How battles work

Pick 3 cards. Faster cards act first. Attack lowers HP. When HP hits 0, that card is Out. Last team standing wins.

2-second explanation

  • Each team uses 3 cards.
  • Higher Speed acts earlier.
  • Attack deals damage.
  • Damage lowers HP.
  • Last team standing wins.

Sample fight

Speed decides turn order. The attacker uses a move, the target loses HP, and 0 HP means Out. Last team standing wins.

Team A

Card art

Dawn Raider

Dawn Raider

heroic

Slot 1 · Spd 9 · rare

HP62 / 62
Card art

Quiet Shield

Quiet Shield

calm

Slot 2 · Spd 8 · common

HP50 / 50
Card art

Bit Jester

Bit Jester

funny

Slot 3 · Spd 8 · rare

HP55 / 55

Team B

Card art

Rival Thread

Rival Thread

conflict

Slot 1 · Spd 9 · rare

HP54 / 54
Card art

Soft Ledger

Soft Ledger

wholesome

Slot 2 · Spd 8 · common

HP50 / 50
Card art

Void Oddity

Void Oddity

awkward

Slot 3 · Spd 10 · legendary

HP72 / 72

Demo uses sample cards and the live battle engine (seeded). This match finished in 12 cycles · winner Team B

Core stats

  • Speed: acts earlier.
  • Attack: deals more damage.
  • HP: survives longer.
  • Every attack starts with the card's Attack.
  • Some moves add a bonus, usually on the card's first attack.
  • The battle system converts that into final damage, then lowers the target's HP.
  • Move names and flavor can be personalized, but only the real move effect changes damage.

Vibes

Vibes influence how a card tends to feel and be built. They are not hard counters.

Achievement: momentum / snowball
Epic: big plays / high impact moments
Funny: chaotic / unpredictable
Wholesome: defensive / steady
Sad: durable / slow burn
Calm: stable / consistent pacing
Reflective: measured / thoughtful tempo
Intense: fast / aggressive
Awkward: off-tempo / scrappy
Conflict: duel-focused / pressure-heavy
Savage: burst / finishing
Weird: unusual timing / odd patterns
Excited: high tempo / momentum
Heroic: balanced offense / clutch potential
Gamer: tempo tricks / tactical lines
Mythic: high ceiling / swing turns
Cinematic: dramatic turns / burst windows
Slice of Life: steady / low-variance

Rarity

  • Higher rarity usually has more stat and move budget.
  • Legendary is stronger on average, but not unbeatable.
  • Lineup fit and Speed order still matter.
Advanced details

Short explanation

Battles are quick, automatic showdowns between two teams of three moments (your cards). Each moment brings pressure, HP, and Speed into the fight. When one side’s moments have all Out, the other team wins. The fun is watching your lineup’s personality collide with someone else’s — clutch holds, big swings, and “how did *that* turn just happen?” — without having to micromanage every beat.

How battles work

  • 3-card lineupsYou pick three moments. They fight together as a team; there’s no bench in this version.
  • Auto-resolved battlesYou don’t tap moves in real time. The system runs the fight for you, moment by moment, in a fair order.
  • Moments apply pressureWhen it’s a moment’s turn, it pushes pressure onto an opposing moment, wearing down that moment’s HP. Pressure usually focuses on whoever’s lowest on HP, but not every single time, so the fight stays readable and one moment doesn’t always eat every hit.
  • One turn, simplyIn each cycle, every moment still standing gets one go, in order; a moment acts, applies pressure, HP drops, then the next in line does the same until the round is done.
  • Moments Out when HP reaches 0When HP hits zero, that moment fades: it stops acting for the rest of the fight — think spotlight off, not a play-by-play of “defeat.”
  • Last team standing winsIf your team still has at least one moment in the fight and the other team has none left, you win. If the fight runs long, tie-breakers favor whoever still has the most HP in play.

Stats explained

  • AttackHow much pressure a moment applies when it acts. Higher Attack means each swing counts for more when it lands on someone’s HP.
  • HPHow long a moment lasts in the fight. It’s the pool that pressure chips away at; more HP means more screen time before that moment fades.
  • SpeedHow early a moment tends to act each cycle, and how much it can steer the tempo. Higher Speed means you’re more often up front shaping the pace — whether that’s landing pressure first, breaking a rhythm, or trying to lock in an advantage before the other side settles.

Rarity explained

  • Higher rarity generally means stronger battle potentialRare and Legendary cards usually have more room for stats and flashier moves, so they can feel weightier in a fight.
  • Rarity gives more stat/move budgetThink of it as a bigger toy box: more points to spend on Attack, HP, Speed, and the move template the moment brings.
  • Legendary is stronger, but not unbeatableA great lineup of commons and rares can still outplay a sloppy Legendary team. Rarity tilts the odds; it doesn’t auto-win.
  • Synergy still mattersHigher rarity never replaces a lineup that actually fits together; three moments that cover each other beat three stars who don’t.

AI vs rules

  • AI can personalize move names and flavorYou might see a custom move title or a little line of flavor that fits your card’s story. That layer is flavor only: it doesn’t change Attack, HP, Speed, your move template, or who wins the fight.
  • Code controls stats, balance, and battle rulesAttack, HP, Speed, which move template you have, and how fights resolve are all authored and validated in the system. Outcomes come from those rules and the battle state — never from the wording the AI helped write.

Balance notes

  • Cards are sanity-checked during generationBefore a new card’s battle stats are saved, the system can run it through small test battles against a fixed bench to catch wild outliers (moments that win way too much or fold way too easily in those checks).
  • Extreme outliers can be rerolled or adjustedIf a roll looks unfair in those checks, generation may try again so normal play stays fun.
  • Battle performance may be monitoredOver time, aggregate results can inform balance patches (tweaks to pacing, generation, or templates). The goal is fairness and variety, not perfect 50/50 every card every time.
  • What you get from thatYou’re less likely to run into a freshly minted moment that feels randomly broken compared to the rest of the field.

What wins battles?

  • HP that holds long enough for your team to keep acting while theirs fades.
  • Pressure at the right tempoAttack and Speed lining up with what your move wants to do.
  • A lineup that actually fitsthree moments whose strengths cover each other’s gaps beat three solo acts who don’t mesh.
  • Room for a close fight to swingstats and rarity set the stage; they don’t write the whole script.