A finite supply
Your deck has exactly two copies of each of the six techniques, including the four starting copies. Only one copy of any technique can be equipped at a time. You cannot refresh an equipped technique by replacing it with the same one.
Depleted and replaced techniques are destroyed for the rest of the fight. Unused reserve cards that you discard can still be reshuffled. Destroyed cards never return. Each new fight restores the full deck. If no attack techniques remain anywhere except the destroyed pile, the fight is lost.
Equip, then act
Draw two; freely equip or replace before your first action. You have two actions per turn. Activating a technique spends one action and locks equipment and stance changes. Each equipped copy activates once per turn. Keep up to two reserve cards at turn end.
Two stance changes
Start in Brace or Vent. Switch for free up to twice per fight, at most once per turn, before your first action. Brace keeps up to Density + 6 Block between turns. Vent keeps up to Density and can spend up to 6 Block for equal bonus damage on the first hit of an attack. Switching does not grant Block or an action.
Skills commit enemy intentions
Each living enemy draws Assault and an alternate (Fortify or Rally) each turn. Only one intent is shown. Select an enemy, then hover or select an equipped technique: Strike previews Assault; Guard or Power previews the alternate. Self effects still apply to the Anchor.
Activating the technique locks the targeted enemy's previewed intent without an extra action. A committed intent cannot change this turn. Selecting alone changes no game state; if you end the turn without using a skill on an enemy, it defaults to Assault. Untargeted enemies show their current intent. Fortify attacks then gains 8 Block; Rally attacks then gains 2 permanent Strength.
Numbers in this experiment
Dense Impact, Foundry Bulwark and Holdfast Array have two uses; the others have one. Density caps at 10 with no draw penalty. Verdict can optionally spend 1 Density for 10 bonus damage. Enemies lose old Block before acting. Enemy Strength increases all their attack possibilities. Fortify Block and Rally Strength are gained after the attack.
All three encounters now use the new possibility rules and stronger default attacks. Enemy HP and your 85 starting HP stay unchanged to expose the effects of scarcity. No Energy, cooldowns or movement. These are test rules, not canon.
What to notice
Is saving a technique worth taking damage? Does the enemy response change which skill you use first? When is one of your two stance changes worth spending? Undo and download the log to compare decisions.