(Game is good. Everything but the story is amazing).
Win Condition: KO your opponent *OR* Light all four Crystal Locations.
- Turn Storage: Instead of the characters, the PLAYERS may either Default (Defensive Action that banks your turn) or BRAVE for consecutive turns (Offensive action that uses banked turns or puts you into Debt), each to a limit of four consecutive turns. Players who have a Turn Debt have their turns skipped, but the system would allow for "all-or-nothing" gambles. To balance this, there has to be a resource that doesn't naturally renew itself, or a win condition that isn't possible in four consecutive turns.
- Crystal Locations: Each player has a Location deck of four differently-aligned cards. These card act as the "world". At the beginning of play, the second-acting player plays the top card of their deck, then the first player, until there are four differently-aligned Locations in play. Locations have a "Resident" effect (when players are battling there) and a "Owned" effect that is a passive effect for the player that lights it.
Players may split up their party members into different Locations, but each character only provides a certain amount towards Lighting a Location, thus fewer members takes more time. For the sake of the One Shot, this number is as follows:
1 Character - Five Turns
2 Character - Four Turns
3 Character - Three Turns
4 Character - Two Turns
Previous turns do count, so if you relocate the team to a Location that already has one of your own, it will go MUCH faster.
Battle occurs when both players are at the same Location, where each character gets a single attack (or two if dual-wielding).
- Class-based Attacks: Instead of skill cards, there are Class cards that have the skills on them. You may have up to two different Class cards on a character at a time.