Informazioni su Speed RPG
One Card to Play, One to Discard — Everything Resolves at Once
Each turn you pick one card to play and one to discard from a six-card hand (3 Move + 3 Action). Your played card stays hidden until it resolves, and both players' choices resolve simultaneously at the end of the turn. Read an incoming strike and set a Parry — succeed and you block everything and stick your opponent with a Paralysis token; fail and you take Fatigue yourself. Mid- and upper-tier spells demand a Chant, and the turn you commit to a magic card, you are Defenseless. Every card is a risk you have to weigh.
Tactics on a 13x8 Grid
Position is power: +2 ATK/MATK when you strike from the flank, +4 from behind. Use Dodge Step to slip around your opponent
Facing and collisions matter: step into the same tile and you lock blades; shove an enemy into a wall and they risk Knockdown. Pillars and other obstacles shape every route
Chain physical melee attacks and the combo bonus to ATK/SPD keeps building — it survives one move before it breaks
Defenders choose too: shield guards that block fully or by half, going Airborne to ignore ground melee (at an MP cost every turn), even shooting down incoming arrows
Speed means more actions: lead your opponent's SPD by 60 or more and you play 2 cards per turn; by 80 or more, 3
Toggle the battle board between 2D and 3D
See the Unseen
Your opponent's hand, HP, and MP are hidden by default. Scouting covers the 3 tiles around you, and just beyond that a presence marker shows direction only. Catch them in your field of view — or bring Eye Skills (Foresight Eye, Far Sight Eye, Observation Eye, Analysis Eye) — to strip the fog away and narrow down their next card.
Builds × Dual Decks
Build a Move deck (up to 20 cards) and an Action deck (up to 30); 74 cards appear in play across movement, attacks, defense, magic, skills, and consumables
Pick your hand refill ratio before battle — 2:4, 3:3, or 4:2 — so deckbuilding decides how your game flows
8 builds: Swordsman, Mage, Tank, Rogue, and Magic Swordsman, plus 3 specialized variants
10 weapon classes from great swords to great staves, assigned to either hand — each changes your reach and which cards you can use
Battle pollutes your deck with Fatigue, Poison, Paralysis, and Mana Burn cards that stay active wherever they sit — draw pile, discard, or hand. Cleansing them with an Antidote or Awakening Potion is part of the fight
Awakening: your Adventurer ID grants a passive +2 ATK/DEF/SPD/MATK and a once-per-battle full dodge, and below 20% HP, Last Stand and Great Roar become available
Game Modes
100-Man Kumite — climb 100 floors of PvE. Floors 1-20 form a four-chapter tutorial, Gates every 10 floors let you resume your run, and the higher you climb, the tougher the foes and the shorter the timer: from floor 91 you get just 6 seconds per turn
Practice Kumite — local PvE sparring with full control over the enemy, equipment, and decks
Kumite Matchmaking — online matches on even terms: locked at Lv50 with a 40-second turn timer and Training weapons, plus a tag (bounty) system. Let the timer run out and you lock in No Action — Defenseless
Room Match — private matches via an 8-character room code; the host sets the level (1-80) and turn timer
Rankings — leaderboards for 100-Man Kumite (floor reached + total turns) and Kumite Matchmaking (9 views including RP, tags, and win rate)
Online play and Rankings require registering a name online; you can also start locally without registering.
About Development
Speed RPG is a playtest-stage alpha by a solo developer: the core combat is playable today, and balance and features are being tuned through ongoing playtests. 100-Man Kumite rankings are provisional alpha records and will reset for the full release.
Languages
Japanese and English