
Combat Pages in a Combat Bookshelf
Combat Pages are the cards used by Librarians and Guests during Receptions. They can be obtained by burning Books. The rarity of a page ranges from Paperback, Hardcover, Limited, to Objet d'art. A character can have up to 9 cards in their Combat Bookshelf (Deck). Up to 3 copies of the same card can be placed in a deck, except for Objet d'art pages, which have a limit of 1. If the deck is not full at the start of a reception, the empty slots will be filled with random pages from the Canard starter deck.
Dice[]
Combat pages have Dice on them, which can be Offensive, Defensive or Counter Dice.
- Offensive Dice deal Damage equal to their roll, reducing the target's HP and Stagger Resist. There are three types of offensive dice, affected by resistances: Slash, Pierce, or Blunt.
- Defensive Dice mitigate or avoid damage from attacks. If a character uses a defensive die without clashing, the die is retained for future clashes that scene only. There are two types of defensive dice:
- Block dice reduce damage taken equal to their roll in a clash vs an Offensive Die, before applying Resistances. If the Block value is higher than the Attack value, the attacker takes Stagger Damage equal to the difference.
- Evade dice negate the damage of an Offensive Die and recover Stagger Resist equal to their roll, but only if the Evade value is equal or higher than the Attack value. When an evade die wins a clash vs an offensive die, the die is recycled and can be used again.
- Counter Dice can be either Offensive or Defensive . They do not prompt any actions when used. Instead, they are stored at the start of combat to respond One-sided attacks towards the user that scene. Counter dice are not played in clashes where both characters use a Combat Page. Similar to Evade Dice, counter dice are recycled on clash win, but the last one used is removed when the attacker's combat page runs out of dice.
"On Clash" Table Grid | |||
---|---|---|---|
vs | Offensive Dice | Block Dice | Evade Dice |
Offensive Dice | Win: Deal damage equal to the winner's roll. If melee vs ranged, the melee winner's die is recyled and moved to the back of the dice queue. Draw: Both Dice are negated. Lose: The loser's Dice is negated. |
Attack Win: Deal damage equal to the die roll minus the roll of the Block die. Draw: Nullify damage. Block Win: Nullify damage and deal Stagger damage equal to the difference of the rolls. |
Attack Win: Deal damage equal to the winner's roll. Draw: Nullify damage. Evade Win: Nullify damage, recycle the die, and recover Stagger equal to the winner's roll. |
Block Dice | Block Win: Nullify damage and deal Stagger damage equal to the difference of the rolls. Draw: Nullify damage. Attack Win: Take damage equal to the winner's roll minus the roll of the Block die. |
Win: Deal Stagger damage equal to the winner's roll. Draw: Both dice are negated. Lose: Take Stagger damage equal to the winner's roll. |
Block Win: Deal Stagger damage equal to the die roll.
Draw: Both Dice are negated. |
Evade Dice | Evade Win: Nullify damage, recycle the die, and recover Stagger equal to the die roll. Draw: Nullify damage. Attack Win: Take damage equal to the winner's roll. |
Evade Win: Recover Stagger equal to the winner's roll. Draw: Both Dice are negated. Block Win: Take Stagger damage equal to the dice roll. |
Win, Draw or Lose: Both Dice are negated. |
Range Types[]
There are 4 types of Combat Pages. The order in which pages are used in combat are determined by their type and the Speed of the characters using them. Pages of the same type on the highest value speed dice are used first.
- Melee Pages are the most common ones. When clashing against a Ranged Page, Offensive Dice of the Melee Page will be recycled and put at the end of the dice queue if they win the Clash.
- Ranged Pages are used before any Melee pages. Only certain Key Pages can put Ranged pages in their deck. When losing a clash against Block Dice while using a ranged page, the character takes no stagger damage. Similarly, when losing a clash against Counter Dice while using a ranged page, the character takes no damage.
- Mass Attack Pages are used at the start of combat before any other pages are used. They target all enemies, targeting a random Speed Die of each enemy. The player's Mass Attack pages always resolve before the enemy's, regardless of speed. Counter dice are disregarded for Mass Attack pages. Mass-attack pages do not clash with other pages, and don't trigger clash effects.
- Mass-Summation pages compare the sum of the rolls of all dice on the target's page to those on the user's page. If the user's page's dice rolled higher in total than the target, the target's page is destroyed (including any On-Use effects, but not Combat Start effects). Otherwise, the target takes no damage and their page is preserved.
- Mass-Individual pages compare the roll of each die on the user's page with each of those on the target's, in order. If the roll on the user's die is higher, the target's die is destroyed and they take damage.
- On-Play Pages (also known as Instant) take effect immediately upon being selected on a target, without having to initiate combat for the scene.
Effects[]
Effects are special abilities that can be present in combat pages or the dice in them, such as gaining power or inflicting Status Ailments. Effects that target a certain kind of card in hand (such as Shock Round's discard, or Clone) will target the leftmost card(s) that meet the requirement. Effects that create cards in hand can bypass the usual hand size limit of 8 for a maximum of 9 cards in hand. Effects that copy dice from another page will copy only the dice (and their effects), without copying the card's effects.
Effects have activation conditions that determine when they are applied:
- Combat Start activates at the start of combat, before any cards are used.
- On Use activates when the card is used, before any dice roll. A page without dice will still trigger its on use effect.
- Start of Clash activates upon entering a Clash, before any dice roll.
- On Clash Win activates when the die wins a Clash.
- On Clash Lose activates when the die loses a Clash.
- On Hit activates when connecting a successful attack.
- On Defense activates when winning or tying a Clash with a Defensive Die.
- Singleton activates if the user's deck has no more than 1 copy of each Combat Page.