Second Battle
Start with an empty scene, create six game databases, then add the status, card, deck, player, enemy, and encounter required to run the battle.
Before starting, run one demo battle and confirm that the Workbench opens.Encounter structureโ
| Asset | Name | Battle role |
|---|---|---|
| Card | Ember Strike | A 1-cost card tagged Attack: deal 6 damage and apply 1 Embermark. |
| Deck | Ember Trial Deck | Ten copies of Ember Strike, so the card is always available. |
| Player | Trial Hero | A simple player that draws the trial deck. |
| Enemy | Trial Dummy | A predictable enemy that telegraphs and deals a small attack. |
| Status | Embermark | A visible, stackable debuff applied by both the card and enemy. |
| Encounter | Ember Trial | The battle that joins the five content assets above. |
Reuse the demo sprites, icons, and prefabs for the card, player, and enemy. Create only the data and behavior required by the battle.
1. Initialize the battle sceneโ
Create a new scene, then open the following window:
Tools > TinyGiants > GCS > Game Card System
Select Initialize System. GCS creates GameCardManager, EventSystem, Background, Battle Runtime, and Battle Fx Directors, including the battle board, hand, card piles, and presentation objects under Battle Runtime.

Select GameCardManager and assign any demo encounter in Encounter Bootstrap. Enter Play Mode and confirm the battle starts, then exit Play Mode and continue with the new game databases.
Preset databases can be switched directly with their Active controls, so you can use those controls to change which preset database is active without removing it. Keeping the presets assigned also makes it quick to switch back for testing.
2. Create the game databasesโ
Return to Edit Mode. In the Card, Deck, Player, Enemy, Status, and Encounter sections, select + New once. GCS creates the following databases:
| Section | New database |
|---|---|
| Card | NewCardDatabase |
| Deck | NewDeckDatabase |
| Player | NewPlayerUnitDatabase |
| Enemy | NewEnemyUnitDatabase |
| Status | NewStatusDatabase |
| Encounter | NewEncounterDatabase |
After all six databases are assigned, select Active on each preset database to change it to Inactive and leave the new databases active. Each section now displays 1/2 Active: the preset database remains assigned, while the Workbench reads only the active new database.

Open the Workbench. Card, Deck, Player, Enemy, Status, and Encounter mode contain no entries. The assets created in the remaining steps are written to these active databases.

3. Create the status firstโ
In Status mode, create Embermark with the following settings:
| Field | Value |
|---|---|
| Name | Embermark |
| Description | Marked by embers. |
| Type | Debuff |
| Tags | Tutorial |
| Icon | Status_Burn |
| Stack Rule | Additive |
| Max Stacks | 9 |
| Decay Rule | Never |
| Show Stack Count | Enabled |
| Behavior | Leave empty; no triggers |
Embermark only defines the status and display rules. The card and enemy FlowGraphs created below apply this status.

4. Create the cardโ
In Card mode, create Ember Strike:
| Field | Value |
|---|---|
| Name | Ember Strike |
| Description | Deal 6 damage. Apply 1 Embermark. |
| Cost | 1 |
| Type | Support |
| Rarity | Common |
| Target Mode | Single Enemy Unit |
| Tags | Attack |
| Keywords | Leave empty |
| Upgrade | None |
| Icon | Study |
| Template | Support |
Support is the card's Type. Attack is its Tag; the two fields are independent.

Select Edit FlowGraph and connect the nodes in this order:
On Card Played โ Deal Damage โ Change Status โ Group (Play Effect)
Play VFX โ Play SFX โ Show Floating Text
| Node | Field | Value |
|---|---|---|
| Deal Damage | Target | Opponent |
| Amount | 6 | |
| Ignore Armor | Disabled | |
| Change Status | Target | Opponent |
| Amount | 1 | |
| Mode | Delta | |
| Status | Embermark | |
| Group | Group Name | Play Effect |
| Exposed Params | Leave empty | |
| Play VFX | Target | Opponent |
| Anchor | On Unit | |
| Prefab | VFX_BurnIgnite | |
| Lifetime | 0 (automatic) | |
| Play SFX | Clip | AttackMage/Mage2 |
| Volume | 1 | |
| Show Floating Text | Target | Opponent |
| Kind | Damage | |
| Content | Amount | |
| Amount | 6 | |
| Text | Leave empty | |
| Use Custom Color | Disabled | |
| Include Sign | Enabled | |
| Scale Multiplier | 1 | |
| Duration Multiplier | 1 | |
| Offset | (0, 0, 0) |
Opponent is the enemy selected when the player plays the card. Connect Dealt from Deal Damage to Amount on Show Floating Text so the group displays the actual damage after armor, then let Change Status continue into the group's Play VFX input.
After configuring Play VFX, Play SFX, and Show Floating Text, select those three presentation nodes and press Ctrl + G to merge them into the Play Effect group node. Keeping damage and status changes outside the group makes the gameplay sequence easy to read while the reusable presentation chain stays together. For group nodes and exposed parameters, see the next FlowGraph Window chapter.

5. Create the deckโ
In Deck mode, create Ember Trial Deck:
| Field | Value |
|---|---|
| Name | Ember Trial Deck |
| Description | Ten Ember Strikes for the second-battle tutorial. |
| Tags | Leave empty |
| Icon | Deck_Warrior_Start |
| Cards | Ember Strike ร 10 |

6. Create the playerโ
In Player mode, create Trial Hero:
| Field | Value |
|---|---|
| Name | Trial Hero |
| Description | A tutorial player with a guaranteed Ember Strike draw. |
| Tags | Leave empty |
| Icon | Avatar |
| Template | Prefab |
| Base HP | 60 |
| Base Energy | 3 |
| Starting Deck | Ember Trial Deck |
| Energy Name | Energy |
| Energy Description | Leave empty |
| Energy Icon | None (Sprite) |
Starting Deck determines which deck the player uses when the battle starts. Trial Hero draws Ember Strike from Ember Trial Deck.

7. Create the enemyโ
In Enemy mode, create Trial Dummy:
| Field | Value |
|---|---|
| Name | Trial Dummy |
| Description | A predictable tutorial enemy. |
| Tier | Normal |
| Tags | Leave empty |
| Icon | Avatar |
| Template | Prefab |
| HP Min | 24 |
| HP Max | 24 |

Select Edit FlowGraph and connect the nodes in this order:
On Enemy Behavior Start โ Leaf Intent (Attack) โ Deal Damage โ Change Status โ Group (Play Effect)
Play VFX โ Play SFX โ Show Floating Text
| Node | Field | Value |
|---|---|---|
| Leaf Intent | Intent | Attack |
| Deal Damage | Target | Opponent |
| Amount | 3 | |
| Ignore Armor | Disabled | |
| Change Status | Target | Opponent |
| Amount | 1 | |
| Mode | Delta | |
| Status | Embermark | |
| Group | Group Name | Play Effect |
| Exposed Params | Leave empty | |
| Play VFX | Target | Opponent |
| Anchor | On Unit | |
| Prefab | VFX_ImpactHit | |
| Lifetime | 0 (automatic) | |
| Play SFX | Clip | HitLight/Hit002 |
| Volume | 1 | |
| Show Floating Text | Target | Opponent |
| Kind | Damage | |
| Content | Amount | |
| Amount | 3 | |
| Text | Leave empty | |
| Use Custom Color | Disabled | |
| Include Sign | Enabled | |
| Scale Multiplier | 1 | |
| Duration Multiplier | 1 | |
| Offset | (0, 0, 0) |
Connect Dealt from Deal Damage to Amount on Show Floating Text. The player sees the Attack intent before ending their turn; the behavior then deals 3 damage, applies Embermark, and runs the Play Effect group to play the impact VFX, SFX, and actual-damage text.

8. Assemble the encounterโ
In Encounter mode, create Ember Trial:
| Field | Value |
|---|---|
| Name | Ember Trial |
| Description | A complete second-battle tutorial encounter. |
| Difficulty | Normal |
| Tags | Leave empty |
| Icon | Background; this is also the runtime battle background |
| Player | Trial Hero |
| Enemy Units | Trial Dummy ร 1 |
| Reward Deck | Ember Trial Deck |
| Starting Hand Size | 5 |
| Draw Per Turn | 5 |
| Max Hand Size | 10 |
| Starting Energy | 0 |
| Card Reward Count | 3 |
| Armor Decay Rule | ResetOnTurnStart |
| Hand Discard Rule | DiscardOnTurnEnd |
| Enemy Intent Display | Full |
| Animation Gap Per Step | 0.28 seconds |
Full shows the enemy intent icon and value. IconOnly shows only the icon, and Hidden shows no intent.

Finally, set Ember Trial as the manager's Encounter Bootstrap choice. It is the one asset the runtime starts.

9. Run and verify the encounterโ
Enter Play Mode. You should see the player, one enemy, a hand that includes Ember Strike, and a full enemy intent. Play Ember Strike, target the enemy, and then end the turn.

Select an Ember Strike, choose Trial Dummy as its target, and resolve the card.

Trial Dummy's HP drops from 24 to 18, and its status bar shows one stack of Embermark.

End the turn and let the enemy's graph resolve. Trial Dummy's Attack deals 3 damage, then applies the same visible Embermark to Trial Hero.

Confirm all of the following results:
- Ember Strike appears in hand, spends 1 energy, and deals 6 damage.
- Embermark appears on the enemy after the card resolves.
- The enemy displays an Attack intent before its turn.
- Ending the player turn makes the enemy deal 3 damage and apply Embermark to the player.
- The encounter has a valid preview image, player, enemy, reward deck, and no Console errors.