During play testing i found myself at a lull point with combat. It flowed well, but boiled down to rolling attack dice, taking damage...and thats it. Many games start off as a bit of a slog for me until you gain enough upgrades to make you feel more powerful and create some much needed variety. So I created a rock, paper, scissor style combat system that would give the players a desicion after every attackQ
During combat, after every attack by an enemy the player is given three choices after attack dice have been rolled. this rock, paper, scissor style of combat adds a deeping sense of strategy to your battles and you must decide whats best. Dodge attacks and survive longer? Counter attacks with a weapon to kill a enemy faster? Or, focus your energy, gaining tokens that can be used for various game effects.

After attack dice are rolled, you can choose to focus instead of dodge or countering. To Focus, choose one of the options below:
• Gain 1 Skill Cube and place here.
• Gain 1 Skill Cube and place on a card.
• Spend 1 Skill Cube and move 1 space.
• Spend 2 Skill Cubes and flip a card.
• Spend 1 Skill Cube and ignore Disadvantage.

After an enemy rolls attack dice, look at the timing of that attack. If the weight of your character is less than the timing number, you can perform a Dodge. To Dodge, roll the same amount of dice as there were hits against you. On any results of 8, remove 1 hit each. Capes can be equipped to make things easier such as only having to roll a 7+ instead. If your weight is higher than the timing of the attack, you can still Dodge but the amount of dice you roll are divded by 2 (rounded down).

After an enemy rolls attack dice, look at the timing of that attack. If the weight of your character is more than the timing number, you can perform a Counter. To Counter, find the counter attack symbol found at the bottom of your weapon. Counter attacks do not use any keywords found on your weapon. If your weight is lower than the timing of the attack, you can still Counter but the amount of dice you roll are divded by 2 (rounded down).

Weapons have no special abilities or text of any kind. The goal was to let the Artifacts shine with their special abilities nd leave weapons to what they do best, wholloping bad guys. Weapons will have a keyword that will usually have to do with attacking an enemy in its weakspot. For the Rock Mallet, attacking in a weak spot will let you roll 2 extra attack dice. This mallet has its draw back though, its weight is pretty hefty, clocking in at 5. This will effect your ability to Dodge and will instead be leaning on Countering instead. At the bottom center of the card is a secondary attack profile, this is the Counter Attack. It is a simplified version of the main attack, minus the activation limit, AP cost and keywords. This seperation opens the door for various new Artifacts that can effect your Counter stats instead of the weapon as a whole. Plus it will make for a lot more fun in balancing weapons. I can see a hammer that has the most insane stats, rolls lots of dice and does heavy damage but has no counter stat at all! Lots to think about and theory craft there.
Everything i’ve shown off today is still in early development. Anything is subject to change, be expanded upon or just deleted all together.