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Generic mechanic illustration for Combat Hand and Discard
mechanic

Combat Hand and Discard

Card Draw Cycle · Deck Hand

Deck combat begins with four random cards, replenishes used slots every ten seconds, and permits one discard that refreshes every thirty seconds.

Story so far

The squad leader draws four random cards the instant deck combat starts and may play any or all immediately, including summoning four totems at once if all four appear.

Each played card is replaced by the next card in deck order after ten seconds. A card may instead be discarded, moving it into an unusable discard pile for the rest of that combat.

Only one discard is initially available, and that capability refreshes every thirty seconds. Once the leader has played or discarded every card, normal spellcasting and inventory access return.

Appearance

Four floating cards above a timed draw track, with a discard slot slowly recharging.

Role

The hand cycle controls tactical tempo, exposure, and how quickly a leader can escape the deck lockout.

Relationships

Deck Construction Rules — Deck balance determines the random cards available in each hand.
Squad Leader Deck Lockout — Exhausting the hand and deck ends the leader's restriction.
Deck Combat — The draw and discard timers run continuously during battle.
Sources — 1 recorded facts, by chapter
Chapter 10
  • Deck combat begins with four random cards, replenishes used slots every ten seconds, and permits one discard that refreshes every thirty seconds.
Character portrait