-->
Select your primary style and any secondary styles to expand your Remember pool.
Select additional styles to draw from during Remember.
Defeat powerful Demons by depleting their Vital HP through precise strikes to the neck. Body damage weakens them, but only neck damage kills them permanently.
Breath: Your action points for playing cards. You recover half your max breath each turn (6 of 12 to start). If you're already at max, excess converts to Overbreath (1 per 3 excess) up to 1/4 of your max (3 to start). Overbreath is spent first.
Block: Temporary damage reduction. Absorbs damage before Poise or HP. Resets to 0 at the start of your turn.
Poise: Persistent damage reduction. Stays between turns. Absorbs damage after Block but before HP. Can be recovered with certain cards.
Focus: Mental clarity. Generated by meditation cards (expensive but powerful). Spend to Remember new techniques (1 Focus) or Restrategize your deck (1 Focus to activate, 1 per swap).
Power: Red stat under player. Added to your attack card's power to determine total damage.
Speed: Yellow stat. Determines if you hit and if you bypass defenses. Higher is better.
To Hit: (Your Speed + Card Speed) ≥ Enemy Speed
To Bypass Defenses: (Your Speed + Card Speed) ≥ Enemy Speed × 2
Miss: If your speed is too low, attack misses entirely
Prediction Indicators: Cards show whether they'll MISS (red), hit but be BLOCKED (yellow), or BYPASS defenses (green)
Damage Formula: (Card Power + Your Power) - Enemy Toughness = Final Damage
Bypassed attacks go straight to HP. Blocked attacks go through Block → Poise → HP layers.
Click "Target: BODY" to toggle to "Target: NECK". Neck attacks:
• Need much higher speed (2× enemy speed when enemy is healthy)
• Bypass all defenses automatically (go straight to Vital HP)
• Required threshold decreases as enemy body takes damage
• Deal permanent damage - the ONLY way to kill Demons
Body damage weakens enemies (they move slower, vital strikes become easier), but they can heal body damage. Only vital damage sticks.
Cards gain mastery (0-100%) with each use. At 100% mastery:
• Damage-focused cards: +2-5 power
• Speed-focused cards: +2-3 speed
• Defensive cards: +3-4 block/poise
• Focus generation cards: -1 to -2 breath cost
Progress bars on cards show mastery level. Stats displayed are effective values (including mastery bonuses).
Remember: Costs 1 Focus immediately. Shows options equal to your Focus before spending. Select one card to add to your hand and deck. Must discard cards with total breath cost ≥ new card's cost. Use to adapt to enemy phases.
Restrategize: Costs 1 Focus to activate. Then spend 1 Focus per card swap. Remove cards from discard pile, add any cards from your deck. Refines your strategy mid-fight.
Stance Changes: Some advanced cards consume Poise or Focus to activate powerful effects. Trade resources for offense or speed boosts.
Combo Cards: Some cards add other cards to your hand when played (like Multi-fold Thunderclap), enabling multi-hit turns.
Focus Economy: Focus is expensive to generate (costs lots of breath and/or temporary debuffs), but powerful to spend. Save it for critical moments.
Enemies attack first at the start of combat. They prioritize:
1. Healing vital (neck) damage - HIGHEST PRIORITY
2. Attacking you
3. Healing body damage if wounded
At HP thresholds, enemies trigger special abilities (healing, stance changes, berserk mode). Watch their HP percentages!
• Prediction indicators update when you toggle targets - use them to plan
• Don't waste breath - unspent breath can convert to overbreath
• Enemies heal neck damage first - finish them quickly once you start vital strikes
• Mastery is permanent - cards you use often become stronger
• Speed is king - faster attacks hit more reliably and bypass defenses
• Poise is persistent - unlike Block, it doesn't reset each turn