Order of Play
START OF GAME
At the start of each match, it is randomly decided which player will go first.
Each player is then shown 5 random cards from their own deck. They can choose to return any number of those cards to their deck, then draw that many cards to replace them. This is known as the Mulligan phase, whereby each player's initial starting hand is determined.
The player that goes first does not get to draw a card at the beginning of their first turn.
The second player does, however.
DURING EACH TURN
At the start of each turn, a card is drawn and added to a player's hand.
Players can have a maximum of 8 cards in their hand; attempting to draw a card with a full 8-card hand will result in the new card being revealed to both players and immediately Wasted (placed in a Waste Pile designated for expended cards, or cards that were killed/destroyed in battle).
Each player has their own Waste Pile, the contents of which are openly viewable by both players).
If a player has banked a card that turn, they will draw another card when they’ve ended their turn.
During a turn Energy can be spent to play cards onto the Field, performing actions such as mustering Units, playing Effects, Relics, and equipping Upgrades provided they have enough energy to do so.
Playing a card will consume the amount of Energy stated on the card, activating abilities or performing actions stated on the cards when played. Players are also able to command their Units to engage in combat, attacking other Units or the Enemy Player directly.
Once the player has taken all the actions they want, they can end their turn.
COMBAT
New Units placed on the Field will suffer from Fatigue, preventing them from attacking on the turn they are played.
On subsequent turns, those Units can engage in combat, targeting either the Enemy Player, or the Enemy Units on the field.
Unit to Unit combat in Parallel is resolved simultaneously. This means if both Units are capable of dealing lethal damage to one another, they will both be Destroyed when that combat concludes. Some units possess unique abilities that can be activated or triggered, providing a positive or negative impact on the Field, adding a level of strategy to how a player might sequence their attacks each turn.
Units Destroyed in combat will typically be placed in the Waste Pile.
RUNNING OUT OF CARDS
Running out of cards to draw does not cause the player to lose. However, once a player has drawn all of their cards, attempts to draw an additional card from their empty deck will instead draw a random card from that player’s Waste Pile.
This is called Searching the waste. Drawing a card from the Waste Pile in this manner also causes the player to lose an exponential amount of Health, starting at 1, and doubling with each additional card drawn.
CONCLUSION OF MATCH
The match will go on until one of the following goals are achieved:
- One or both player’s Health Points reach or are less than 0. The remaining player wins. In the event both player’s Health force reaches 0 simultaneously, the game will end in a draw.
- A player concedes or leaves the game. The remaining player wins.
CONCEDING
Players can choose to concede or forfeit the match once they realise they cannot avoid defeat, and can do so at any time.