Card language

One card can be a tactic, a resource, or a defense.

Chosen separates what a card is, when it can be used, and how it is being spent. That gives the system room to grow without confusing the printed card.

Visible card identity

Printed Type says what the card is: Attack, Movement, Utility, Control, Item, Resource, or Being.

Timing says when it can be used: Action, Flow, or Reaction.

Mode says how it is being used right now: Play, Channel, or Offering.

Attack • Action • Play

Fang Thrust

Cost 1 • Fire 1 • Range 2


Deal damage to target enemy Being. If you moved this activation, strike harder.

The same card could also become future Channel value or defensive Offering if allowed by the rules.
Play

Immediate effect

Spend resource, check threshold, choose a source Chosen, and resolve the card through timing and Stack rules.

Channel

Future power

Place a card into the Channel Zone. Once Ready, it supports threshold and can generate Essence when appropriate.

Offer

Combat-chain defense

Commit a card as Offering and use elemental relationship to prevent incoming pressure.

Module

Character expression

Ability and Skill modules are starting cards attached to Chosen, not random deck draws.

Being

Battlefield entities

Chosen, Companions, Structures, Monsters, Bosses, and Scenario Beings can all occupy the grid.

Item

Relics and tools

Equipment, pendants, swords, mundane tools, and world-specific relics can carry story and tactical meaning.