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:
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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.
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Step 2: Declare Defense (Optional): The defender may play a Battle Card, use a Reaction card, or do nothing (DV treated as 0).
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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.
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Step 4: Resolve Damage: Apply the final damage (AV - DV) in this order:
- Damage Reduction (DR)
- Temporary AP (Barriers)
- Armor Points (AP)
- Health Points (HP)
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Step 5: Check for Defeat: If HP reaches 0, or Poison/Disease Ticks reach 20, the character is removed and defeated.
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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
Reactions 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

- Example 1: Melee Range: The target is in an adjacent square (horizontally, vertically, or diagonally). You are "Engaged" and can use physical weapons.
- Example 2: Line of Sight (LOS): The target is in a clear path. You can target them with bows or LOS spells. Note: Corners do not block LOS.
- Example 3: Perception Range: The target is blocked by walls or other units. Perception spells manifest directly at the target’s location, ignoring all obstructions.