Combat

The game features turn-based one-on-one combat. It utilises the participants' attributes (like strength and agility) and sets of moves called cards. Each move has a cost, usually of a number of a certain attribute. When the character doesn't have any spare attribute levels anymore, they end their turn and their attributes are fully replenished to their initial value. Theoretically, there is no limit on how many moves a character can do per turn, but there are obviously no free cards. It's also possible to end the turn while still having cards to use, but it offers no advantages. Damage directly subtracts the foe's hitpoints after being possibly lowered with their resistances. Resistances can completely mitigate an attack, so make sure your card of choice doesn't turn out to be useless!

Damage types
Each attack is of a damage type (there can be more types in one, too) and each character can have a certain resistance towards any of these damage types. The math here is very simple: the card's damage value is reduced by the opponent's respective resistance value and the result is used to directly lower the foe's number of hitpoints. Currently, there are seven types of attacks (and resistances against them) in the game: heat, cold, impact, slash, pierce, magic and biological. There is no actual difference between them besides cards and resistances dealing with different ones.

Resistances can be raised by wearing armour. There is currently no way for the player to increase their resistances.

The deck
At the start of the game, the player has only unarmed melee attacks to choose from, ranging from a wimpy slap to wrestling and tackling the enemy, but they can obtain melee weapons to arm up later on. Ranged weapons and possibly magic is planned in the future along with more defensive moves like evasion. In the deck, players can choose what moves to prefer during combat. In the image you can see both the default attacks and the axe chop given by felling axe.

During combat, players can click on little springs next to each card, locking them in place. This prevents them from being used but also keeps them from being reshuffled, allowing for having a chance for better set of moves in the next turn. The locks can be set on and off at any time in any number and combination without any penalties.