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Made with Nano Banana 2 Lite · CC0 · 6 Oct 2026
Generated from: a scene from a small video game about: World 11 TTS — Take-Turn Strategy: a complete turn-based strategy game rebuilt from a detailed rules document. Game concept: World 11 Take-Turn Strategy. Players build a four-character team, equip two different player cards (support units outside the lineup with no HP, no turns — their triggers activate automatically), and fight enemies in a phase-based action timeline (each combatant has an action interval of 10,000 divided by current SPD; smallest remaining value acts first; 20-phase limit, draws on timeout, PvE timeout is a failed clear). Roster: 135 original entries — 90 playable characters (with HP, stats, full kits) and 45 player cards. Entry numbering P001–P135; the first 30 card entries (P022, P026, P027, P031, P037, P044, P056, P058, P061–P028, P072–P084 etc.) were promoted to full playable kits to reach the 90/45 split; alternate versions and named pair units stay as separate entries, duplicates can't be used together, different versions of the same person can. Before battle: pick 4 playables + 2 cards, set left-to-right order, assign card targets/elements/modes, max HP, energy at 50% of ultimate cost, shared SP = 3, phase = 1, counters at zero. Start-of-battle order: static passives, then character battle-start effects left to right, then card effects in equipped order; start-of-battle effects don't repeat on revival or new enemy waves. Winning: defeat all opposing playables or all enemies; summons and card effects don't keep a defeated team in battle; resolve immediate revivals before victory checks; mutual defeat = draw. The full rules doc (turn phases/actions, resources/stats/damage, statuses/targeting/reaction order, player card rules, shared systems, jobs, vocab, all 45 player cards, all 90 playable characters, full roster index) is attached and should be the authoritative reference for implementation — this was the beginning of the "Turn phases" section where it got cut off, so implement what's written here faithfully and make reasonable, consistent choices (with a rules panel or appendix) for the small gaps rather than inventing major systems. Deliver as a playable web-game: roster browser/search for all 135 entries, team builder, battle screen with the SPD action timeline, phase counter, and PvE encounter mode. Keep the original entry numbers and names.. The player explores and finds a hidden secret. Drawn as finished full-colour game concept art in a clean, neutral style: clear shapes, readable silhouettes, soft even lighting, a balanced palette. Never a sketch, pencil drawing or line art. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Plus 24thForce
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