
Above is an example of a Memeyori Mastercard. Both Memeyori and Archons have six attributes we measure them by on an exponential scale from 1 to 20. An attribute of 1 is debilitating, 2 is human average, 5 is peak human, 8 is superhuman, and 10 is the peak of what’s naturally possible. Beyond that, you’re into the realm of gods, monsters, and unnatural beings.
Strength (STR): How physically strong they are. Each point increases physical dmg and Accuracy by 1, and HP by 2.
Endurance (END): How physically tough and resistant they are. Each point increases HP by 5 and Defense by 1.
IQ: How intelligent they are in terms of knowledge and problem solving ability. Each point increases magic dmg and Accuracy by 1, and every 2 points adds 1 Accuracy to all attack rolls.
Wit (WIT): How clever and wise they are. Each point increases Support Power by 1 and Resistance by 1.
Speed (SPD): How fast and agile they are. Each point increases Initiative and Evasion by 1.
Aura (AUR): How charismatic and stylish they are. Each point increases Crit Rate by 1 (number of explosive dice possible that adds to hits for a crit check). Half of the highest Aura in the team is added to team Initiative.
HP is calculated as 6 + (END * 5) + (STR * 2).
To land an attack roll dice equal to Accuracy, and on a roll of 4-6 you have a Hit. On 6 rolls you may roll another dice up to your Crit Rate to check for a critical hit, which happens at +4 the number of needed Hits. Now roll dice equal to the defenders Evasion, and again on a roll of 4-6 you have a Hit. If the attacker has more Hits (not counting explosive dice) then the attack lands. However, rolls of 1 are a Glitch, and if the attacker rolls equal or more Glitches than Hits then a complication happens (half damage in this case).
Each Type, except Ether, as strengths and weaknesses. If a Memeyori is hit by an attack type they are weak to they take 50% more damage, and if they are hit by an attack type they are strong against they take 50% less damage. In addition, if a Memeyori uses a card with the same type as it the damage is increased by 20%. This is called Same Type Attack Bonus (STAB).
Damage Formula: (Move Power + STR/IQ) × STAB × 1.5 (Advantage – Disadvantage) × Crit Multiplier
Below is a type chart that lists the strengths and weaknesses of each Type. On the left is the attacker and on the top is the defender. Green means the defending Type is weak to that Type. Red means the defending Type is strong against that Type.

At the beginning of battle draw 2 + Draw (starting 2) cards from the deck. After that at the beginning of each turn draw cards equal to Card Draw. The party has a collective MP pool (starting 3) from which to cast these cards. If you cast a card that doesn’t have the Quick tag, the cards of the associated Memeyori will cost 1 more MP this turn. Cards are played in order of Memeyori Initiative with ties going at the same time.
Resonance (max 16) can be used to enhance cards, 4 for Tier 2, and 8 for Tier 3. You gain it passively from summoned Memeyori at round start, from landing critical hits (1 per attack), and from hitting weaknesses (1 per attack). Spend 8 to summon your Archon. When active an Archon prevents passive Resonance gain from Memeyori, and you must pay 1 Resonance a turn in upkeep.
While Storage Points (SP) are the primary limit to Memeyori team size, the max you can ever have is six. Only three may be summoned into play at one time. Each turn you gain 1 Switch that can be used as a free action to swap a summoned Memeyori with one in storage. The swapped out Memeyori will have its cards removed from play and you will gain one from the Memeyori swapped in.
Battle Memeyori against equal or stronger opponents to increase their rank to unlock more cards to play as well as increase all their stats by 1 at Rank 6. You can use Deck Points (DP), gained from increasing your Party Level, to increase SP, MP, or Draw.