
Every run in Champion of Lore begins with a decision โ choose your save file and decide who steps into combat.
Sayri or Kanna?
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Feedback is always welcome.
Next up
Continuing our bestiary: meet the Scrambler. High mobility, zero damage... but a total tactical nightmare.
When it hits, it steals a random card from your hand and discards it.
One touch, and your combo is gone.
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I thought my hand UI looked fine.
It didnโt ๐
So I reworked the card layout โ cleaner spacing, better readability during turns.
Small change. Big difference.
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Sayriโs cards in Champion of Lore.
From physical attacks like Sword Slash, to magic like Fireball, mobility with Leap Attack, and powerful abilities like Judgment of Illapa.
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The Chonchon: From Myth to Monster ๐
This Mapuche legend is the first sign of corruption in Champion of Lore. Fast and unpredictable: a true test for tactical positioning.
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The flow of cards in Champion of Lore.
Cards start in the deck โ draw your hand โ play โ chain if possible โ discard.
Then the cycle begins again on the next turn.
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The Knight: Ethereal Malice
Meet the Knight.
Not a soldier, but a sentinel of pure energy. A tactical entity designed to control the hex grid and test your positioning.
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Continuing our bestiary: meet the Broad Knight. Slower on the hex grid but with massive HP and devastating power. A true test of deck efficiency with high-tier rewards.
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I revisited the color palette of the map.
The previous version worked, but it felt too saturated and visually crowded.
So I rebalanced the colors to make the battlefield cleaner and easier to read during turns.
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Special cards!
They appear directly on the battlefield and can be picked up by any hero during a run.
Examples include Loot Range, Healing, and Teleport โ each adding new tactical options.
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Kannaโs cards in Champion of Lore.
From ranged attacks like Hunting Bow, to close combat with Earthโs Gift, mobility with Wayra Tataโs Step, and powerful support like Pacha Mamaโs Hearth.
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