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Game Rules

Winning the game

• The first player to gain 12 Influence wins the game

• Influence is gained by capturing and holding locations

• A location is captured if at the end of your turn you have the most Power there (ie. the total Power of your deployed units is greater than the total Power of your opponent's deployed units at that location)

• A location is held if at the beginning of your turn you have the most Power there

Starting the game

• Both players roll a die. The player with the higher roll decides which player goes first

• First player chooses 1 Location, second player chooses 2 Locations for a total of 3 Locations in the game. All 3 Locations must be unique.

• Both players choose 1 Boost for a total of 1 Boost per player. Players cannot have the same Boost.

• Both players draw 6 cards

• Players may choose to mulligan once before the game starts → Discard any number of cards from your hand and draw back up to 6 cards. Add your discarded cards back to your deck and shuffle your deck.

Turn order

Beginning Phase

• Resolve any hold effects from Locations or Boosts

• Ready all friendly units

Action Phase

• Level up (optional)

• How to level up: Play a card from your hand face down into your level stack. You do not need to show your opponent the card.

• You may level up a max of once per turn

• Deploy units, combat, and/or moving units. These actions may occur in any order.

End Phase

• Resolve any capture effects from Locations or Boosts

• Draw back up to a hand size of 6 cards (if applicable, see "Other Rules" section for more info)

Playing Units

• You must be at a Level equal to or greater than the Power of a unit to play it from your hand

• A unit Power is displayed on the top left of the card

• To pay the Cost of a card you must pitch other cards in your hand

• A cards' Cost is displayed on the top right of the card

• A card's pitch value is displayed on the bottom right of the card

• Pitched cards go in your discard pile in the order of your choosing

• No over-pitching → Any pitched cards must use at least 1 of their pitched energy towards paying the Cost of a card in your hand

• Units cannot attack on the turn they are played unless stated otherwise by a Keyword, Boost, Location, or Tactic

• Units are played directly to a Location and can be played to any Location unless stated otherwise by a Keyword, Boost, Location, or Tactic

• Both players are limited to a max of 4 units that they control per Location (ie. You can control up to 4 units and your opponent can control up to 4 units at each Location)

• There is no limit on the number of units that you play during your turn

Tactics

• Tactics are played during your turn to grant special abilities during your turn

• You may play Tactics at any Level

• Tactics card Costs are paid by pitching cards in the same way that units are deployed and follows the same rules

• There is no limit on the number of Tactic cards that can be played during your turn

• When you play a Tactic it goes to your graveyard. Tactic's that have been cancelled by a Counter still go to your graveyard

Counters

• Counters are played during your opponent's turn to cancel a Tactic played by your opponent

• You may play Counters at any Level

• Counter cards have a Cost of 0

• There is no limit on the number of Counter cards that can be played during your opponent's turn

• When you play a Counter it goes to your graveyard

Combat

• To attack an enemy unit, exhaust one of your deployed units (rotate it 90 degrees) and declare which enemy unit *at the same Location* you are attacking

• If the defending unit is Ready and has Power less than the attacking unit, it is destroyed

• If the defending unit is Ready and has Power equal to the attacking unit, both the defender and attacker are destroyed

• If the defending unit is exhausted and has Power less than or equal to the attacking unit, it is destroyed

• Multiple units can attack 1 unit (eg. A 1 Power and 3 Power unit can attack a 4 Power unit), but 1 unit cannot attack multiple units

• Attacks cannot be blocked

Moving Units

• A unit's Move cost is displayed in the top middle of the card

• Move cost is paid by pitching cards in the same way that units are deployed and follows the same rules

• There is no limit on the amount of times a unit can be moved during your turn as long as you pay the Move cost each time and unless stated otherwise by a Keyword, Boost, Location, or Tactic

Other Rules

• There is no maximum hand size - there is no limit to drawing cards from Tactics, Boosts, Locations, or unit abilities during your turn

• At the end of your turn, if you have more than 6 cards in your hand you do not draw any more cards during your End Phase

Keywords

On enter - An ability that occurs when the unit is played to a Location
Ongoing - An ability that occurs continuously after the unit has been played
Blitz - Unit can attack on the same turn it is played
Obliterate - Unit destroys any unit that it attacks
Cloaked - Unit cannot be targeted
Energized - Unit is not exhausted by attacking (limit 1 attack per turn)
Raider - Unit ignores Patrol units
Shielded - Unit gains +1 Power when defending
Striker - Unit gains +1 Power when attacking
Patrol - Unit must be attacked first before any other units at this location
Intimidate - When unit enters a location, move target enemy unit with less power to an adjacent location
Indestructible - Unit is not affected by Obliterate
Scout - Unit has +1 Power if it is the only unit you control at this location