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Target selection

Guide

First decide how the player selects a target, then make the Behavior resolve the same object or collection

An important distinction

Target on the card controls the card-play interaction. The target source in its Behavior controls which objects an Action actually affects. Both must describe the same range. Otherwise, a card may let the player select one target but affect a different object during resolution

Card Target controls player input

TargetPlayer actionCommon target source in Behavior
NoneSelect no unitThe Behavior decides whether it needs a unit, card, or no target
Single EnemySelect one living enemyOpponent reads the enemy submitted by the player
All EnemiesSelect no unitAllOpponents resolves every living unit opposing the card's Host
SelfSelect no unitSelf resolves the member playing the card
Single AllySelect one living ally, including the sourceTarget reads the submitted ally
Other AllySelect one living ally other than the sourceTarget reads the submitted ally
All AlliesSelect no unitAllAllies resolves every living unit on the source side
Random AllySelect no unitRuntime chooses one living player member and submits that result to the Behavior
Random OpponentSelect no unitRuntime chooses one living opposing unit and submits that result to the Behavior
Any UnitSelect any living player or enemyTarget reads the submitted unit without a team restriction
tip

Single Enemy, Single Ally, Other Ally, and Any Unit display the aiming arrow and highlight valid units before submission; the remaining modes resolve their range directly

A Single Enemy card targeting one highlighted living enemy

The card above is still in target selection. The play is submitted only after the player clicks a valid enemy. Ally and Any Unit selection use the same input path and read the submitted unit through Target; ally modes limit candidates to the source party, and Other Ally also excludes the source

Random Opponent also skips single-target selection but submits exactly one living opposing unit through Target. All Enemies supplies the complete opposing collection through AllOpponents so every living enemy receives the range effect promised by the card text

Meteor Strike resolving 15 damage on three living enemies at the same time

Meteor Strike above resolves 15 damage on three living enemies at the same time. Its Card Target, Behavior target collection, and player-facing text all describe the same range

Unit Source resolves units from the current context

SourceResolved result
SelfThe current Host: the player in a player Card, the owner in a Status, or the acting enemy in an Enemy Behavior
OpponentReads the submitted Target or Attacker on the side opposite the Host, then falls back to the first living opposing unit
AllUnitsEvery living player and enemy unit
ActivePlayerThe currently active living player member
AllAlliesEvery living unit on the Host's team
AllOpponentsEvery living unit on the opposing team
AllDeadAlliesEvery dead unit still retained on the Host's team for revival rules
TargetThe unit explicitly submitted by the current card, reaction, or call context without changing its team

Healing, armor, and self-Buffs normally use Self. Single-target attacks use Opponent. Team-wide rules use AllAllies or AllOpponents so the same Behavior remains correct for a player or enemy Host

A connected port overrides the node field

When a node has both a Target input port and a Source field, the connection has higher priority

Target port connected -> Use the unit or collection supplied by the connection
Target port unconnected -> Resolve the target from the current context through the Source field
tip

This rule lets an Action use Self as its default target and later switch to a dynamic target through a Selector connection. Before switching the port, confirm that the original field no longer controls the result

Card Source reads current card instances

SourceResolved result
ThisCardThe CardInstance currently resolving
HandPileThe current hand
DrawPileThe current draw pile
DiscardPileThe current discard pile
ExhaustPileThe current exhaust pile
AllPilesThe combined hand, draw pile, discard pile, and exhaust pile

These sources read the current piles when a downstream node executes. Evaluating again after moving cards returns the new collection. Save a snapshot first when later logic needs the result from before the move

A Selector chooses targets from a collection

When rules rather than player input decide a target, use a Selector to filter, sort, and limit the collection in order

  1. Use Filter to keep units or cards that satisfy the conditions
  2. Use Sort to order them by HP, cost, or another value
  3. Use Pick, Take, or Random to obtain the objects required by the Action
  • Check whether the collection is empty before the Action and use Branch to enter a fallback path

  • State the target restriction in the card description

  • Give the failure path visible feedback, or reject the invalid action before the card is played Card Piles passing through Filter and Random Elements before Move Cards moves one matching card into the hand

The graph above filters the draw pile to Basic Attack cards, selects one at random, and moves it into the hand. Unit targets use the same structure. For example, sort AllOpponents by HP in ascending order, then take the first element to resolve the living opponent with the lowest HP

Empty results do not become fallback effects automatically

Built-in Actions skip empty, dead, or invalid targets. When the final collection is empty, the Action produces no effect and does not select another object automatically

tip

If an empty result conflicts with the card text or player expectations, handle it explicitly in the Behavior

Opponent, UnitSource, CardSource, and node names belong to Editor configuration and should not appear directly in player-facing card descriptions. Describe the final target instead, such as "Deal 8 damage to the selected enemy," "Give another ally 6 Armor," or "Restore 4 health to all allies."