Battle Screen
To explain, first the characteristics of players on screen:
Light player:
STRENGTH = 3
ENDURANCE = 3
SPEED = 2
FOCUS = 2
Red player:
STRENGTH = 2
ENDURANCE = 2
SPEED = 4
FOCUS = 2
As you can see, now you only have 10 points to assign to these 4 characteristics.
Number in circle close to light player hands is his attacking damage. Basically, STRENGTH = ATTACKING DAMAGE, so for him its 3 and for red player is 2.
Same goes for their attacking damage that they can deal with legs (number in circle close to legs)
Behind players, that blue number is RETALIATION DAMAGE. Since this is basic brawling (aka swing fists and hope for the best) each time player attack, his enemy will counter-attack. So, no saving from damage, no blocks in basic brawl.
If light player deals 3 damage to red player, at the same time red player will deal 2 damage to light player.
This RETALIATION DAMAGE is connected with players SPEED. For each 2 points of speed, you get 1 point of retaliation damage. It is rounded to smaller number so no 1.5, 2.5 etc retaliation damage.
That number behind players heads is their HP. It is calculated as:
(STRENGTH + ENDURANCE) x 3
When HP reaches zero player is knocked out, unconscious.
FOCUS is used and presented as tokens (they are not on image right now). Number of FOCUS = number of tokens.
Players place these tokens on those circles making their attacks, retaliations or combos better. In this case, if the light player would place one token on his attacks with hands, and other on his retaliation, his hand attacks would be enlarged by 1 point. Same for his retaliation damage. This is for basic brawling, but also FOCUS empowers cards that are used for attacks, combos and retaliation.
If light player use a card that presents some wushu style attack that is done by hands, that card will have their attack damage enlarge by +1. etc... Cards deal much better damage anyway, but extra point can sometimes mean the difference between life and death.
COMBOS.
You can see that 2 placeholders for two cards with jing-jang simbol above players.
This is where you 'mix' your cards making a combo. Combo is basically combined damage of two cards.
Placing two cards face down (so the enemy can't see what it is) cost 2 action points.
Regularly, every player has 2 action points. You use these points to do some stuff during your turn.
You can:
- brawl attack and draw new card or
- brawl attack 2 times during your turn
Playing a card from your hand also cost 2 action points (unless it is a blocking or counter card!), so players should be wise with their decisions.
Anyway, when you place two cards on the combo placeholders, they stay there until player decide to use them. Combo can be stopped only if other player plays counter card from his hand after the combo is executed. Otherwise, full damage of both cards will be dealt to enemy.
Blocking cards can't stop COMBO!
Now, about cards... There are 4 types of those:
ATTACKING (that use one hand, both hands, one leg or both legs)
BLOCKING (they stop attack, sometimes they also deal damage, depends of the style)
COUNTER (their purpose is only to stop COMBO cards, and if used successfully they will make attacking player STUNNED!)
SPECIAL (cards with special properties that can help player in some ways, or undermine his enemy during turns)
The last thing in image is those three white blocks under each player. Those are item placeholders. As I said, players can wear some armor or apparel, carry weapons or healing potions. Weapons and apparel/armor have constant attributes during the fight, while healing potions can be used once, after they are 'spent' and they must be resupplied.
Weapons and apparel/armor can be bought or won in fights.
Also, it is still possible to target body parts and deal precise damage. So, with one broken arm, every card that needs both hands to be used is discarded from players deck... etc.
That's it for now...
Last edited by 8OJ4N; Nov 13, 2013 at 11:06 PM.