# Game Mechanisms

#### <mark style="background-color:orange;">This section is subject to change according to community feedback and game balancing.</mark>

## Overview

The Natomon card game is structured around a series of phases and steps that define the flow of a duel between two players. \
Each duel progresses through distinct phases, from preparation to combat and finally to the conclusion. \
Below is a detailed explanation of the game mechanisms that can be used as a comprehensive guide.

## **Phase 0: Preparation Phase**

This phase occurs once before the actual duel begins.

* **Activate Polymorph Ability**: Players can activate the special ability of Polymorph, generating one random Natomon. This generated Natomon can potentially equip items.
* **Item Assignment**: Players assign items to their monsters [following the rules designed here](/the-rules.md).
* **Boost Application**: Items Bonuses (major boost, minor boost, and FP boost) are applied to the monsters.

## **Phase 1: Combat Phase**

This phase is typically called "a turn" and repeats until the duel ends. It consists of multiple steps.

### **Step 1: Pre-Attack Actions**

The actions allowed in this step are executed before the monster attacks (step 2).

* **Activate Chameleon Ability**: Players can change the element of Chameleon cards by cycling through Fire, Water, Grass, and Normal. This affects the card's graphics and elemental stats.
* **Change Natomon**: Players can switch their current monster with another living monster from their deck. The application shows the list of Natomon, and the change can be confirmed or canceled.
* **Consume Items**: Players can use consumables to boost their monsters. The application shows the list of available consumables. Consumables disappear from the inventory once used.

### **Step 2: Attack Selection**

* Players choose which attack (ATK1 or ATK2) their monster will use. Monsters summoned via "Change Natomon" (in step 1) cannot attack in this step to prevent immediate attacks post-summoning.

### **Step 3: Damage Calculation**

During this step, no manual action from the players is required.

* **Attack Execution Order**: The attack with the highest speed is executed first.
* **Damage Calculation**: Damage is calculated as `Attack Power - Defender's Armor`. Elemental multipliers (e.g., Fire vs. Grass) are applied where relevant.
* **Damage Application**: The calculated damage is subtracted from the defender's HP. \
  If the defender survives, it executes its attack. \
  If KO'd, its attack is not executed.

When the step 3 is over, the turn is over.

The two players are returned to [step 1](#step-1-pre-attack-actions) to start a new turn unless the duel is over.

## **Phase 2: End of Duel**

* **Result Display**: The end-of-duel screen is displayed to both players (Victory or Defeat).
* **Reward Distribution**: Rewards (Fame Points, consumables, experience, etc.) are displayed and distributed.
* **Updates**: Player data, leaderboard standings, and combat history are updated.
* **Return to the BattleCenter**: Both players are redirected to the BattleCenter page, where they can manage their inventory and launch a new duel through matchmaking.


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