Demayth

Chapter 4: Combat

Combat is the ultimate crucible where a Demigod's strategy and power are tested. Every attack follows a strict six-step sequence to ensure the battle remains fair, tactical, and decisive.

Step-by-Step Engage

When your Demigod or Minion initiates an attack, follow these steps in order:

  • Step 1: Declare Attack: Choose your target and play your card/ability. Verify the target is within the required Range (Melee, LOS, or Perception). If out of range, the attack fails and the card is discarded.

  • Step 2: Declare Defense (Optional): The defender may play 1 Battle Card, use 1 Reaction ability (perk, spell, or item), or do nothing (DV treated as 0).

  • Step 3: Calculate Values: Combine your card value with relevant bonuses.

    • Attack Value (AV): Base Card + Weapon/Trinket/Spell bonuses.
    • Defense Value (DV): Base Card + Shield/Armor/Spell bonuses.
    • Result: If AV > DV, the attack hits. If AV ≤ DV, the attack misses.
  • Step 4: Resolve Damage: Apply the final damage (AV - DV) in this order:

    1. Damage Reduction (DR)
    2. Temporary AP (Barriers)
    3. Armor Points (AP)
    4. Health Points (HP)
  • Step 5: Check for Defeat: If HP reaches 0, or Poison/Disease Ticks reach 20, the character is removed and defeated.

  • Step 6: Resolve After-Attack Effects: Resolve triggers like pushing, drawing cards, or status application.


Advanced Combat Mechanics

General Rules & Stacking

  • Same-Source Restriction: Effects sharing the same title cannot stack. A new instance typically refreshes the duration of the old one.
  • Stacking Similar Effects: Different sources providing the same bonus (e.g., +5 Armor from a spell AND +5 Armor from an item) do stack. Each tracks its own timer.
  • Simultaneous Effects: A character can be affected by any number of unique spells or items simultaneously.

Range

  • Self: Only affects the caster.
  • Melee: Adjacent spaces (including diagonals). Note: Battle Cards are Melee by default.
  • Line of Sight (LOS): A clear straight or diagonal line. Blocked by Terrain Objects or other characters.
  • Perception Range: Any space on the battlefield; ignores distance and obstructions.

Area of Effect (AOE)

Some spells hit multiple spaces. You must perform a separate Step 3 calculation for every character caught in the area. Some targets may be hit while others successfully defend.

Reactions (Spells, Perks, and Items)

Reactions are special abilities that let you interrupt an opponent's turn.

  • Timing: Can only be played when the specific trigger (e.g., "When targeted") occurs.
  • Priority: Reaction effects resolve before the action that triggered them.
  • Limit: Only one reaction per trigger. You cannot react to a reaction.

Tactical Range Examples

Range Visualization

  • *In these following examples, your demigod is the blue dot in the image above.
  • Example 1: The 2 Red Enemies in Melee Range: The target is in an adjacent square (horizontally, vertically, or diagonally). You are "Engaged" and can use physical weapons.
  • Example 2: The 1 Red Enemy in Line of Sight (LOS) to the upper right: The target is in a clear path. You can target them with bows or LOS spells. Note: Corners do not block LOS.
  • Example 3: The 2 Green Enemies in Perception Range: The target is blocked by walls or other units. Perception spells manifest directly at the target’s location, ignoring all obstructions.