mana-system
Mana System
Resource economy based on 6 elemental flower types with individual flower tracking and strategic conversion mechanics.
Flower Types
6 Base Element Flowers: Each flower type corresponds to a base element from cross-referenceElement System:
- Order Flowers
- Chaos Flowers
- Creation Flowers
- Destruction Flowers
- Spirit Flowers
- Form Flowers
Default Allocation: 3 of each type (18 total)
Individual Tracking: Each flower has independent recharge state and cooldown.
Recharge Mechanics
Duration: 3 turns per flower
Individual Cooldowns: Each flower tracks its own timer independently.
Recharge Behavior:
- ✅ Cast spell: Flowers recharge normally
- ✅ Load spell: Flowers recharge normally
- ✅ Movement: Flowers recharge normally
- ❌ Refresh pools: Flowers do NOT recharge (strategic penalty)
Unlimited Regeneration: Flowers always regenerate. Never permanently lost during match.
Spell Costs
Flexible Costs: Spells require specific combinations and quantities of flower types.
Examples:
- Basic Fire spell: 1 Chaos + 1 Creation
- Powerful Fire spell: 3 Chaos + 2 Creation
- Life spell: 1 Order + 1 Creation + 1 Spirit
Validation: All required flowers must be available (not recharging) to cast spell.
Cost-Power Relationship: Higher costs = more powerful spells. Specific costs TBD through playtesting.
Flower Conversion
When: During deck building phase (before match starts)
Operation: Lose 2 flowers → gain 1 flower of chosen type
Irreversible: Conversion affects starting flower configuration for that match.
Purpose: Specialize flower distribution to match deck element composition.
Trade-off: Increased element focus at cost of total capacity and flexibility.
Related Systems
cross-referenceElement System - Spell costs require combinations matching element structure (dual elements = 2 flower types, triple elements = 3 flower types)
cross-referenceSpells and Runes - Refresh action uniquely prevents flower recharge during cooldown
cross-referenceDeck Building - Flower conversion configured during deck construction