Rules

This section explains the core rules of the game.

It covers how the gameplay works, what actions players can take, and how different systems interact.

⚔️ Core Combat

1. Danger Score (Base Attack)

- Every tile/Scenario page has a Danger Score.

- This number represents the base attack strength of the encounter.

Example:

A tile might have Danger Score 7 — meaning the encounter attacks with a base value of 7.

2. Player vs. Encounter Roll

Combat is resolved with a simple opposed roll:

- Player rolls die 1-6.

- Encounter rolls also a die 1-6.

- Add the roll to each side’s base value:

- Player adds their own modifiers (if any).

- Encounter adds its Danger Score.

Winning Condition

- Whoever has the higher total score wins the combat scenario.

- If tied, reroll.

3. Armor Threshold (Defense Mechanic)

Armor gives the player a Threshold value.

How Threshold Works

- If the encounter’s final score (Danger Score + roll) is below your Threshold,

the encounter cannot win, even if its score is technically higher than your roll.

In other words:

- Threshold acts like a minimum difficulty the encounter must reach to even threaten you.

- If the encounter fails to reach that number, you automatically win the combat.

Example

- Your Armor Threshold: 10

- Encounter Danger Score: 7

- Encounter rolls: +2 → total 9

Since 9 < 10, the encounter cannot win, and you win automatically.

4. Summary of Combat Flow

Here’s the whole system in a clean sequence:

- Enter tile/Scenerio → reveal Danger Score.

- Both sides roll a die.

- Add modifiers:

- Player adds bonuses (if any).

- Encounter adds Danger Score.

- Player check Armor Threshold:

- If encounter total equal or lower then the players Threshold, The player wins instantly.

- Otherwise compare totals:

- Higher score wins the combat.

Co-op

In Co‑Op mode, every player starts with 2 Health Bars each. As a group, you can decide whether players take turns each round, or if each player gets to perform two actions before switching to the next player.

If a player’s Health reaches zero, that character is considered permanently dead and can no longer act. The only way to bring them back is by successfully reaching a Resting Place, where the character can be fully restored.

When entering a Reward Tile, the reward shown is given to all players, not just the one who stepped on it. If the tile grants Health Potions, gear, or any other items, each player in the party receives the same reward.

“For a turtle to be effective when greater obstacles arise, a friendly hand is the greatest fortune of all.” — Elder Ulizan Senji

Death

Upon death, the player returns to the latest rest place. If no rest place has been reached yet, the respawn position defaults to the end of the most recent cutscene.Upon death, all used consumables—such as endurance potions—are lost. However, unused potions, poisons, weapons, armor, and all equipped items remain intact.

Character Sheet

Use the Character Sheet section below the campaign to track your progress throughout the game. Your character begins with 2 Health, and the sheet shows exactly where to record your gathered items and where to write your AP (Ability Points). This serves as your foundation for keeping track of your character’s development.

All Skill Tree progress and any earned abilities can also be written here, allowing you to keep everything organized in one place. The Skill Tree has its own dedicated area for unlocking new abilities as you level up.

Additionally, the Achievements section adds extra challenges through the game.

Loot

1. Armor

Armor provides a permanent Threshold bonus.

Armor Effect

- Each armor piece increases your Threshold by a fixed amount.

- Threshold determines the minimum score an encounter must reach to even threaten you.

- If the encounter’s total score is below your Threshold, it cannot win, and you automatically win the combat.

Example

- Blue Stone River Garb: +1 Threshold

- Golden Fish Pearl Garb: +2 Threshold

Armor stays active until removed or replaced.

2. Weapons

Weapons provide a permanent Attack bonus.

Weapon Effect

- Each weapon increases your Attack Score by a fixed amount.

- Your Attack Score is added to your die roll during combat.

Example

- Shu Stone Katana: +1 Attack

- River White Katana: +2 Attack

Weapons stay active until replaced.

Potions & Poisons

3. Potions

Potions give temporary buffs that last until the next rest.

Potion Rules

- A potion’s effect applies immediately when consumed.

- The effect lasts until the player rests

- After resting, all potions used goes to the discard pile/remove.

Potion List.

Potion of Strength

- Effect: +1 Attack Score

- Duration: Until next rest

Potion of Endurance

- Effect: +1 Threshold

- Duration: Until next rest

Health Potion

- Effect: Immediately restore health during the current combat scenario

- Duration: One‑time effect (instant)

Mana Potion

- Effect: Immediately restore mana during the current combat scenario

- Duration: One‑time effect (instant)

Poison

- Effect: +1 Attack Score for every combat scenario you enter

- Duration: Until next rest

Unlimited Potion Use

- You may use as many potions as you want during your adventure or during combat.

- There is no limit to how many different potion types you can have active at once.

Same‑Type Potions Do Not Stack

- If you drink multiple potions of the same type (for example, two Strength Potions),

their effects do not stack.

- Only one effect of each potion type can be active at a time.

Higher‑Tier Potions Replace Lower‑Tier Ones

- If you drink a potion of the same type but with a higher tier,

the new potion replaces the old one.

- Example:

- You have Strength Potion +1 active.

- You drink a Greater Strength Potion +2.

- Your Strength bonus becomes +2, not +3.

Lower‑Tier Potions Are Ignored

- If you already have a higher‑tier potion active and drink a weaker one,

nothing changes — the weaker potion has no effect.

Potions are your short-term tactical boosts, while armor and weapons shape your long-term build.

Character

Leveling up!

Skill Tree & Abilites

1. When Resting you gain 1 Ability Point (AP)

-not all rest may not give you an Level up!

🌿 2. Spending AP on the Skill Tree

When a character gains an Ability Point (AP) from resting, they can use it to advance through their skill tree.

How AP Spending Works

- You may spend 1 AP at a time.

- Spending AP lets you move to the next connected node on your skill tree.

- You can only advance one node per AP.

- You don’t have to spend AP immediately — you can save it for later.

- Always write down your current AP total so you don’t lose track.

3. Reaching an Ability Node

Your skill tree is made of:

- Path nodes (just steps along the tree)

- Ability nodes (actual powers you unlock)

Unlocking Abilities

- When you spend AP and land on an Ability Node, you immediately gain that ability.

- Once unlocked, the ability becomes usable in combat.

- You keep the ability permanently.