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Core Mechanics

Set / Face-Down Mechanic

The set system is Gambit's core social and bluffing layer. It creates uncertainty, mindgames, and strategic depth in every game.

Rules

Behavior by Card Type

Card Type Set Behavior
Units Reserved for later. Flip face-up on your turn and pay the cost to play normally.
Spells Reserved for later use. Activate on your turn only.
Traps Activate at declared trigger windows during any player's turn. Must wait one full turn.
Items Reserved for later. Flip and pay on your turn to equip.

The Bluff

Opponents cannot distinguish between a set trap, a reserved unit, a stored spell, or a held item. A player who sets a weak 1-cost unit looks identical to one who sets a devastating trap. This creates:

Counterplay


Board State & Zone Limits

Each player's board has defined zones with maximum capacities. Limits keep the board readable, force strategic choices about what to commit, and ensure hand payment remains relevant alongside the Energy Zone.

Zones

Zone Max Capacity Contents
Unit Zone 5 Active units on the field
Set Zone 5 Face-down cards only (traps, reserved spells/units/items)
Energy Zone Equal to max hand size Face-up energized cards that generate energy
Field Zone 1 One persistent field-wide effect (Field Relic or Field Spell)
Items 1 per unit Equipped to units (destroyed with host)
Bench 1 Knocked-out Ace (Ace Battle format only)
Graveyard No limit Discarded/destroyed cards
Exile No limit Exiled cards (cannot be recycled)

Why Cap Energy at Hand Size?

Tying the Energy Zone to max hand size creates an elegant ceiling:

Item Limits

1 item per unit. Each unit can have a single item equipped. This makes each equipment choice high-stakes -- you're picking the item for that unit, not building a loadout. Items are destroyed and sent to the graveyard when their host unit is destroyed -- they do not return to hand or persist unattached. Cursed Items are especially punishing since they block the unit's only item slot.

Field Zone

A single shared slot for one persistent field-wide effect. The Field Zone can hold either:

Only 1 field card can be active at a time. Playing a new field card replaces the existing one (old card goes to graveyard). The counterplay differs by type, so knowing whether an opponent's field card is a relic or spell matters for building answers.

Set Zone Clarification

The Set Zone contains only face-down cards. If a set card is revealed (e.g., by White's Reveal mechanic), it remains in the Set Zone but is not considered in play -- it is simply exposed. Revealed set cards can still be activated/played normally on a later turn.

Voluntary Destruction

Players cannot voluntarily send their own cards to the graveyard. Cards are only removed through:

This makes Black's Sacrifice keyword essential for graveyard fueling and ensures Cursed Items are genuinely difficult to remove without the right answer cards.


First-Player Balance (1v1)

Going first grants tempo advantage (energize first, play first, attack first). To compensate, player 2 receives:

Player 1 has tempo; player 2 has resources and a loaded bluff on the board. Every game starts with a mindgame.

Multiplayer compensation is deferred until FFA format design -- seat position bonuses will need to scale with turn order.


Turn Structure

Split-phase system with end-of-turn draw for fast-paced play with meaningful energy tension.

Phases

# Phase Description
1 Main Phase 1 Play cards, energize cards, set cards face-down, equip items
2 Combat Declare attackers (choose target player), defender chooses blockers, resolve
3 Main Phase 2 Play more cards after combat results are known
4 Draw Phase Draw up to max hand size
5 End Phase End-of-turn effects resolve, cleanup

Why End-of-Turn Draw?

Drawing at the end of your turn creates a natural tension curve:

This progression rewards smart early energizing and makes the game feel increasingly powerful as it develops.

Trap Windows

Traps can activate at phase transitions on any player's turn, not just the active player's. Specific trigger windows are declared when the trap is set.

OPEN QUESTION: Fast-turn variant rules for 4+ player games to prevent downtime. Options include simultaneous phases, action limits, or timers.


Combat System

Player Targeting

Combat Flow

  1. Attacker declares -- choose which units attack and which opponent they target (critical for multiplayer/FFA where multiple opponents exist)
  2. Defender chooses blockers -- assign ready units to block incoming attackers
  3. Resolve combat -- blocked units deal damage to each other (Might vs Endurance). Unblocked units deal their Might as damage to the targeted player.
  4. Damage applied -- unblocked damage is dealt to the targeted player's life total.

Keywords in Combat