- Return to Touhou Pocket Wars
Gameplay in Touhou Pocket Wars is split between two modes: Menu-based development and scenes, and combat sections. All gameplay is controlled with the mouse.
Outside of Combat
There are several areas the player can visit during the game, which includes areas to develop Gacha further and enter them in battle. They are:
- Game Center: Where most battles will take place. Players can enter a free individual duel based on their current rank, or participate in the Fantasy Cup or ZUN Cup on certain days if their rank is high enough. Entering any battle here requires a fee, but you will win extra money for winning in addition to experience for their Gachas and their personal ranking. Any match here takes time.
- Shop: Where to obtain new Gacha or spellcards. Spellcard packs are arranged by character and each character has access to up to three different spellcard packs. The Character Catcher allows you to buy a random figurine from a given set. Finally, the Expand Gacha Case option increases the size of the player's Gacha Case, allowing it to hold more Gacha.
- Part-Time Work: Selecting this option consumes a small amount of time, but rewards the player with cash. The more the player selects this option, the more is given. You may also randomly recieve a costume as a gift. The only penalty is that time passes.
- Home: Return home (See below). You'll head home automatically after participating in three matches/working for three shifts.
- Gap: After completing all ten objectives (See Touhou Pocket Wars: Walkthrough), this option will appear. Going here allows you to enter into difficult battles to raise the girls' affection values beyond normal limits and unlock their support abilities.
At home, the player has several options, which deserve to be covered in more detail.
- Set Spellcards: Allows the player to determine which spellcards will be brought into battle, and combine spellcards to level them up. The order of spellcards is important, as only the first six will actually be available in battle. See Spellcards for more details.
- Set Characters: Allows the player to level up Gacha, or rearrange them. Arrangement is important, as the Gacha in the first three slots will affect what dreams can be seen.
- Save/Load: Allows the player to save the game, as well as set options, view data on characters, check their completion objectives, and activate any patches
- Sleep: Ends the day and starts a new one. Sleeping allows you to challenge Dream Scenarios to raise affection, unlock Group Effects, and change the outfits of the characters in the first three slots of your Gacha Case. You don't need to wait until the end of a day to view a scenario.
Battles begin by players selecting three Gacha figurines - one Leader (Which simply determines whose music is playing) and two additional Gacha. They can also select up to three Group Effects to apply, which are boosts to the team's abilities for one battle. The battlefield is then revealed, and the player places down their figurines in the order they were selected, on the left half of the 6x3 field. Only one Gacha can be in each column and row on your section, so choose carefully.
The positioning is important, as it affects the distance between characters. Including the panel that the target is standing on, a Gacha within 1-2 panels is considered "Close" (C), a Gacha within 3-4 panels is considered "Mid-range" (M), and a Gacha farther away than that is considered "Far" (F). This affects the power ratings of all attacking spellcards, so be sure to select and position your team to take advantage of different ranges, as Spellcards do better or worse at different ranges from their targets.
Once battle begins, turns rotate amongst all Gacha on the field based on their SPD stat. On a Gacha's turn, they can perform one of four actions:
- Use a spellcard: Done by selecting a spellcard the Gacha has the SP to perform, a target if necessary, then selecting Act. The Gacha's SP will be consumed to perform the spellcard. When selecting an attack spellcard, any applicable targets will have the hit chance displayed on them. After using a spellcard, it turns gray, signifying it is depleted
- Move: Swaps the Gacha's position with that of another teammate, and recovers SP equal to half of the Gacha's REC stat.
- Reset: Recharges a spellcard to be used again. However, which spellcard is recharged is randomly selected from all depleted cards, so multiple uses may be necessary before it recharges the card you want. SP equal to half of the Gacha's REC stat is also recovered.
- Charge: Sacrifices the character's turn to recover SP, equivalent to their REC stat. SP can only go up to 100 at any given time, however.
Once certain conditions have been met, befriended girls of Gensokyo may provide you with backup at random during battle by using a spellcard, free of charge.
Battle continues infinitely, until all three Gacha on one side are reduced to 0 HP. After battle, all Gacha that participated gain experience (represented by a heart) that can be used to level up.
Gacha have several stats, some of which are fixed, but others of which can be levelled up. All values except level, however, can be modified by the costume a Gacha wears, or temporarily via the Group Effects selected for a battle. The stats that can be levelled up (HP, ATK, HIT, DOD) are levelled up separately. Each becomes more expensive to level up as the stat levels up higher and higher, and different characters may require more or less experience for different stats, or grow at different rates. Gacha grow individually, even those of the same character - unlike spellcards.
- Level: This value is the total times that the Gacha has had its stats levelled up. Although stats can be levelled up in any distribution the player wants, the maximum level a Gacha can reach is 500, at which point it can no longer be levelled up.
- SP: The starting SP of the Gacha, out of 100. Preset.
- REC: The SP recovery rate of the Gacha. Half this value is recovered on selecting Move or Reset; the full amount is recovered on selecting Charge. Preset.
- SPD: The Gacha's speed, which determines how early its turn occurs. It doesn't give a Gacha more turns, merely determines the order of rotation. Preset.
- HP: The total damage the Gacha can take before falling in combat. As there are no damage reduction stats, this is the only way to be able to take more damage, so it's important for Gacha playing a support role. Can be levelled up.
- ATK: The attack power of the Gacha. All damage formulas are based on a percentage of this value, so it's important to raise. Can be levelled up.
- HIT: The hit rate of the Gacha. Raising this increases the chances for a Gacha to connect with its attacks against faster opponents. Can be levelled up.
- DOD: The dodge rate of the Gacha. The higher this goes, the less likely they are to be hit. Can be levelled up.
Spellcards are the attacks that Gacha can choose from. They are determined by character: All Gacha of the same character will have access to the same selection of spellcards. Like Gacha, they can be levelled up; however, the method is different. When initially obtained, all characters start with three spellcards, all at level 1. In total, each character has six different spellcards that can each go up to level 10 (Except the Generic Danmaku characters, who only have 4 spellcards). Each spellcard contains six statistical values.
- MP: MP Cost. The amount of SP that is consumed to cast the Spellcard. High cost spellcards will require recharging before and/or after use. For cards that are support, this is the only value listed.
- HIT: Hit rate. This is a modification to the base hit rate calculated by the HIT and DOD stats, so a low-accuracy card against a high-DOD target is very unreliable, but a high-accuracy card may still be able to connect.
- CR: Critical Rate. The % chance that the attack will be a critical hit, increasing damage dealt.
- Close, Midrange, and Far: The damage values at each range, given as a percentage. This is the percentage of the user's ATK stat that will be dealt in damage to targets at those ranges. Empty values represent ranges that the spell will not deal damage to, and if any side effects are present, will not affect.
- Each spellcard may also have supportive effects, such as providing status effects, healing, or chances to do additional effects.
Spellcards can be levelled up at home, by combining two copies of the same Spellcard. A higher level spellcard is more useful: Damage values tend to increase a small amount for each level, HIT or CR may increase, MP cost may decrease, and support effects may increase in effect/chance.