Two Commanders. Two fleets. One survivor. Here's everything you need to take command.
1. The Objective
Each match is a duel between two Commanders, each starting with 25 Health. Deploy Units, trigger Protocols, and swing your Commander's own weapon at the enemy fleet — or straight at their Commander. The instant either Commander's health drops to 0 (once everything currently resolving has finished resolving), the game is over and the other side wins.
2. Setup
Before the match begins, you bring a Deck of 75–150 cards built from up to five Factions — Tech, Chaos, Growth, Void, and Order — plus Unaffiliated cards anyone can run. At least a third of your deck (minimum 25 cards) must be Power Cards, the resource cards that fund everything else you do. Every other card is capped at 4 copies; Power Cards have no copy limit.
The player going first opens with a hand of 6 cards; the player going second draws 7 (a small compensation for acting second). Both opening hands are guaranteed at least 2 Power Cards, so nobody gets stranded with nothing to play. The first player only gets one chance to Mulligan — shuffle their opening hand back in and redeal a fresh one of the same size — before the match locks in.
3. Resources: Energy & Influence
Every card costs Energy to play. You start each match with 0 maximum Energy — the only way to raise your ceiling is by playing Power Cards, and your pool refills to maximum at the start of each of your turns.
Many cards also carry an Influence requirement in one or two Factions — a separate gate from Energy that checks whether you've built up enough standing in that Faction to cast something so specialized. Power Cards are what raise both your Energy cap and your Influence at once.
- Energy Core [Faction] — a single-faction Power Card. Grants +1 Max Energy and +1 Influence in that one Faction.
- Energy Binary [Faction/Faction] — a dual-faction Power Card. Grants +1 Max Energy and +1 Influence split across two Factions at once.
- You may play only one Power Card from your hand per turn — but effects that fetch a Power Card from your deck or Scrapyard don't count against that limit.
4. The Turn
A turn runs through four beats, always in this order:
- Draw — draw one card.
- Main Phase — play Units, Protocols, and Weapons; install Modules; equip your Commander.
- Attack Phase — declare attackers and resolve combat.
- End Turn — pass priority to your opponent.
At the end of every turn (not just your own), a full reset sweeps the board: every Unit heals back to full health, exhausted Units and weapons ready up again, and the incoming player's Energy refills and they draw their card. Damage never lingers between turns — a Unit that survives the turn it was hurt in is back to full strength for the next one.
5. Playing Cards
Units
Your fleet. Each Unit has an Attack value, a Health value, and (usually) an Energy cost, and may carry one or more of the Abilities listed in the Glossary below. A newly played Unit enters exhausted (unable to attack or block) unless it has Charge or is played with Ambush during the right window.
Protocols & Fast Protocols
One-shot effects. A regular Protocol can only be played during your own Main Phase. A Fast Protocol can be played almost any time — during your opponent's Attack Phase, in response to a card on the Protocol Stack, or during blocking — making it your main tool for ambushes, tricks, and counterplay.
Weapons & Versatile Weapons
Equip your Commander directly, adding an Attack value and often Armor that soaks up damage before it reaches your Commander's health. A Versatile Weapon can instead be attached to a Unit if you'd rather boost your fleet than your Commander.
Modules
Standing installations that grant a persistent passive effect for as long as they remain on the board (until destroyed) — faction-wide unit buffs, damage reduction for your Commander, and similar long-term investments.
Power Core
An Unaffiliated Module, playable by any deck: each copy installed grants +1 Max Energy and +1 Influence in every Faction for as long as it stays on the board. Multiple copies stack, and each can be destroyed independently without affecting the others.
6. Combat
Declaring Attackers
During your Attack Phase, choose any number of ready (non-exhausted) Units to attack with. Each declared attacker exhausts.
Blocking
Your opponent assigns any number of their ready Units to block your attackers — one attacker can be blocked by multiple defenders, and its damage is split across them in order until it runs out (or overflows to the enemy Commander, if the attacker has Overwhelm). An attacker left unblocked hits the enemy Commander directly. While blocks are being assigned, either side may play a Fast Protocol — this is the moment Ambush units and combat tricks come out.
Damage Resolution
Combat damage is normally simultaneous — attacker and blocker hit each other at the same time — unless the attacker has First Strike, in which case it hits first and can wipe out the blocker before it ever swings back.
Commander Weapons
If your Commander is armed, you may also declare a direct Commander attack against the enemy Commander or one of their Units, using your weapon's Attack (and any of its Abilities) the same way a Unit attack would resolve. Your weapon exhausts afterward.
7. The Protocol Stack
Whenever a Fast Protocol is played in response to something already happening, it goes on top of the Protocol Stack and resolves last-in, first-out — the most recent response resolves first, then the game works back down the stack. Both sides get a chance to respond or pass each time something new is added; once both players pass in a row, the top of the stack resolves. This is what lets a well-timed counter-Protocol undo (or Negate) something your opponent just played.
8. Zones
- Hand — your available cards, capped at 9. Going over forces a discard.
- Board — your deployed Units, capped at 12. Going over forces you to scrap a Unit.
- Scrapyard — destroyed Units, used-up Protocols, and discards land here. Some effects can recover or replay cards straight from it.
- Deck — your remaining draws, face-down and shuffled at the start of the match.
9. The Factions
TECHPrecise and lethal — efficient stat lines backed by removal.
CHAOSHigh damage, low armor — burn fast before it burns you.
GROWTHSustain and Siphon — grind out the long game.
VOIDCheap and evasive — Phased strikes that slip past the line.
ORDERTanky and Overwhelming — armor up and grind through blockers.
Unaffiliated cards carry no Faction and can be played by any deck, with no Influence requirement.
10. Winning
Reduce the enemy Commander's health to 0. That's the whole game — everything above is just how you get there.
Glossary of Terms
- Ambush
- Lets a Unit be deployed during the opponent's blocking phase or the Protocol Stack, entering un-exhausted so it can block immediately. No effect if played on your own normal turn.
- Battlecry
- Triggers once, whenever the Unit is declared as an attacker. Never triggers while blocking.
- Board
- The zone holding a player's deployed Units, capped at 12.
- Charge
- The Unit enters the board un-exhausted no matter when it's played — it can attack (on your turn) or block (on defense) immediately.
- Commander
- Your avatar in the match. Starts at 25 health; the game ends the instant one hits 0.
- Deploy Effect
- A one-time effect that triggers the moment a Unit enters the board.
- Double Damage
- Doubles the Attack being used for that hit — whether it's the attacker's damage or a blocker's retaliation.
- Energy
- The resource spent to play cards. Refills to your maximum at the start of each of your turns; raised permanently only by Power Cards.
- Energy Core / Energy Binary
- The two kinds of Power Cards — single- and dual-Faction respectively. Each grants +1 Max Energy and +1 Influence in the Faction(s) shown. Unlimited copies allowed in a deck.
- Entomb
- Triggers the Unit's printed effect when it dies while on the board. Does not trigger from the hand, deck, or Scrapyard.
- Fast Protocol
- A Protocol that can be played outside your own Main Phase — during an attack, while blocking, or in response to something on the Protocol Stack.
- First Strike
- An attacker with First Strike deals its damage before the blocker can retaliate. If that kills the blocker, no damage comes back. Has no effect for a Unit that's blocking.
- FTL (Faster-Than-Light)
- An FTL attacker can only be blocked by other FTL Units.
- Hand
- The cards available to play, capped at 9.
- Health
- How much damage a Unit or Commander can take before being destroyed (or defeated). Units fully heal at the end of every turn.
- Influence
- A per-Faction standing built up by Power Cards, gating which of your more specialized cards you can afford to cast.
- Lethal
- Any nonzero damage from a Lethal source destroys the target Unit outright, regardless of remaining health. Never affects a Commander directly.
- Module
- A standing installation with a persistent passive effect until it's destroyed.
- Negate
- An effect that cancels a card sitting on the Protocol Stack before it resolves.
- Overwhelm
- Leftover attacker damage — after every blocker assigned to it has been dealt with — carries through to the enemy Commander.
- Phased
- Makes an attacking Unit unblockable; its damage always goes straight to the enemy Commander. Doesn't restrict the Unit from blocking on defense.
- Power Card
- The general term for Energy Core and Energy Binary cards — the resource cards that raise your Energy and Influence. Not to be confused with Power Core.
- Power Core
- An Unaffiliated Module that grants +1 Max Energy and +1 Influence in every Faction per copy installed. Stacks independently across multiple copies.
- Protocol
- A one-shot effect playable only during your own Main Phase.
- Protocol Stack
- Where Fast Protocols queue up when played in response to something else. Resolves last-in, first-out once both players pass in a row.
- Regen
- Absorbs the first instance of damage from any source, one time only. Resets only if the Unit leaves play and later re-enters.
- Scrapyard
- Where destroyed Units, spent Protocols, and discards go. Some effects can recover cards from it.
- Shielded
- Absorbs the first effect-sourced damage only (spot removal, burn, etc.) — does not block combat damage. One-time use, same reset rule as Regen.
- Silence
- Permanently strips all abilities, Deploy effects, and unique effects from a Unit. Cannot be recovered by any means.
- Siphon
- Heals the Unit's own Commander for all damage it deals, whether attacking or blocking.
- Stabilized
- Un-exhausts at the start of every phase for both players, not just its controller's turn — so it can attack on its turn and still be ready to block afterward.
- Tractor Beam
- Forces the defender to assign at least one legal blocker to this attacker, if any legal blocker is available.
- Unit
- A deployable card with Attack and Health that occupies a Board slot.
- Versatile Weapon
- A Weapon that can equip either your Commander or one of your Units, whichever you choose.
- Weapon / Command Weapon
- Equips your Commander, adding Attack (and often Armor) for direct Commander attacks.