Game Mechanisms

This section is subject to change according to community feedback and game balancing.

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.

  • 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 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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