Rules engine

The Character Card Game System

Chosen’s identity comes from the way resource strategy, character identity, elemental relationships, and board tactics interlock.

1. Circle as team engine

A Circle shares deck, hand, discard, Channel Zone, generated resources, Gate control, and other team possessions. Cards are played by a specific Chosen, so source, position, range, line of sight, and elemental context still matter.

2. Real resource and threshold play

Channel cards into a shared Channel Zone. Ready Channeled cards can generate Essence, while elemental and polarity thresholds are checked separately from resource payment. This creates TCG-like development and timing pressure.

3. Multimodal card decisions

Most cards are not single-use tactical buttons. A card can be a played effect, future Channel value, or defensive Offering depending on the moment.

4. Relationship-based Offering

Offering is defensive elemental prevention. It has no universal base block: the value depends on elemental relationship, so defensive card choice rewards understanding the board and opponent.

5. Tactical board reality

Movement, range, line of sight, adjacency, Gates, AP/MP, INIT order, forced movement, Contest, Clash, and Crush make battle spatial and cinematic.

6. Story-compatible checks

The same stats, affinities, traits, and elemental identities can support story-mode Element Tests, Moribito trials, scenario obstacles, and solo PvE decisions.

System promise

One rules spine for PvP, solo PvE, and campaign play.

The goal is not to maintain a separate tactical game and a separate story game. Chosen uses the same Chosen sheets, modules, cards, affinities, and board language across formats.