Anytime hostile units suddenly cohabit the same district, combat will trigger. The cards there will be considered the defenders and the cards moving in will be considered the attackers.
Attackers go first and deal damage, then defenders.
The trick is that some units will get to attack before or after others which means there may be a few turns of lobbing damage back and forth
This repeats until only one side has units remaining. If this case is true, combat will not loop into another round. However, if there are still buildings on the losing side, they will absorb extra damage.
-- Rounds:
Rounds are composed of waves
Each rounds, units with the lowest Initiative go into the first wave.
The Warrior class has an initiative of 0. If a class is to go before it, it would be negative. Every other class could then go sequentially after it with higher integers.
As an example, ranged units could attack first, so let's say the Rangers of the attacker would go, then the Rangers of the defender, then the warriors of the attacker, etc
Units will be targeted in order of their Threat stat. Units with higher threat will be attacked first. Should their be a tie, the one with the larger attack will be attacked first.
Once again, Warriors have a threat of 0 and others with greater integers are attacked before or after. A unit with a value of 99 is considered Taunting, and -99 have Stealth.
Buildings cannot be attacked until all units are gone.
-- Combat:
There are X stats that affect combat: Attack, Health, and Defense.
Health cannot be reduced until after Defense
Every turn, an attacker will reduce their target's defense or health by their attack strength value
The combat classes each use their die set in some way to interact in battle
There are some races that may also interact.
Warriors: On attack, Roll vs target defense. Hits reduce Health by one.
Rangers: On attack, Roll vs target defense. Hits reduce Defense by one.
Guardian: On defense, Roll vs your defense. Per miss, block an incoming damage (once per wave).
Aratori: On attack, Roll vs target defense. If hit, attack again.
Prismari: On defense, Roll vs target defense. Per hit, deal 1 damage.
--Combat Begins:
-- Rounds:
-- Combat:
There are X stats that affect combat: Attack, Health, and Defense.
Health cannot be reduced until after Defense
Every turn, an attacker will reduce their target's defense or health by their attack strength value
The combat classes each use their die set in some way to interact in battle
There are some races that may also interact.
Warriors: On attack, Roll vs target defense. Hits reduce Health by one.
Rangers: On attack, Roll vs target defense. Hits reduce Defense by one.
Guardian: On defense, Roll vs your defense. Per miss, block an incoming damage (once per wave).
Aratori: On attack, Roll vs target defense. If hit, attack again.
Prismari: On defense, Roll vs target defense. Per hit, deal 1 damage.