Limited Banners and Pity Planning
Your favorite is on banner for only two weeks, so you need to do the math on your saved pulls in advance.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Randomness · Economy · Planning
No.291Light and Night01The core loop
Action → feedback → next choice- 01See the new-card teaser
- 02Count pulls and pity
- 03Pull or skip
- 04Archive and save more
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
His birthday card arrives next week; she has 40 pulls and needs 30 more for pity.
- T2
Turn 2 · The player chooses
She skips the current banner and saves through dailies.
- T3
Turn 3 · The feedback
The card lands on pull 62 at launch, leaving a few pulls.
- T4
Turn 4 · The next decision
She starts checking the next rerun date.
How it plays
Limited cards run in time windows, pulled with free or paid tickets. Pity counters put a hard limit on randomness, and some games add targeted selection or rebates. Teasers, counters and history give players the data for the decision.
What the player weighs
- Raise scarcity for revenue, or add reruns and selection to reduce fear of missing out.
- Tie banners to birthdays, or spread them so one-character fans are not squeezed.
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Light and Night
Banners are framed as receiving letters, with limited pre-sale bundles, upgrade rebates and a pull history.

Tears of Themis
Limited banners come with an exchange shop, past cards return in reruns, and some events offer a pick-your-own reward.
The difference worth noticing
Light and Night layers more promotions around each banner; Tears of Themis eases the fear of missing out with exchanges, reruns and picks.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Pull bonus-episode passes instead of power cards; pity ensures every player can finish the story, so no one pays for random access to plot.
Prototype this combo in Yoroll→Follow the next idea
Card-Bound Date Scene
What you pull is more than a power card; it is a story that belongs to that card alone.
- Prototype complexity
- Who plays
- Solo decisions
- 01Obtain a character card
- 02Raise it to a story node
- 03Watch its exclusive date
- 04Start wanting the next card
Story Behind Power Gates
The story hits its climax just as the next chapter asks you to raise your cards first.
- Prototype complexity
- Who plays
- Solo decisions
- 01Push main-story stages
- 02Stall below required power
- 03Upgrade or pull cards
- 04Clear and read on
Dress Him and Take a Photo
You choose his outfit and pose, and leave with a photo that is only yours.
- Prototype complexity
- Who plays
- Solo decisions
- 01Pick outfit and scene
- 02Adjust pose and filter
- 03Take the shot
- 04Save and share



