Tactical Briefing: The Grid System

This is an authoritative summary of Phalanx Duel v1.1.0. No luck. No RNG. Just geometric consequence.

1. The Battlefield

The game is played on a 4x2 grid. Every column is a lane. Every slot is a tactical decision.

  • Front Rank: The first line of contact.
  • Back Rank: The reserve line / secondary shield.
  • The Player: The final target behind the lines.

// FORMATION LOGIC

RED
DEFENSE
BLUE
OFFENSE

2. Suit Roles (The Combat Engine)

Suits are not decoration. They define the role of the card in the cascade.

♥ HEARTS

Shield: Player. Reduces damage directed at the Player LP. The final line of defense.

♦ DIAMONDS

Shield: Formation. Reduces damage carryover from the Front Rank to the Back Rank.

♣ CLUBS

Weapon: Impact. Doubles the carryover damage hitting the Back Rank defender.

♠ SPADES

Weapon: Reach. Doubles the final damage hitting the Player LP.

3. The Cascade

Damage flows front-to-back in a deterministic sequence:

  1. Front Contact: Attacker hits Front Defender.
  2. Suit Check: Diamonds or Clubs modify carryover.
  3. Back Contact: Remaining damage hits Back Defender.
  4. Final Breach: Remaining damage hits Player LP (modified by Spades/Hearts).

4. Special Eligibility

  • Aces: A front-rank Ace can only be destroyed by an Ace attack. If the attacker is not an Ace, the Ace survives but only absorbs 1 point of damage; the rest of the attack overflows to the next target.
  • Face Cards: Can only be destroyed by face cards of equal or higher rank (J < Q < K). If the attacker is ineligible, the Face Card survives and halts all carryover damage.
  • Suit Shields: Diamond and Heart shields are Boundary Effects. They only trigger if the card providing the shield is destroyed during the resolution.
  • Hearts Do Not Stack: Only the final destroyed card before damage hits the player can provide a Heart shield.
Quick Players Guide → Enter the Combat Lab Launch Online Match