・Drop your opponent's HP to zero = win.
・After 20 rounds, the higher remaining HP percentage wins.
・From round 12, fatigue sets in: damage climbs and healing fades each round — stalemates always collapse.
・A big enough speed gap grants a chance at an extra half-damage strike (Swift).
Follow the arrows: the countering side deals ×1.25 damage.
Assault beats Setup · Counter beats Assault · Setup beats Counter
Seize tempo and disrupt preparation.
Hold your ground and punish aggression.
Prepare a play that breaks passive counters.
Grade rates the drawing, not power. Stats, profession moves, weapons, and this fight's tactic decide the result.
・Whoever drew a backdrop hosts the fight — the defender's turf wins, and their card gets the home stamp. Pure showmanship; no stat bonus.
・Two wins in a row earns a streak badge, and a draw breaks it. Wearing one is an open invitation to be ended.
・Rankings track win streaks and win rates (rates need at least three battles). Anyone still on the arena can be challenged straight from the board.
Every hit ignores 24% of defense
25% chance of an extra half-damage strike
20% chance to stun for a round
Always moves first; opening hit ×1.35
Charges every 3 rounds; next hit ×3
Greatly increased dodge
Damage taken −10%
Enemy misses 12% of the time
Heals 1.5% max HP each round
Below 30% HP, attack +40%
Extreme stat builds hide their own perks. The Director won't tell you what they are.