Real Resource System
Build a shared Circle deck, manage hand pressure, Channel cards, generate Essence, meet thresholds, and survive fatigue.
Tactical card skirmish • 9x9 board • Story PvE
A Character Card Game where named heroes fight as a Circle: shared deck, shared hand, real card economy, tactical board combat, and story-driven solo PvE 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 current rules ground that promise in Circle decks, AP/MP activation, Channel preparation, relationship-based Offering, Gates, Aptitude, and elemental regions.
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.
SPD order, AP/MP, orthogonal movement, line of sight, Gates, adjacency, forced movement, Contest, Clash, and Crush make position meaningful.
Fire, Water, Wood, Metal, Earth, Yin, and Yang drive threshold, Offering, world expression, and story trials.
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 30-card deck, hand, discard, Channel Zone, generated 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