Real Resource System
Build a shared Circle deck, manage hand pressure, Channel cards, generate Essence, meet thresholds, and survive fatigue.
Original genre • Tactical story card skirmish
A no-compromise Character Card Game: real TCG/CCG strategy, tactical board combat, and story-driven solo PvE built from the same rules engine.
The pitch
Chosen is built so competitive PvP, tactical skirmish combat, solo story quests, and campaign progression are all first-class citizens. The card economy, board state, elemental identity, and character identity matter together.
Build a shared Circle deck, manage hand pressure, Channel cards, generate Essence, meet thresholds, and survive fatigue.
Cards are decisions: Play them for immediate effect, Channel them for future power, or commit them as Offering in the combat chain.
INIT order, AP/MP, line of sight, Gates, adjacency, forced movement, Contest, Clash, and Crush make position meaningful.
Story mode can use elemental identity for trials, checks, gates, exploration scenes, and narrative consequences.
Each Chosen is a character first, with Combat Profile, affinity, Ability, Skill, lineage, and role expression.
Yamataikoku is the first world, but the seven core affinities let new worlds express different cultures without breaking the system.
Why Character Card Game?
The Circle is the in-world team entity. Your Chosen share a deck, hand, Channel Zone, resources, and Gate control. The tactical question is never only “which card is strongest?” It is “which Chosen should act, from where, with which card mode, in which elemental field, at what timing?”
Read the system breakdown →First world