βš”οΈ Combat System Documentation

Auto-generated from game source code

Generated: 1/27/2026, 12:32:25 AM

πŸ“Œ Note: This documentation is automatically generated from the source code. But may be out of date since it is manually triggered.

⚑ Status Effects

Effects that change how combat works (14 total)

❌ Falters flags
Cannot act this turn
  • ❌ All queued actions canceled
  • βœ… Recover Toil to full at turn end
  • πŸ”„ Status removed after turn
  • 🧹 Clears all Slow stacks on recovery
❌ Stagger flags
Cannot act this turn
  • ⚠️ Attackers ignore your resistances
  • πŸ”„ Status removed after turn
🎯 Target flags
Opponents must target you
  • πŸ“ Only one Target per field
  • πŸ”„ Removed at turn end
πŸ”’ Locked flags
Card(s) cannot be used
  • ⏱️ Lasts until start of next turn
  • ♾️ Multiple cards can be locked
  • πŸ”“ Auto-clears at turn start
πŸ”₯ Burn stackable
Raw damage at turn end
  • πŸ“‰ Decrements by 1 on turn end
  • ♾️ Stackable
🌊 Sinking stackable
Reduces toil when hit
  • πŸ“‰ Triggers on each die that deals 1+ damage
  • πŸ“‰ Stack count halves after reducing toil
  • ♾️ Stackable
🧚 Fairy stackable
Raw damage after rolling dice
  • πŸ“‰ Decrements by 1 after damage resolution
  • ♾️ Stackable
⚑ Haste stackable
+1 Speed per stack
  • ♾️ Stackable
  • ⏱️ Persists until removed
🐌 Slow stackable
-1 Speed per stack
  • ⚠️ Causes {Falters} if Speed < 0
  • ♾️ Stackable
  • 🧹 All stacks removed after Falter recovery
⚑ Charge stackable
Max 20 (expandable via passives)
  • ⏱️ Decrements by 1 each turn
  • πŸ’₯ If exceeds max: {Stagger} instantly, halve charge
  • ♾️ Stackable
🎲 Rush stackable
+1 minimum roll per stack
  • πŸ“ Cannot exceed max roll
  • πŸ”„ All stacks consumed on use
πŸ”« Bullets stackable
Required for certain cards
  • πŸ“‰ Consumed when card is used
  • ⚠️ Card fizzles if insufficient bullets
πŸ›‘ Shield stackable
Absorbs damage before STA
  • πŸ’₯ Depletes when absorbing damage
  • ♾️ Stackable
πŸ”° Status Shield stackable
Blocks status effects from others
  • πŸ”₯ Reduces Burn stacks when gained (not from self)
  • 🌊 Reduces Sinking stacks when gained (not from self)
  • ♾️ Stackable

πŸ“– Combat Keywords

Special mechanics and keywords used in cards (8 total)

πŸ›‘ {{Defense}}
Die-by-die clash system: each defense die blocks ONE attack die.
  • Die-by-die clash system: each defense die blocks ONE attack die.
  • 🎲 Attack die - Defense die = Result (before resist multiplier)
  • ⚑ If result = 0, counts as miss (no on-hit effects)
  • βš”οΈ First-come-first-served pairing
  • πŸ”’ Seals after one use
  • πŸ—‘οΈ Leftover defense dice discarded at round end
  • πŸ’° Costs toil: raw dice total Γ— multiplier
  • β€’ Die 1: 6 - 3 = 3 (then Γ— resist)
  • β€’ Die 2: 8 - 4 = 4 (then Γ— resist)
πŸ’₯ {{AOE}}
Attacks all enemies.
  • Attacks all enemies.
  • 🎯 Respects normal targeting (side-based)
  • 🎲 Single roll applied to all targets
  • πŸ’° Toil cost paid only once
πŸ’₯ {{AOE_INDISCRIMINATE}}
Attacks ALL participants in combat regardless of side.
  • Attacks ALL participants in combat regardless of side.
  • ⚠️ Hits allies, enemies, and self
  • 🎲 Single roll applied to all targets
  • πŸ’° Toil cost paid only once
πŸƒ {{Queue}}
πŸƒ **Queue additional cards**
  • Some cards let you queue extra cards when they resolve.
  • πŸ“‹ Queued card uses the same target as the primary card
  • πŸ’‘ Queued cards resolve immediately after the primary
  • ⚑ Treated as simultaneous actions
πŸ”€ {{Discard}}
Randomly marks one of your available cards as "used".
  • Randomly marks one of your available cards as "used".
  • 🎲 Provides RNG card cycling without resetting deck
  • ♻️ Helps cycle through your deck faster
  • ⚠️ Cannot discard already-used or sealed cards
πŸ”’ {{Seal}}
Prevents a card from being used for the rest of combat.
  • Prevents a card from being used for the rest of combat.
  • ⚠️ Reduces available card pool permanently
  • πŸ“‰ Be strategic - sealed cards never return
  • πŸ’‘ Applied by certain card effects and defense cards
πŸ“‰ {{Degraded}}
Card suffers -15 minimum roll and -35 maximum roll.
  • Card suffers -15 minimum roll and -35 maximum roll.
  • ✨ Penalty negated if holder has specific passive
  • πŸ“ Required passive specified per card
🀝 {{Unity}}
Effect activates only if a Unity-marked effect exists downstream in the resolution chain.
  • Effect activates only if a Unity-marked effect exists downstream in the resolution chain.
  • ⛓️ Checks all effects that will resolve AFTER this one
  • ✨ Enables combo-based card synergies
  • πŸ“‹ Multiple Unity cards chain together

πŸƒ Card Library

All available cards in the combat system (59 total)

ID Name Attribute Dice Toil Level Faction Keywords
C1 Kick Blunt 0-4 0Γ— Canard Our Book
C2 Focused Strike Slash 1-4, 1-4 0.5Γ— Canard Our Book
C3 Charge and Cover Pierce 3-6 0.5Γ— Canard Our Book
Triggers: On Hit: toil_recover
C4 Flame Bullet Blunt undefined-undefined 0Γ— Canard Our Book discard
M1 Hasten, strike Slash 0-2 0.3Γ— Urban Myth Sharp's Office
Triggers: On Use: haste +1, queue_faction
M2 Yielding, feint Slash 0-2 0.3Γ— Urban Myth Sharp's Office
Triggers: On Use: slow +1, queue_faction
M3 Witness, boundary Slash 1-4 1.5Γ— Urban Myth Sharp's Office
Triggers: On Dice Roll: roll_override
M4 I'll be your shield! Blunt 4-6 2Γ— Urban Myth Circlet Office
Triggers: On Use: Apply Target
L1 Assault Blunt 6-8 1Γ— Urban Legend Liu West. Section 6
Triggers: On Hit: Inflict 3 Burn
L2 Stalwart Stance Blunt 1-3 3Γ— Urban Legend Liu West. Section 6
Triggers: On Hit: If target Burn > 6, then Inflict 2 Burn
P1 Drawn, Release Pierce 1-50 2Γ— Urban Plague Shi East. Section 4
P2 Pocket Artillery Pierce 0-12, 0-12 1.4Γ— Urban Plague Dove Office discard
Triggers: On Use: Discard 1 random card, If condition met, then set_max_rolls, seal_discarded
N1 Probe Pierce 10-25 1Γ— Urban Nightmare Eight West. Section 3
Triggers: On Dice Roll: Remove 1 Bullet(s)
N2 Lead Storm Pierce 1-25, 1-25, 1-25, 1-25, 1-25 1.1Γ— Urban Nightmare Eight West. Section 3
Triggers: On Turn End: Remove this card
On Dice Roll: Remove 1 Bullet(s)
S1 Celestial Spear Slash 9-20 1.8Γ— Star of the City Hana West Section 3
E1 Exclusive Example Raw 1-100 0Γ— Star of the City Restricted
S2 Estelle Raw 0-1, 0-1, 0-1 4Γ— Star of the City Xenia's Workshop
Triggers: Per Die Hit: Apply fairy
Per Die Miss: toil_loss
S3 Hazel Raw 0-1 4Γ— Star of the City Xenia's Workshop
Triggers: On Hit: If condition met, then Apply lock
On Miss: Apply fairy
S4 Gretel Raw 3-5 3.5Γ— Star of the City Xenia's Workshop
Triggers: On Hit: Apply fairy
S5 Degraded Quake Blunt 15-40 0Γ— Star of the City Xenia's Workshop AOE_INDISCRIMINATEdegraded
Triggers: On Hit: Apply fairy
N3 Focusing Energy Blunt 2-7 0.5Γ— Urban Nightmare Remnant Works
Triggers: On Use: charge +5
N4 Reap Raw undefined-undefined 0Γ— Urban Nightmare Remnant Works
Triggers: On Use: consume_charge
N5 Energy Rotation Slash 0-5, 0-5, 0-5 1.3Γ— Urban Nightmare Remnant Works
Triggers: Per Die Hit: charge +2
On Hit: If Charge > 19, then add_extra_dice, reset_charge
N6 Mechanical girl, ensemble! Pierce 1-6 0.8Γ— Urban Nightmare Remnant Works
Triggers: On Use: no_damage, charge_from_roll
N7 Energy beats~ Blunt 0-10, 2-5 1Γ— Urban Nightmare Remnant Works
Triggers: On Use: If condition met, then no_damage
N8 Energy slave!! Pierce 0-0 1.5Γ— Urban Nightmare Remnant Works AOE
Triggers: On Use: charge_as_damage, reset_charge
C5 Salutations! Raw undefined-undefined 0Γ— Canard Vigilaire
Triggers: On Use: If Unity, then Inflict 10 Burn
C6 Greetings. Raw undefined-undefined 0Γ— Canard Vigilaire
Triggers: On Use: If Unity, then Apply shield
C7 Hello. Raw undefined-undefined 0Γ— Canard Vigilaire
Triggers: On Use: If Unity, then Apply max_roll
C8 Brace Raw 2-5 0.3Γ— Canard Our Book defense
C9 Am I not the cutest? Pierce 2-4 1.5Γ— Canard Our Book degraded
Triggers: On Use: If you have {cute} passive, then Create C8 Temporary
M5 Guardian's Resolve Raw 4-8 1.5Γ— Urban Myth Circlet Office defense
Triggers: On Use: toil_recover
M6 Swift Parry Raw 3-6 0.7Γ— Urban Myth Circlet Office defense
Triggers: On Use: haste +1
M7 Stalwart Guard Raw 6-10, 6-10 1Γ— Urban Myth Circlet Office defense
E2 I want to play a game Pierce 4-8 1.2Γ— Urban Nightmare Midnight Solitaire
Triggers: On Hit: Create E8 Temporary
E3 Make your choice Slash 5-10 1.5Γ— Urban Nightmare Midnight Solitaire
Triggers: On Use: If target Burn > 5, then Create E10 Temporary, Inflict 2 Burn
E4 Your test begins now Blunt 6-12 2Γ— Urban Nightmare Midnight Solitaire
Triggers: On Hit: Create E9 Temporary, Create E8 Temporary
E5 Time is ticking Pierce 3-7, 3-7 1.8Γ— Urban Nightmare Midnight Solitaire
Triggers: On Use: Inflict 4 Burn, Create E11 Temporary
E6 Live or die Slash 8-15 2.5Γ— Urban Nightmare Midnight Solitaire
Triggers: On Hit: Create E12
On Miss: toil_loss
E7 Every choice has consequences Blunt 2-6, 2-6, 2-6 1Γ— Urban Nightmare Midnight Solitaire
Triggers: Per Die Hit: Create E13 Temporary
E8 Reverse Bear Trap Pierce 3-6 0.8Γ— Urban Nightmare Midnight Solitaire
Triggers: On Use: Inflict 2 Burn
On Turn End: Remove this card
E9 Shotgun Collar Blunt 5-8 1.2Γ— Urban Nightmare Midnight Solitaire
Triggers: On Use: toil_loss
On Turn End: Remove this card
E10 The Rack Slash 4-9 1.5Γ— Urban Nightmare Midnight Solitaire
Triggers: On Use: Inflict 3 Burn, slow +1
On Turn End: Remove this card
E11 Explosive Timer Pierce 2-4 0.5Γ— Urban Nightmare Midnight Solitaire
Triggers: On Turn End: Remove this card
E12 The Key to Your Survival Raw 1-3 0Γ— Urban Nightmare Midnight Solitaire
Triggers: On Hit: restore_percent
E13 Echo of Pain Blunt 2-5 0.6Γ— Urban Nightmare Midnight Solitaire
Triggers: On Turn End: Remove this card
E14 Kōzan Slash 2-6, 2-6, 2-6 0Γ— Urban Plague Midnight Solitaire
Triggers: Per Die Hit: Inflict 1 Sinking
M8 Heed the call, sharp fixers. Raw undefined-undefined 0Γ— Urban Myth Sharp's Office
Triggers: On Use: set_resist_floor, next_faction_unity
M9 Follow, attack Slash 3-5 1Γ— Urban Myth Sharp's Office
Triggers: On Hit: repeat_attack
On Use: If Unity, then add_extra_dice
M10 Chained, tightened Blunt 0-4 0.8Γ— Urban Myth Sharp's Office
Triggers: On Hit: slow +4, slow +3
N9 Grass Culling Slash 0-6 1.2Γ— Urban Nightmare Midnight Solitaire
Triggers: on_kill: queue_aoe_attack
N10 Curtains Pulling Blunt 0-9, 0-9, 0-9, 0-9, 0-9 2Γ— Urban Nightmare Midnight Solitaire
Triggers: Per Die Hit: dice_penalty
On Miss: Apply falter
C11 Bullet Recovery Raw 0-0 0Γ— Canard Our Book defense
Triggers: On Use: Apply bullets
M11 Take Aim Raw 0-0 0Γ— Urban Myth Dove Office
Triggers: On Use: Create E15
E15 Fire Pierce 5-20, 2-5 0.8Γ— Urban Myth Dove Office
Triggers: On Dice Roll: Remove 1 Bullet(s)
M12 Acceleration Raw 1-4 2Γ— Urban Myth Dove Office defense
Triggers: On Use: Inflict 5 Sinking, set_max_rolls_this_turn
M13 Vanilla's Workshop Blunt 1-4 1Γ— Urban Myth Dove Office
Triggers: On Use: If condition met, then add_extra_dice
C10 Yield my flesh Raw undefined-undefined 0Γ— Canard Our Book defense
Triggers: on_hit_received: If condition met, then Create E16 Temporary
E16 To claim their bones Slash 12-28 1Γ— Urban Legend Our Book

✨ Passive Abilities

Character passive abilities organized by tier

Tier 0 (10 passives)

Lightless Night
On turn end, reduce max stamina by 3.
ID: lightless_night
Nervous
At the start of your turn, lose 1 toil.
ID: nervous
Regeneration
At the start of your turn, restore 1 STA.
ID: regeneration
Exhaustion
If dealt damage in a round, lose 2 speed at next round start, to a minimum of 1.
ID: exhaustion
Regret
First time you skip in a combat, lose 20% of toil (rounded up).
ID: regret
PTSD
First time you are hit in combat, gain 1 Falter.
ID: ptsd
Ignition
Once per combat, when reduced to 0 STA, restore to 1 STA instead and gain 5 Burn.
ID: ignition
Rich family
Start combat with 2 bullets status effect.
ID: rich_family
All I can afford
Start combat with 1 bullets status effect.
ID: all_i_can_afford
Fixer of Justice
When a combattant in your party is defeated, restore 10 toil.
ID: fixer_of_justice

Tier 1 (10 passives)

Clarity
If dealt no damage in a round, restore 5 toil at next round start.
ID: clarity
Slash and Burn
On hit using Slash attribute, inflict 1 Burn on target.
ID: slash_and_burn
E-Endure
Negate first incoming instance of damage once per combat.
ID: endure
All I can pay
Starts combat with 1 bullet status effect.
ID: all_i_can_pay
First Strike
Act first in the first round of combat.
ID: first_strike
Nick
On hit: if target has Bullets, transfer 1 Bullet from target to self.
ID: nick
Clouded
This passive grants -5 max toil.
ID: clouded
Assassin mentality
Until first falter, all rolls gain +1 maximum roll.
ID: assassin_mentality
Cute
This passive does nothing.
ID: cute
Turtle
Increase defense deck size by 1.
ID: turtle

Tier 2 (8 passives)

Last Stand
While below 25% STA, all rolls gain +2 maximum roll.
ID: last_stand
Villian
On kill, restore 25% of toil. On turn start, restore 75% if activated from killing ally.
ID: villian
Surge Protection
Do not get staggered from charge once per combat, restore all toil when triggered.
ID: surge_protection
Prepared
Grants +1 deck slot.
ID: prepared
Egoistic
This passive does nothing.
ID: egoistic
All In
Start combat with 3 bullets status effect.
ID: all_in
Strong Mind
+5 max toil.
ID: strong_mind
G Corp 4th vermin
On combat start: Gain 10 status shield.
ID: gcorp_4th_vermin

Tier 3 (1 passive)

Pheonix Down
Once per combat, when reduced to 0 STA, restore to 40 sta, gain 1 burn.
ID: pheonix_down

Tier 4 (2 passives)

Speed 1
You may queue two cards in the initial phase. Once you queue your first card, your second action must also be a queue (cannot skip).
ID: speed_1
Koi-Koi
At turn start, gain Bright equal to your offensive card count. Using an offensive card reduces Bright by 1. At 0 Bright, create a temporary Kōzan. Skip or deck reset clears Bright. (Defense cards don't affect Bright.)
ID: koi_koi

Tier X (9 passives)

Woes of the city
On kill, restore 100% toil and 50% STA.
ID: woes_of_the_city
True Shimmering
Purge all status effects at the start of your turn.
ID: true_shimmering
Fading
At the start of turn, lose 10 max stamina and 10 max toil.
ID: fading
End of Vacation
This passive does nothing.
ID: end_of_vacation
Stat Boost One
Increase max stamina by 10 and max toil by 10.
ID: stat_boost_one
Stat Boost Two
Increase max stamina by 10 and max toil by 10.
ID: stat_boost_two
Stat Boost Three
Increase max stamina by 10 and max toil by 10.
ID: stat_boost_three
Stat Boost Four
Increase max stamina by 10 and max toil by 10.
ID: stat_boost_four
Survivor Perk
+1 defense deck slot and +5 max stamina.
ID: survivor_perk