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Boss mechanics is something that will need to be expanded into. Each boss need to have their own core rule to make the encounter interesting.
I have so far come up with a few, but far more will need to be added:
Introduction Boss
The encounter is 3 phases, you get to pick and choose which segment of each phase to attack out of 6. To pass to the next stage, at least 50% has to be defeated.
Mystery Boss
This boss have you fight following a mind-map, basically you need to clear stage by stage and then can choose which one to do next. As you progress, you will get another page as the second phase (e.g. there are 6 endings on phase 1). each page is unique from one another. The next one will have maybe 3 new page paths. The final one no new ones of course as its the conclusion of the battle. The downside is this will eat up 10 pages for an encounter, but it might make it one of the more interesting ones. Like a labyrinth of choice and paths each feel different (the new path/page will be unique per encounter!!!).
Mass-attack Boss
This encounter will have like a hundred minions that needs to be fought. Of course not all has to be slain, but a large sum does. They will be low risk challenges, but the point is to wear down the player so when odds fail they have to consume their resources or attack those slightly more difficult to gain more resources.
