappear automatically.

When multiple Element Shields exist, card damage takes effect over the same element first. For example, Fire damage takes effect over the fire shield.
If the same element shield absorbs the same amount of elemental damage at one time, it will convert 10% of the absorbed into damage enhancement. The damage enhancement effect will be added to the role with shield. Once the role falls, the damage enhancement effect will disappear.

For example: Role A has 50 layers of Fire element shield and 50 layers of Water element shield. At this time, if it is damaged by 60 Fire attributes, then it remains 0 layer of Fire element shield and 40 layers of Water and will get 5 layers of damage enhancement effect (damage + 5).

Damage enhancement effect lasts for 2 rounds. Like other effects, if it is achieved again within the duration, it can refresh and superimpose the effect.

Special effects:
With the continuous updating of the game, more and more special effects will be enriched. At present, there are the following special effects:

Damage promotion:
Damage promotion lasts for 3 rounds. In 3 rounds, all direct damage of card  will be increased.

Breaking armor:
Break the enemy's armor.

Ignore the enemy's armor, but can not penetrate the enemy's defense.

Place several cards that cannot be played in the enemy's card group (the cards placed do not enter the discarded pile).

Make the roles change the front or back positions, and the location attributes remain unchanged.

Dead roles will re-enter the battle. The amount of resurrected blood depends on the strength of the card.

Continuous damage:
Continuous damage lasts for 3 rounds. Damage will be done before each enemy turn begins.

Continuous heal:
Continuous heal lasts for 8 rounds. Heal will be done before each enemy turn begins.

Making the role not be hurt by the enemy lasts for 2 rounds.

Choosing card
Choose X cards from the library and X is the number of effects. When the library card is 0, it cannot be drawn.

Round switching:
At the end of the round, all the cards go directly into the discarded pile. When the pile is exhausted, it will be shuffled from the discarded pile into the drawing pile by default, until the winner or loser is decided.

Card damage settlement process:
Achieve base card damage
Summary of damage for all roles
Deduction of target defense
Deduction of shield with the same element
Deduction of shield with different element
Computing the effect of attributes
Computing the integer

State effect settlement process:
Start with the left side of the status (Buff) and settle in sequence.

More Introductions

CardMaker Bakery workshop: Common "mining machine"
CardMaker Common Words: Token and resources
CardMaker My Team: Roles fight for you