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
strikeYour 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.
Counter
counterEnter 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.
Rush
rushA 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.
Utility Moves
1 copy each — support cards that fuel combos and counter strategies.
Inky
utilityA 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.
Focus
utilityApplies 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.
Dodge
utilityApplies 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.
Guard
utilityEnter 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.
Mend
utilityRestore 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.
Siphon Strike
Unlocked at level 5 — the only strike that heals.
Siphon Strike
strikeA 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.
Legendary Cards
Unlocked at level 11 — 1 copy per deck. Named after the three djin mascots.
Bokudjin's Mischief
utilityA 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.
Kattadjin's Fury
utilityApplies 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.
Grampudjin's Wisdom
utilityDiscard 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.
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.
Status Effects
Deals damage over time each turn for a set duration.
Deals damage over time each turn — similar to Venom but from physical strikes.
Reduces the target's Strike damage by a percentage for the duration.