Basic moves
- Every player starts with a total of 50 life points. The first to reach 0 loses.
- To decrease the life total of your opponent (and protect your own), you can use three kinds of moves: blocks (B), attacks (A) and throws (T).
- These moves follow a rock-paper-scissor relationship: the block beats the attack, the throw beats the block, and the attack beats the throw.
- Attacks and throws each have a speed attribute. A quicker move beats a slower one (from the same type), and ties with a move with equal speed.
- Each player chooses a move in secret, and both players reveal it at the same time. The moves are then resolved with the above algorithm, and damage (if any) is dealt. The players each take the move back in their hands, and start a new round.
Charges and special moves
- When each basic move is successfully executed (i.e. when it wins the exchange), it can grant a charge. For instance, a successful attack grants an A charge, and a successful block two B charges. The charges are then accumulated are available for the whole duration of the fight.
- The charges can then be used in two ways: either as a cost to start a move, or as a power-up when a move successfully hits. For instance, I need to spend two As to fire the Energy Blast, and if it hits, I can spend up to three Bs to add additional damage.
Combos
- When a move succeeds, it is possible to chain with another move (combo) instead of gaining a charge. The opponent cannot react to this move (it is thus a sure hit).
- To chain a move, the chained move must be strictly slower than the original move. A third move can then be chained if it is slower than the second, etc.
- After each move, the damage done decreases by 25%. The first move is thus at full power, the second at 75%, the third at 50%, etc.
- In the case of a block, only one move can be chained.
- When in a combo, no charge can be gained.
And I think that's pretty much it for the current rules.
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