Battle Rules

The flow of a turn, action order, hand and Energy, how wins and losses are decided, and other battle rules.

Last updated: Nov 8, 2026|Info as of the Beta Test

Overview

  • Battles are 3 vs 3 team fights. Each team places its characters on its own 3x3 squares field. The column closest to the enemy field is the front column.
  • Both players choose cards at the same time, then everything resolves in action order (simultaneous turns).
  • Skills are cards, and you pay Energy to use them.
  • A match lasts up to 10 turns. Turns 8-10 are Sudden Death.

Turn Flow

  1. Turn startDraw until you have 5 cards → recover Energy → reserved summoned characters are summoned → "at the start of the turn" effects trigger.
  2. Card selectionYou have 1 minute. Once both players are done, the turn moves on. Cards on CT can't be used.
  3. ActionsYou pay Energy for your set cards, and characters use their cards in action order. "At the end of the action" effects trigger for each card.
  4. Summoned character actionsSummoned characters act after all characters have acted.
  5. Turn end"At the end of the turn" effects (like Burn) → Special unlock check → remaining effect turns go down by 1.

The game checks for a winner each time a card resolves, after summoned characters act, and at the end of the turn. If a team is wiped out partway through, the match ends right there.

Action Order

Characters act in the 3 groups below, in order. Within each group, higher SPD goes first.

SwiftCharacters using a card that says "acts first"
NormalMost characters are here
SlowCharacters using a card that says "acts last"
  • If characters on the same team have the same SPD, they act in placement order.
  • If your character and an enemy have the same SPD, the character of the player who finished choosing cards first goes first.
  • Summoned characters aren't part of the action order. They act after all characters have acted.

You can check each character's SPD in Stat Comparison.

Deck and Hand

  • Your deck has 12 cards (3 characters x 4 Skill Cards). When it runs out, you start drawing from the top again.
  • Your hand holds 5 cards. Each turn you draw until you have 5. Unused cards stay in your hand.
  • When a character is defeated, their 4 cards are removed from the deck. If 2 characters are defeated, the deck drops to 4 cards and your hand to a max of 4.
  • Special Skills go straight into your hand when their conditions are met. They don't count toward the 5-card limit, so your hand can hold up to 8 cards (5 skills + 3 Specials). A Special is gone once you use it.

Energy

Turn12345678910
Recovery5444444666
  • Unused Energy carries over to the next turn. The max is 12.
  • On turns 8-10 (Sudden Death), recovery gets +2.
  • Some skills give or steal Energy (e.g. Lumina's Fortune Card, Zaphiel's Sand Viper).

Setting Cards

  • There's no limit to how many cards you can set on one character (as long as your Energy and hand allow).
  • Cards resolve in the order you set them.
  • The player chooses targets for single-target attacks and similar cards.
  • A used card can't be used again until its CT (cooldown) turns have passed. CT 0 cards can be used every turn.

Winning and Losing

How it endsDetails
WipeoutEnds as soon as all characters on one side (not counting summoned characters) are defeated. If both teams are wiped out at the same time, the attacking side wins.
End of turn 10The winner is decided by decision (see below).
Give upThe player who gives up loses.
DisconnectThe CPU takes over for the disconnected player and the match continues. However, the disconnected player loses.

Decision at the End of Turn 10

These are compared from the top down. The first one with a difference decides the winner.

  1. The team with more surviving characters (summoned characters don't count)
  2. The team with more total remaining HP
  3. The team of the player who acted last

Attack Range and Formation

RangeWho gets hit
Single enemy1 unit chosen by the player. You can't choose an enemy with another unit in front of it (toward your field). If nobody is in front, you can choose it anywhere on the 9 squares. If the card says "ignore formation," you can choose it even with a unit in front.
Enemy horizontal line / vertical lineEvery unit in the chosen line.
Enemy cross / adjacentThe target and the squares above, below, left, and right of it.
All enemiesEvery unit on the enemy field (including summoned characters).
  • Units in front: Summoned characters also act as a wall that protects characters behind them. Once the unit in front is defeated, the character behind it can be targeted.
  • Cover: A unit with Cover takes attacks for allies when the enemy chooses a target. → Cover
  • Summoning: Summoning onto a square with a character makes it a "reservation," and the unit is summoned at the start of the next turn. → Summoned Characters