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.