Additional In-Depth Rules & Mechanics
1. Movement Mechanics
Some units have abilities that allow them to relocate on the battlefield, creating dynamic positioning and strategy. Movement abilities fall into three categories:
Move to an Open Space – The unit can only move to an unoccupied spot in the Frontline.
Swap Positions – The unit must switch places with another unit on their side of the field. The destination space must be occupied.
Move to any space – The unit can move to any available spot indicated, whether occupied or unoccupied. If it moves to an occupied space, it swaps positions with the unit already there.
Strategic Impact: Movement abilities allow players to reposition threats, disrupt enemy strategies, and create unexpected attacks, making positioning a crucial element of gameplay.
2. Surge Mechanics (Stat Buffs)
Surges are permanent stat increases (unless it specifies a temporary buff) that affect a unit’s Attack (ATK), Defense (DEF), or both:
Power Surge – Grants +X ATK and +X DEF to a unit.
ATK Surge – Grants +X ATK only.
DEF Surge – Grants +X DEF only.
Strategic Impact: Surges allow for permanent power spikes, enabling stronger attacks, increased survivability, or last minute counters to an opponent’s aggression.
3. Multiple Triggers
In Tales of Aurora, when a unit enters the frontline, it can trigger multiple abilities across the battlefield. To ensure consistent and fair resolution, effects follow a strict order of activation based on who controls them and battlefield positioning.
Trigger Order for Frontline Abilities:
Your battlefield effects trigger first (if applicable).
Any of your units already on the field with abilities that activate when a unit enters the frontline or from the result of a units ability will trigger first.
These effects resolve from column 1 to column 6 in left-to-right attack order.
The entering unit’s effect resolves next.
After all pre-existing effects have resolved, the newly played unit's own ability activates.
Opponent’s battlefield effects trigger last (if applicable).
If your opponent has any frontline abilities that also activate at this time, they activate after your triggers are resolved.
These effects resolve from Row 1 to Row 6 in left-to-right attack order.
Example Scenario:
You have a unit on the field that says: "When a unit enters your frontline, draw a card."
You play a new unit with an effect that says: "On Play: Deal 2 damage to any target."
Your opponent has a unit on the field that says: "When an enemy unit enters the frontline, it loses 1 ATK."
Resolution Order:
Your existing unit’s draw effect activates first → you draw a card.
Your new unit’s effect resolves → you deal 2 damage to a target.
Your opponent’s unit’s ability triggers last → your unit loses 1 ATK.
Why This Order?
The player taking the action gets the first advantage before the opponent can react.
The entering unit is the last thing to activate, ensuring all other battlefield effects are accounted for first.
Opponents get the last say, allowing defensive abilities to kick in after everything else is resolved.
This priority system creates a strategic push-and-pull, where players must think ahead about how their battlefield effects will chain together before their opponent gets a chance to react.
These mechanics provide depth and strategic variety in Tales of Aurora, ensuring that every battle is dynamic, tactical, and engaging.