---
key: mechanic/visual-novel--family-16
type: mechanic
id: visual-novel--family-16
lang: en
title: 'Combat, survival and tactics'
summary: >-
  Combat and tactical decisions tie the story to threats, survival, and resource
  consumption.
updatedAt: '2026-10-22'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/visual-novel--family-16/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/visual-novel--family-16.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/visual-novel--family-16.md
aliases: []
tags:
  - Visual novels
  - Hybrid systems
sourceIds:
  - source-d6e17e0cd3a23232
sources:
  - id: source-d6e17e0cd3a23232
    title: The Banner Saga
    url: 'https://store.steampowered.com/app/237990/'
    verifiedAt: null
relations: []
placements:
  - catalogId: visual-novel
    id: family-16
    title: Visual novels
    url: 'https://gamemechanics.pro/en/mechanics/visual-novel/#family-16'
    categoryIds:
      - section-2
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-22'
    title: 'Combat, survival and tactics'
    description: >-
      Combat and tactical decisions tie the story to threats, survival, and
      resource consumption.
    image:
      src: images/mechanics/narrative-banner-saga-03.webp
      width: 789
      height: 444
      game: The Banner Saga
      sourceUrl: 'https://store.steampowered.com/app/237990/'
      originalUrl: >-
        https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/237990/ss_8cb2ac8d54d819ef8d2d50e5aaa45e85d50ca80f.1920x1080.jpg?t=1650912084
      credit: Stoic / Stoic Studio
      rights: © Stoic / Stoic Studio. All rights reserved.
      caption: Grid-based tactical combat in The Banner Saga
      alt: Grid-based tactical combat in The Banner Saga
      markers:
        - x: 49
          'y': 64
          label: Party positioning determines available movement and attacks
    tips:
      - Connect combat outcomes to the continuing story and party state.
    examples:
      - title: The Banner Saga
        url: 'https://store.steampowered.com/app/237990/'
endsAt: null
provenance: >-
  Original editorial design catalog consolidated from project discussions on
  2026-10-20. Complete discussion item lists and contextual limitations are
  preserved; linked primary sources support specific techniques, not the entire
  classification. English translation was prepared with machine assistance and
  editorial review.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/visual-novel
---
# Combat, survival and tactics

id: visual-novel--family-16
type: mechanic
key: mechanic/visual-novel--family-16
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/visual-novel--family-16/

Combat and tactical decisions tie the story to threats, survival, and resource consumption.

## At a glance

![Grid-based tactical combat in The Banner Saga](https://gamemechanics.pro/images/mechanics/narrative-banner-saga-03.webp)

[The Banner Saga](https://store.steampowered.com/app/237990/) · © Stoic / Stoic Studio. All rights reserved.

1. Party positioning determines available movement and attacks

- Connect combat outcomes to the continuing story and party state.

- [The Banner Saga](https://store.steampowered.com/app/237990/)

## How it works

Combat and tactical decisions tie the story to threats, survival, and resource consumption.

## Variants

### Variants and applications

<a id="family-16-variants"></a>

- Turn-based combat. Type: Hybrid systems. Rule: The outcome of a collision is determined by the sequence of combat actions. <a id="variant-vn-154"></a>
- Tactical positioning. Type: Hybrid systems. Rule: The position of the characters and the areas of influence affect the battle. <a id="variant-vn-155"></a>
- Real-time combat. Type: Hybrid systems. Rule: The player controls attacks and defenses without stopping the game time. <a id="variant-vn-156"></a>
- Evasion and defense. Type: Hybrid systems. Rule: You need to avoid threats or repel them in time. <a id="variant-vn-157"></a>
- Selecting a battle team. Type: Hybrid systems. Rule: The composition of the group determines the available opportunities and interactions. <a id="variant-vn-158"></a>
- Preparing equipment and consumables. Type: Hybrid systems. Rule: Resources are allocated before and during the test. <a id="variant-vn-159"></a>
- Secret passage. Type: Hybrid systems. Rule: Detection depends on route, noise, time or activity. <a id="variant-vn-160"></a>
- Escape and pursuit. Type: Hybrid systems. Rule: You need to go through a route, choose a shelter or fulfill the conditions of rescue. <a id="variant-vn-161"></a>
- Maintaining vital resources. Type: Hybrid systems. Rule: Hunger, energy, air and other supplies limit actions. <a id="variant-vn-162"></a>
- Permanent loss of a member. Type: Hybrid systems. Rule: Death or departure changes available resources, connections and further scenes. <a id="variant-vn-163"></a>

## Context and limits

Author's working classification for designing games and interactions. Options can overlap and combine; the list is not a generally accepted standard or proven exhaustive list. Application examples are conditional unless a specific verifiable observation is indicated nearby. Sources support individual techniques and technical limitations.

## Connected materials


## Sources and provenance

Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.

- [The Banner Saga](https://store.steampowered.com/app/237990/) (id: source-d6e17e0cd3a23232)

CC-BY-4.0 · gamemechanics.pro contributors
