BattleCON: War of Indines

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

BattleCON: War of Indines is a two-player card game inspired by 2D fighting video games. Each player selects a unique character and fights duels by simultaneously selecting attack pairs (a Style card + a Base card). Attacks are revealed simultaneously, and priority determines who strikes first. Characters move along a 7-space linear board, using positioning, timing, and their unique abilities to reduce their opponent’s life to zero. A match consists of best-of-three duels.

Components

Setup

  1. Each player selects a different character.
  2. Each player takes their character’s Style cards and Base cards.
  3. Place both character tokens on the board: one on space 2, the other on space 5 (3 spaces apart).
  4. Set both players’ life to 20.
  5. Determine first player randomly.

Turn Structure

Each turn is called a “beat.” Beats follow this sequence:

1. Select Attacks (Simultaneous)

Both players secretly choose one Style card and one Base card from their hand to form their attack pair. Place them face-down.

2. Reveal Attacks

Both players flip their attack pairs face-up simultaneously.

3. Determine Priority

Compare the combined Priority values of each player’s attack pair. The player with the higher Priority is the “active player” and attacks first. If tied, the player who was hit last beat goes first (or the one closer to their starting side).

4. Active Player’s Attack

The active player performs their attack:

5. Reactive Player’s Attack (if not stunned)

If not stunned, the reactive player performs their attack using the same procedure.

6. End of Beat

Actions

Attack Pair Components

Style Cards (unique per character):

Base Cards (shared set): | Base | Priority | Range | Power | Special | |——|———-|——-|——-|———| | Strike | 3 | 1-2 | 4 | Standard attack | | Shot | 2 | 3-5 | 3 | Ranged attack | | Drive | 4 | 1 | 3 | Advance 1-2 spaces | | Burst | 1 | 2-3 | 3 | Retreat 1-2 spaces | | Grasp | 5 | 1 | 2 | Move opponent 1 space | | Dash | 9 | - | - | Move 1-3 spaces; no attack |

Movement

Stun

If you take damage equal to or greater than your Stun Guard (from your attack pair), you are stunned and lose your attack for this beat.

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Beat Sequence

  1. Both players select Style + Base face-down
  2. Reveal simultaneously
  3. Higher Priority attacks first
  4. Active player: move, range check, deal damage, stun check
  5. Reactive player (if not stunned): same steps
  6. Recycle cards from 2 beats ago; discard this beat’s cards

Key Stats

| Stat | Effect | |——|——–| | Priority | Determines who attacks first | | Range | Min-Max distance to hit | | Power | Damage dealt on hit | | Stun Guard | Damage threshold to avoid being stunned |

Quick Reference