Setup
Choose a Leader and a Base. The Base has HP — reduce it to zero to win.
Build a 50-card deck matching the Leader's aspects (color identity). Include 0–10 sideboard cards.
Both players draw 6 cards. You may mulligan once — shuffle back and draw 6.
Set out two arenas between players: Ground Arena and Space Arena.
How to play
- 1
Players alternate single actions until both pass in a row. No long solo turns — every play is answered.
- 2
Actions include: play a Unit (to Ground or Space), play an Event, attack, use an ability, or pass.
- 3
Attack with ready Units. Attack a Unit, the enemy Leader, or the enemy Base. Attacker and defender deal damage to each other simultaneously.
- 4
Resource cards are set face-down from your hand. Each round you may set one more — your resource pool grows steadily.
- 5
Once both players pass consecutively, the round ends: ready all Units, draw 2 cards, initiative passes, and a new round begins.
- 6
Deploy your Leader mid-game (when the printed condition is met) to transform them into a powerful Unit.
Anatomy of a turn
- 1
Action phase
Alternate single actions with your opponent. Options: play a card, attack, use an ability, take the initiative, or pass. Both passing in a row ends the round.
- 2
Regroup phase
Ready all exhausted Units and resources, draw 2 cards, resolve end-of-round abilities, and pass initiative to the player who had it going into the round.
Rules to know
Alternating actions
You never take more than one action in a row (unless a card explicitly says otherwise). Combos revolve around forcing your opponent into losing exchanges.
Arenas
Ground and Space units cannot attack across arenas. Positioning matters — a strong Ground board can't stop Space threats attacking your Base.
Resources
Any card can be flipped face-down as a resource — your resource pool grows by one each round. Card choice on resources matters because it removes a card from your hand.
Initiative
The initiative token decides ties and often who acts first. It flips between rounds unless a card takes it.
Deploying the Leader
Leaders start as commanders and can 'deploy' as powerful Units when a condition is met. Once deployed, they attack like a Unit.
Win conditions
Reduce the enemy Base's HP to zero.
Your opponent cannot draw a card when required.
Concession by your opponent.
Play smarter, faster
The action economy is everything. Any turn you get 'two for one' — trading one card for two of theirs — is a big swing.
Don't over-resource. Every resource is one less card to play. 5–7 in the resource row is usually enough by mid-game.
Think about arenas as separate battlefields. A single big Space threat can end games if your opponent is Ground-heavy.
Hold initiative for the round you actually need it. Passing it away for a small edge earlier is often the right play.
