YIIK: The Dark Card Game - D003
- Lannie Neely III
- 5 days ago
- 2 min read
Devlog 003: August 17th, 2026
One of YIIK I.V’s key concepts is its Bleed mechanic.
Many games have a Bleed mechanic, whereby HP either slowly reduces in increments of time, or extra HP drops off after certain triggers, like attacking or being attacked. YIIK I.V puts a stronger emphasis on this status effect. Instead of being one of many status effects a person can get, it is the main status effect that almost every combatant will have to deal with in every battle.
After defensive Karta are defeated, a successful hit will make a combatant Bleed. Their HP will slowly reduce as battle goes on. If Bleed is healed, another un-defended attack will introduce Bleed again. This means that postponing when Bleed happens to your team, recovering from it, or inflicting it, become if not primary, then at least secondary considerations in every battle.
For the card game, I implemented it fairly similarly, every turn follows a SPEED > BLEED > ACT structure, where, during the BLEED PHASE, characters check and see if they are Bleeding and then reduce HP by 1. However, I added a little twist. The player may instead choose to reduce any stat they have by 1.
This injects an interesting decision in what is otherwise a fairly rote HP drain mechanic. Is your current build reliant on Strength but completely divorced from Spirit? Why not reduce that Spirit stat instead of HP. Is it near the end of the game, and you know someone will be defeated before your ACT marker can reach the end of the Speed line? Why not chip off that last bit of Speed to save your life?
On top of this is the PIERCE mechanic. In YIIK. I.V, the Pierce stat is a chance of an attack bypassing Karta defense and hitting the enemy HP directly. This won’t cause Bleed because the defensive nature of the Karta protects against that. But it does allow you to skip chipping away at the Karta shields.
For the card game, I have certain attacks be labeled as PIERCE ATTACKS. These attacks have a fixed amount of damage, no matter your stats: you only hit for one HP. But that HP loss is the same as taking damage from Bleed. The player who is hit may choose to lose 1 HP, or 1 of any other stat.
To make this more interesting, I had to lean into Karta skills that adjust or recover stats, or have interesting ways of healing Bleed.
The Wine of Fortune card modifies target Spirit by 2. This means it can be used to recover your own Spirit, or to reduce an opponent’s Spirit. Reducing a stat like Spirit reduces the viability of any skill that relies on Spirit, such as The Seamstress healing a target based on the Spirit stat. But because the Bleed mechanic can affect stats as well as HP, reducing an opponent’s Spirit is still useful even if they don’t rely on it for skills; with lower Spirit, they have fewer options to divert Bleed and Pierce damage away from their HP.




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