
If you could stick all your vivosaurs in the SZ, then you could just entirely shut down close-range Vivosaurs from even functioning, as well as severely hampering Mid-Range Vivosaurs by throwing three vivosaurs with enemy-debilitating Support Effects in the SZ, making an attack from the AZ unfeasible at best. The decision to limit the SZ is admittedly mostly for balance reasons. Vivosaurs cannot move past other vivosaurs unless a certain ability is in play (which I will discuss further below.)Īny Vivosaur can be in any space at a time, with two caveats: you cannot have three Vivosaurs in the support zone, nor can you have three vivosaurs in the attack zone. (If you only have one Vivosaur, it still costs full price, for obvious reasons.) You can also rotate your whole team for a discount - it only costs 2/3 the total FP if all three are present, and 4/5 if there are only two, both fractions rounded down.

You can rotate any one vivosaur one space for 5 FP. Once the battle starts, you can move your vivosaurs as you like. The battle starts with the same formations shown in Champions - either the Cambrian Formation, with one vivosaur in the front AZ and two in the side SZ or the Jurassic Formation, with two Vivosaurs in the side AZ and one in the back SZ. The main change is this: Each Vivosaur rotates independently of the others.

So instead, I will be altering the systems set by Fossil Fighters Champions. However, I don't have enough confidence in my game design knowledge to completely overhaul the system. How Fossil Fighters Revival would change the battlefieldĮvery Fossil Fighters game makes some change to how the field works, and Revival would likely be no different.
