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Battle Guide

Bokuju battle system.

How It Works

This is v1 of the battle system — we'll be iterating based on community feedback.

Each Bokuju enters battle with a deck of cards. At the start of every turn, you draw up to 5 cards from your draw pile. Play cards from your hand using Sumi (ink) — your resource currency.

You start each battle with 1 Sumi and gain +1 passively at the start of each turn. Some cards also generate Sumi when played, letting you build up to powerful moves.

Cards you play go to your discard pile. At the end of your turn, any remaining cards in your hand are also discarded. When your draw pile runs out, your discard pile shuffles back in — so every card comes back around.

Deck Building

Every Bokuju starts with a base deck of 12 cards. As your creature levels up, you're offered a choice of 3 new cards to add to your deck at each level.

Decks can hold between 10–20 cards. You can have up to 4 copies of any regular card, but legendary cards are limited to 1 copy each. Use the deck builder to add or remove cards and tailor each creature's strategy.

Basic Moves

3 copies each in every deck — the core of your hand.

Strike

strike
SumiCost: 0SumiGain: +13x in deck

Your bread and butter attack. Costs 0 sumi to play and increases your sumi pool by +1. Damage scales with your Bokuju's Attack stat.

A swift ink stroke — simple, reliable, and fuels your next move.

0
Strike
Strike
Gain +1 · ATK/5 dmg

Counter

counter
SumiCost: 13x in deck

Enter a defensive stance. If your opponent attacks you, you reflect damage back based on your Bokuju's Defense stat. If they don't attack, the counter persists into the next turn — it's only consumed when you take damage.

Hold your ground — patience rewarded with a devastating reflection.

1
Counter
Counter
Reflect opponent damage

Rush

rush
SumiCost: 23x in deck

A multi-hit attack that scales with your Bokuju's Speed stat. A D20 roll determines whether you land 1 or 3 hits — faster Bokuju have better odds of landing more.

A flurry of strikes — fortune favours the swift.

2
Rush
Rush
Roll D20 for multi-hit

Utility Moves

1 copy each — support cards that fuel combos and counter strategies.

Inky

utility
SumiCost: 0SumiGain: +31x in deck

A pure resource card. Costs nothing to play and floods your sumi pool with +3. Essential for setting up expensive special moves.

Dip deep into the inkwell — power flows freely.

0
Inky
Inky
A pure resource card

Focus

utility
SumiCost: 01x in deck

Applies a Focus buff — your next Strike this turn deals double damage and hits twice. Costs nothing, but you need to follow it up with a Strike to benefit.

Steady the brush — the next stroke cuts deepest.

0
Focus
Focus
Applies a Focus buff — your next Strike this turn deals double damage and hits twice

Dodge

utility
SumiCost: 21x in deck

Applies a Dodge buff — if your opponent has a Counter stance active, their reflection damage is reduced by 50% this turn. Useful for safely attacking into a defensive opponent.

Sidestep the reflection — ink bends around you.

2
Dodge
Dodge
Applies a Dodge buff — if your opponent has a Counter stance active, their reflection damage is reduced by 50% this turn

Guard

utility
SumiCost: 11x in deck

Enter a Guard stance — reduces incoming damage based on your Bokuju's Defense stat. The stance persists into the next turn if you don't take damage, only being consumed when you're hit.

Brace the page — the ink holds firm.

1
Guard
Guard
Enter a Guard stance — reduces incoming damage based on your Bokuju's Defense stat

Mend

utility
SumiCost: 21x in deck

Restore HP scaling with your Bokuju's Defense stat. The only way to heal mid-battle — invaluable in longer fights.

The ink mends what was torn — patience restores all.

2
Mend
Mend
Restore HP scaling with your Bokuju's Defense stat

Siphon Strike

Unlocked at level 5 — the only strike that heals.

Siphon Strike

strike
SumiCost: 24x in deck

A lifesteal attack — deals damage based on your Attack stat and heals your Bokuju for 50% of the damage dealt. The only strike that heals, making it a key card for sustain-focused decks.

The ink drains, the painter drinks — one stroke, two purposes.

2
Siphon Strike
Siphon Strike
Gain +0 · ATK/5 dmg

Legendary Cards

Unlocked at level 11 — 1 copy per deck. Named after the three djin mascots.

Bokudjin's Mischief

utility
SumiCost: 0SumiGain: +101x in deck

A massive +10 sumi injection. One card that can fund an entire turn of specials. Limited to 1 copy per deck.

The ink beast giggles — your inkwell overflows.

0
Bokudjin's Mischief
Bokudjin's Mischief
A massive +10 sumi injection

Kattadjin's Fury

utility
SumiCost: 21x in deck

Applies a Fury buff — all Strikes this turn hit three times instead of once. Devastating when combined with Focus for a six-hit turn. Limited to 1 copy per deck.

The battle master roars — every stroke becomes a storm.

2
Kattadjin's Fury
Kattadjin's Fury
Applies a Fury buff — all Strikes this turn hit three times instead of once

Grampudjin's Wisdom

utility
SumiCost: 11x in deck

Discard your entire hand and draw 5 fresh cards. A reset button for bad draws — spend 1 sumi to get a completely new hand this turn. Limited to 1 copy per deck.

The elder speaks — clear the page, begin anew.

1
Grampudjin's Wisdom
Grampudjin's Wisdom
Discard your entire hand and draw 5 fresh cards

Special Moves

Each Bokuju unlocks unique special moves as it levels up. These are powerful cards with higher Sumi costs and damage that scales with your Bokuju's level — the higher the level, the stronger the move.

Special moves are unlocked at key milestones:

  • Awakening — your first special move
  • Level 10 — second special move
  • Level 20 — third special move
  • Level 30 — ultimate move

Some special moves carry status effects like Venom, Bleed, or Weaken — applied via a slot machine mechanic with roughly a 34% chance of landing.

Special moves can also have a different affinity than the Bokuju itself, opening up strategic matchup possibilities.

Affinity

Every Bokuju has an affinity type. When you have the advantage, your attacks deal 1.5x damage. There's no penalty for disadvantage — it stays at normal damage.

Swift
Swift
Bold
Bold
Flowing
Flowing
beatsbeatsbeats

Status Effects

Venom

Deals damage over time each turn for a set duration.

Bleed

Deals damage over time each turn — similar to Venom but from physical strikes.

Weaken

Reduces the target's Strike damage by a percentage for the duration.