Table of Contents
1. How You Win
- Score 7 Points by defeating attacking characters.
- Be the Last Surviving Player
- A player is eliminated when they reach 3 Wounds.
2. Components
Main Deck (Shared)
Contains:
- Characters
- Events
- Interrupts
- Nano Enhancements
Main Discard Pile: When the Main Deck runs out, shuffle the Main Discard Pile to form a new Main Deck.
Room Deck (Shared)
Contains:
- Rooms
Room Discard Pile: When the Room Deck runs out, shuffle the Room Discard Pile to form a new Room Deck.
Areas
- Each player’s Base (starts empty; max 5 rooms)
- Barracks (central area where characters wait before attacking)
- Each player’s Hand (secret information)
3. Card Types
Rooms
Rooms appear in the Room Deck and in players’ Bases.
Each Room has:
- Name
- Alignment: RF, Ultor, EDF, RC, or Neutral
- Room Stat + Check Number: STR, DEX, or INT with a required value
- Type: Underground / Surface / Sky
- Rule/Effect (always follow the card text)
Entrance: The first room of your base (the one attackers enter first).
Characters
Characters appear in the Main Deck, players’ Hands, the Barracks, and as Attackers.
Each Character has:
- Name
- Types: Soldier, Support, Creature, Leader (any number)
- Attacks: What it attacks
- Stats: STR, DEX, INT, CON
Characters can only be played during the Play phase.
Events
Events appear in the Main Deck, players’ Hands, and the Stack (while resolving).
Each Event has:
- Name
- Rule/Effect
Cost to play an Event: Discard 1 card from your hand.
Events can only be played during the Play phase.
Interrupts
Interrupts appear in the Main Deck, players’ Hands, and the Stack (while resolving).
Each Interrupt has:
- Name
- Play Condition
- Rule/Effect
Cost to play an Interrupt: Discard 1 card from your hand.
Interrupts can be played at the specific time printed on the card.
Nano Enhancements
Nano Enhancements appear in the Main Deck, players’ Hands, and attached to characters.
Each Nano Enhancement has:
- Name
- Rule/Effect
Cost to play a Nano Enhancement: Discard 1 card from your hand.
4. Setup
- Place the Main Deck and Room Deck in the center of the play area, within reach of all players.
- Note a central Barracks area.
- Each player notes a Base area in front of them (begins with 0 rooms).
- Choose a starting player at random.
- Each player draws up to their Hand Size (see Hand Size).
- The first player takes their turn.
5. Hand Size
Your Hand Size is:
- 2 players: 5 cards
- 3 players: 6 cards
- 4 players: 7 cards
6. Turn Structure
Each round has five phases, completed in this order:
- Draw Phase
- Play Phase
- Build Phase
- Target Phase
- Combat Phase
Then the next round begins.
6.1 Draw Phase
Each player draws from the Main Deck until they reach their Max Hand Size.
6.2 Play Phase
Starting with the player with the most points, each player takes their Play Phase. If multiple players are tied for the most points, randomly select the starting player from among the players tied for the most points.
During each player's Play Phase, that player may:
- Play up to 1 Character from hand into the Barracks
- Place it at the end of the barracks line (newest goes last).
- Play any number of Events and/or Nano Enhancements
- Each costs discard 1 card.
After each player has completed their Play Phase, proceed to the Build Phase.
6.3 Build Phase
Starting with the player with the most points, each player takes their Build Phase. If multiple players are tied for the most points, randomly select the starting player from among the players tied for the most points.
During each player's Build Phase, they:
- Look at the top 3 cards of the Room Deck.
- If your base has fewer than 5 rooms:
- Choose 1 and add it to your Entrance (front of your base).
- If your base already has 5 rooms:
- You may choose 1 and replace any single room in your base with it.
- The replaced room is destroyed and goes to the Room Discard Pile.
- Put the other room cards you looked at into the Room Discard Pile.
After each player has completed their Build Phase, proceed to the Target Phase.
6.4 Target Phase
Determine attacks in the order that characters entered the barracks (oldest first).
For each character, select their target based on:
- Non-Neutral characters target the base with the highest number of matching Attack Alignment symbols.
- Neutral characters target a base using their special targeting rule.
Tie Rule
If more than one base is tied for best target, that character does not attack and stays in the barracks, keeping its position, then move on to the next character and pick their target.
Characters that select a target become Attackers.
6.5 Combat Phase
Combat resolves in two layers of order:
- In turn order (player with the most points resolves first, then clockwise), then
- For each base, resolve attackers in attacking order (the order in which they selected that base as their target).
Resolving an Attack
- The attacker enters at the Entrance and moves room by room.
- If attacker stat exceeds or equals the room check ? pass safely and take 0 damage.
- If attacker stat is less than room check ? take damage equal to the difference (room check minus attacker stat).
- If attacker stat exceeds or equals the room check ? pass safely.
- If attacker stat is less than room check ? take 1 damage.
- If total damage exceeds or equals CON, the attacker dies immediately:
- The defending player takes that character card as 1 Point (keep it face down).
- If the attacker survives and passes through all rooms in the base:
- The defending player takes that character card as 1 Wound (keep it face up).
After combat in each base resolved, the next round begins at Draw Phase.
7. Tracking Points and Wounds
Points
- When a character dies in your base, you gain 1 Point. Keep those character cards face down.
Wounds
- When a character survives your entire base, you take 1 Wound. Keep those character cards face up.
- At 3 Wounds, you are immediately eliminated.