Rules

Card Types

There are many different types of cards in Aura Clash. To see a card’s type, check the text inside the long rectangle underneath the card’s picture. The only exception is Foundation Cards, which instead show the Foundation’s base ranks in each Stat. Each type of card is detailed below:

Foundation

Foundation Cards define a character’s base Cores before learning any Techniques as well as their Skills. Some possess single ability ingrained into their chi-fueled body while others grant +1 to a specific Core.

Technique Cards

Technique Cards represent a character’s mastery of a Style or Element. Some are even Freestyle Techniques that anyone can learn, which still represent one’s mastery over chi. Each Technique card adds +1 to your Foundation’s base rank in a specific Core (Power, Fortitude, Agility, or Soul) as well as supplying you with the abilities list on that card.

NPC Cards

Non-Player Character (NPC) cards are largely meant for Game Masters. For many GMs it is much easier to give NPCs a quick selection of default stat cards, for example throwing three upside down cards in the NPC’s “Power” Core pile to represent 3 Power, rather than actually giving them proper stats.
To make up for this, each NPC is given at least one “innate” ability listed on the card as well as a passive; these innate abilities are always available unless targeted by the Disable ability. NPC cards can be augmented with Cores or other abilities to enhance their prowess.

Combat Actions

Combat is the core focus of Aura Clash and is divided into rounds and turns. Each round is composed of every character in combat getting to act for 1 turn. On each character’s turn they may perform one Main Action as well as a few specific actions that do not take up their turn.

Basic Actions

These represent the main choice a character makes each round and the bulk of what they do on their turn. The default options are:

Flip Action

In addition to the basic actions of combat, the Martial Arts grants the players certain bonus abilities.

To use these, characters can “Flip” their cards over to gain benefits at certain times. Flip effects do not take up any Action or Reaction for that round unless otherwise stated. Characters can flip any Core to gain the following benefits based on that Core’s type:

Power Cores

Flip when you roll Damage against an opponent. Gain Advantage on your Damage roll and add your Flipped card’s AP value to your damage successes.

Fortitude Cores

Flip when suffering Damage to roll 1d6 per Fortitude and negate 100AP Damage per success. This is called a “Soak” roll. Add your Flipped card’s AP value to your soak successes.

Agility Cores

Flip to reroll your Accuracy roll on any Attack.

Soul Cores

Flip to Power Up (Full), meaning you can sustain a Technique and untap all Focused Techniques.

Handling Combat

Combat begins when characters roll Initiative or one side ambushes an unsuspecting party, and combat ends when one side either surrenders or falls to 0 Current AP, which typically means they have lost all their Core cards to damage. The important steps to performing combat can be found below.

Initiative

Characters determine who goes first by rolling Initiative which is 2d6 + Agility. Characters act by result in descending order, with the highest number going first.

Spending Chi

Most cards have a tap effect shown with a symbol. These effects represent spending your chi to activate Techniques. To do this, you simply turn one or more of your Focused cards sideways.

Rolling Accuracy

After choosing which attack to use and spending the chi, a character rolls 1d6 for each rank they possess in the stat used for that attack to determine if they hit their target. This means Agility for Physical Attacks and Soul for Energy Attacks. If this Accuracy roll has equal or more successes than the target’s defense, then the attack is a [Success] and deals the damage and/or effects listed on the card.

Defense

Characters defend against attacks with their Defense, which is their Fortitude dice pool halved, round up. Characters do not roll defense by default. If your attacker scores less successes than your defense, their attack fails and has no effect.

Dealing Damage

Each attack card lists how much Damage it inflicts upon a successful accuracy roll. Some affects may add bonus damage, but the main way to enhance a card’s damage is to either roll a Critical on the Accuracy roll or to Flip a Power Core. Both of these options allow the attacker to roll 1d6 per Power and add 100AP damage to their attack per success.

Receiving Damage

The damaged character must choose an amount of AP worth of cards to discard equal to the damage they receive. They then place these discarded cards off the field, typically to the right of their Deck. This is called the Damage Pile. The damaged character can choose which cards to discard, and it is typically best to get rid of Flipped cards as their abilities are unavailable.

Soak

When taking damage, characters may Flip a Fortitude Core to make a “Soak” roll to negate the damage, acting as the opposite of a damage roll. Each success on a Soak rolls removes 100AP damage from the attack against the character rolling Soak.

Aura Pressure

A character’s Aura Pressure (AP) is a measure of both their combat potential and their vitality. Each card in a character’s Deck has an AP value in the top left corner which indicates that card’s cost in exp and their health value. When a character suffers damage, they discard 100AP worth of cards for every 100AP Damage dealt.

[IF SUCCESS]

This effect applies if your attack successfully hits your opponent, which occurs when your accuracy roll equals or exceeds their defense and thus the attack is considered successful.

[IF STOPPED]

This effect applies if your attack fails to hit your opponent.

Critical

Whenever a dice roll results in more 6s than any other number in accuracy or offensive Clash rolls, it is a Critical and triggers any [IF CRITICAL] effects. Criticals on accuracy rolls let the attacker roll Power for damage without having to Flip a Power card. If a Clash has no [IF CRITICAL] effects, then scoring a Critical with it will allow the user to Power Up 1 or inflict 100AP damage against their target(s).

Botched Rolls

Whenever an attack has more natural “1”s than successes, it is a Botch. The roll is an automatic failure and has negative consequences decided by the GM. The severity of the botch should be decided by how many “1”s were rolled versus how many successes were rolled.

Exploding Dice

When a dice roll scores a natural “6” on any 1d6, count that 6 as a success and roll that 1d6 again; if the new roll succeeds, you gain another success, so a total of two successes from that 1d6. If that new roll scores a natural “6”, you may gain a success and roll it again. Continue until no more “6s” have been rolled. All rolls have Exploding Dice by default.