BattleCON is a fast-paced head to head card game for 2-4 players, based loosely around the mechanics and tactics present in 2D fighting games. In BattleCON, two or four players choose characters with unique abilities and powers to test against one another in a battle of tactics, strategy, and intuition. The current print and play version of the game contains the four characters shown above, each with a unique strategy and core mechanic. This difference in mechanics makes each character play in a totally different way, and makes every possible matchup completely different.
Players choose one character from those available and use them to fight in a head to head battle against an opponent. A character comes with four styles, which are unique to him, and seven bases (of which one is unique and six are shared among all characters).
During the match, each player builds a series of attacks and unleashes them upon his enemies in sequence. An attack is formed by combining a style (on the left) with a base (on the right). The two together form an attack that has the power, range, and priority of both combined.
BattleCON is not just about hitting the opponent and reducing his life points. When a player takes damage-any amount of damage-he becomes stunned, and loses his turn. This means that using a +10 damage attack is meaningless if your opponent is fast enough to get their +1 damage attack in first. Of course, if you can guarantee that the opponent's attack is out of range, or that the opponent won't do enough damage to break through your defenses, then you can land your +10 damage attack with impunity.
Both players must consider the other's powers and goals during each step of combat, creating a tightly linked metagame where only the right combination of actions will lead to victory. For example, even if you're fast enough to beat Cadenza to the punch, his defensive maneuvers are good enough to prevent stun, and he will hit you back for a ton of damage. What's the solution? Step out of range. Of course, Cadenza knows this too, and will counter by using his slower, wide range attack instead. So what do you do? At this point, you can just stand still and go for the original attack, since his mid-range hit will miss if you don't try to get away. In the end, it boils down to a direct battle of wits with the opponent sitting across from you. These kinds of tactical decisions permeate every move in BattleCON.