Page 2: BattlingOn your first post, and the opponent's first post, you will post all the cards that you will fight with (up to 3 unless you use different rules). You also will post the effects of the moves next to your cards, so you don't have to go to the shop every time you move.
Next, you would total up your cards' speed, then the opponent would do the same. The one who gets the highest speed in the end goes first. On your turn, to determine the order your own cards move in, you would have them go in the order of their speed, greatest to lowest. After figuring this out, the fastest card will make its move. You can choose from any of the card's moves. To the right of your moves you will see a number. A red number means the move will deal damage to any other monster decreasing their HP, while green numbers mean the move will heal any monster including the user. Blue stars mean you refer to the shop/beginning post for the effect. However, you can not use the same move twice in a row. Also, healing a monster will not increase their HP higher than the value listed on their card. So, on your turn, choose a move to use, choose who you will use it on, and attack (or heal) them! Then do the same for the rest of the cards until there are no more.
There is also another thing you may do during your turn; you can pass up your turn, in case you do not want to use any of the available moves. This may be useful depending on the situation.
Some moves will give monsters temporary status ailments. These will increase or decrease their powers. Refer to the shop (again) to see how long they are affected. Here is a list of good ailments.
Increase Agility: Adds 30 to a monster's speed, so you will have to recalculate the turn order.
Blessing: Gives a monster 50% more attack power, damage rounded up if decimal is .5
Assumptio: Halves damage done to affected monster, damage rounded down if decimal is .5
Regenerate: Recovers 2 HP each turn this monster is affected by the ailment.
Safeguard: Will not recieve any other status ailments, good or bad.
Speedy: While affected, the monster can use two different moves on its turn.
Hidden: The monster cannot be hit, but it cannot use any moves.
Cloaked: The monster cannot be hit, but when it uses a move besides "Grimtooth", it will lose this ailment.
Sight: In this duration, all monsters who hide or cloak will reappear immediately.
Reflect: While this ailment is active, the affected person will reflect 50% of the damage given to them, damage rounded up if decimal is .5 (NOTE: This does not reduce damage taken.)
Now the list of bad ones.
Poison: Every turn, the affected monster takes 1 damage.
Burn: Every turn, the affected monster takes 2 damage.
Stun: The affected monster cannot move at all.
Weakened: The next time the affected monster takes damage, it takes double damage but loses this ailment.
Frozen: The affected monster cannot move at all. Next time the monster takes damage that is not related to ice or water, it will become unfrozen.
Sleep: The affected monster cannot move at all. Next time the monster takes any damage it will wake up.
Silence: The affected monster cannot use heal moves or cause status ailments, but it may attack and use other special moves. If a move deals damage and gives a status ailment, you may still use it... but only the damage will be dealt.
Blind: The affected monster cannot attack, but it may heal and use other special moves.
Light Petrify: The affected monster's speed is reduced to 0, so you will have to recalculate the turn order. After this ailment ends, the monster will get the ailment "Hard Petrify".
Hard Petrify: The affected monster cannot move at all. This ailment does not end until the affected monster takes three hits.
Finally, we have one more section to cover. Moves with purple multiplication signs and purple numbers next to them... do damage as many times as the purple text shows. For example, let's say a move did
3 x 3 damage. That means the move does 9 damage total. However, if someone had Assumptio, this move would NOT do 4 damage. Subtract individually from all the hits. So three damage would be reduced to one, making the move act like this to the person affected by Assumptio:
1 x 3, also known as 3 total damage.
That is all for this section. For more information on setting up battles, refer to Post 3.