Kingdom Hearts Magical Puzzle Clash: Difference between revisions
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While the player is matching tokens, an enemy Heartless is making matches in a game board of their own. Each token cleared deals damage to the opponent, depleting their [[HP]]. Although normal enemies begin the level with the same amount of HP as the player, the player deals 2HP of damage per token cleared<ref>The player deals 1HP of damage in Level 1.</ref>, while enemies deal 1HP of damage. To compensate, both sides are given certain special tokens whose powers can give an edge in the match. | While the player is matching tokens, an enemy Heartless is making matches in a game board of their own. Each token cleared deals damage to the opponent, depleting their [[HP]]. Although normal enemies begin the level with the same amount of HP as the player, the player deals 2HP of damage per token cleared<ref>The player deals 1HP of damage in Level 1.</ref>, while enemies deal 1HP of damage. To compensate, both sides are given certain special tokens whose powers can give an edge in the match. | ||
There are two types of special tokens: spells and power ups. Which spells and power ups appear is determined by character selection and the level. Spells cannot be matched; instead, they must be allowed to drop to the bottom row of the game board, where they will be automatically collected (if a spell token is on the sixth row, it can be swapped down to the bottom row, which counts as a valid move even if no match is made). The player can store up to five types of spells at once; multiple casts of the same spell will stack in the inventory. At any point, a reserved spell can be cast, either inflicting a negative effect on the | There are two types of special tokens: spells and power ups. Which spells and power ups appear is determined by character selection and the current level. Spells cannot be matched; instead, they must be allowed to drop to the bottom row of the game board, where they will be automatically collected (if a spell token is on the sixth row, it can be swapped down to the bottom row to be collected, which counts as a valid move even if no match is made). The player can store up to five types of spells at once; multiple casts of the same spell will stack in the inventory. At any point, a reserved spell can be cast, either inflicting a negative effect on the opponent or negating a negative effect placed on the caster. | ||
Power ups, on the other hand, can be activated anywhere on the game board, even without a proper match. When the player makes matches of four tokens or greater, the Row Destroyer or Crossroad Destroyer power up will spawn at the bottom-rightmost token of the match<ref>The rightmost position is prioritized over the bottom-most.</ref>. Each character's individual power up will naturally spawn if enough of the regular power ups are used. | Power ups, on the other hand, can be activated anywhere on the game board, even without a proper match. When the player makes matches of four tokens or greater, the Row Destroyer or Crossroad Destroyer power up will spawn at the bottom-rightmost token of the match<ref>The rightmost position is prioritized over the bottom-most.</ref>. Each character's individual power up will naturally spawn if enough of the regular power ups are used. |