# Battle Snap

The ultimate card battle experience. Lead your deck to victory.

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A card game where players must guess which card their opponent will land.The winning result depends on the card nodes fighting. Read the strategy carefully. Accumulate Energy from unselected cards and use timed abilities. This is the key that will make you a winner in this game.

Concept Game

* A game that's easy to play, little action, not complicated.
* There's not a lot of text required to understand during play.
* Addictive, Easy, Fun
* Fast gameplay within 5-8 minutes.

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# Rules Overview

1. The game begins with a coin toss to decide the first player, followed by each player drawing 5 cards and then selecting 3 cards to return to the deck.
2. The battlefield consists of 3 lanes for both players.
3. Players can place cards only in lanes that do not already contain one of their own cards.
4. When a card is placed in the same lane as an opponent's card and the turn ends, the cards will battle.
5. Card abilities are resolved in order of priority based on their speed before determining the turn's outcome.
6. Damage dealt by cards is applied directly to the opposing player.
7. If the damage reduces the opponent's health by one segment (⅓), the player earns a Breakpoint.
8. If the opponent's health is reduced to zero, the game is won immediately.
9. After a battle, both cards dissolve and turn into Gems of their respective colors for the card owner.
10. At the start of each turn, players draw cards to refill their hand to 3 cards.
11. If a player cannot place a card during their turn, they must discard a card randomly and end their turn.
12. If there are not enough cards to draw, the player drawing will take 100 damage for each card that cannot be drawn.


# Dictionary

* **You:** The player.
* **Opponent:** The opposing player.
* **Card:** A card in hand.
* **Token:** A card that has been converted into a token after being placed on the field.
* **Turn:** The player's turn, which consists of various phases.
* **Phase:** Different stages within a single turn.
* **Battle:** The calculation of attack power, nodes, skills, etc., between two cards in the same lane.
* **Lane:** The slot for placing cards.
* **Rune:** An item that provides special abilities to the player, equipped before playing.
* **Card Color:** The color of the card.
* **Skill:** The ability of the card.
* **Gem:** The energy required to use most card skills.
* **Node:** Slots for placing swords/shields on a card, divided into four slots.
* **Sword:** A symbol indicating that the card can attack an opponent using this node.
* **Shield:** A symbol indicating that the card can block an opponent's attack using this node.
* **Attack Power:** The value subtracted from the opponent's health if the card's attack is successful.
* **Hero Health:** The value that decreases when taking damage or due to certain abilities. If this value reaches zero, the player loses the game.
* **Health Gauge:** The health bar divided into three segments. Reducing an opponent's health gauge in your turn grants a "Breakpoint."
* **Breakpoint (Bonus Play):** An extra phase where you can place another card to continue the battle within the same turn.


# Card

**Battle Node** Each card has nodes for swords and shields, divided into four slots by color: red, green, yellow, and blue. A sword symbol indicates the card can attack using this node, while a shield symbol indicates the card can block attacks using this node.

**Skill** Each card possesses abilities that typically activate automatically. Some abilities, however, require the player to have a specified amount of Gems of the corresponding color before they can activate. Gems can be obtained from used cards, which convert into Gems at the end of the turn for use in the next turn.

**Card Color** Each card has a designated color representing its type. There are five colors: red, green, yellow, blue, and gray. When a card is dissolved, the player receives Gems matching the card's color.

**Rarity** Each card has a star rating indicating its rarity. The higher the rarity, the more powerful the card's abilities.

**Attack Power** The value that indicates the damage a card can inflict on the opponent's health if the card successfully attacks.

<figure><img src="/files/0aky1zWTLjMZTxGmFo9A" alt=""><figcaption></figcaption></figure>


# Card States

**Standby**

* The card is face-down, ready for battle.

**Engage**

* When an enemy card enters the same lane or we place a card in the enemy's lane, both cards will turn face-up to enter the Engage state, ready for combat.

**Exhausted**

* The card is exhausted. After engaging, the card will be dissolved at the end of the turn, converting into Gems of its respective color for the player.


# Gameplay Mechanics

**Battle Lane** Cards engage in battle within lanes, divided into three lanes: left, center, and right. Players can place cards in any empty lane, and if an enemy card is present in the opposing lane, both cards will automatically engage in battle during the Battle Phase.

**Card Summoning** In one turn, each player can summon one card to the field, but only in an empty lane on their side. Summoned cards enter the Standby state.

**Card Battle** During the Battle Phase, if an enemy card is present in the same lane, both cards will flip to the Engage state. All cards in the Engage state will automatically battle. A card can attack if its attack node has a sword icon, while the opponent can block the attack if their card has a shield icon in the corresponding node.

**Card Dissolve** At the end of the Battle Phase, exhausted cards (those destroyed or unable to continue fighting) will dissolve and transform into Gems of their respective colors.


# Playboard

**Battle Lane** The Battle Lane is the zone where players can drag and drop their cards to engage in combat. The battlefield is divided into three lanes for both players: left, center, and right. Battles occur when cards from both players are placed in the same lane during a turn (as illustrated by the two cards in the center lane in the image above).

**Player Health** Player health, also referred to as Hero Health, is the value that decreases when taking damage from attacks or certain card abilities. The health gauge is divided into three segments. Reducing an opponent's health gauge segment during your turn earns you a "Breakpoint." If a player's health gauge is completely depleted, they lose the game immediately.

**Player’s Hand** The rules for managing cards in hand are as follows:

* At the start of each turn, the current player must draw cards until they have three cards in hand.
* If there are not enough cards to draw at the start of a turn, the player takes 100 damage for each card that cannot be drawn.
* At the end of a turn, if the player has more than three cards in hand, they must randomly discard cards until only three remain.
* If a player cannot play any card during their turn, they must randomly discard one card and end their turn.

**Gem** Gems are the energy required to activate certain card skills. Players earn Gems of various colors by playing cards. At the end of each turn, the cards used by the player dissolve into Gems of the corresponding colors, which can then be used in the next turn.

<figure><img src="/files/BzlLSV3ozwJuUCjLTl5S" alt=""><figcaption></figcaption></figure>


# Node Fight

<figure><img src="/files/B6ZxOB5GH62x9ZifzBmB" alt=""><figcaption></figcaption></figure>


