Full Rules Guide. Learn game setup, deck building, combat, reactions, and the keywords that shape every battle.

1. Core Objective & Win Conditions

2. Deck Construction & Setup

3. Resource Economy (The Fallen Zone Loop)

There is no passive mana accumulation. To play cards or use active abilities, you must Expend cards equal to their Cost by moving cards from your Hand or active Field directly to the Fallen Zone (graveyard).

4. Playmat Topology & Card Types

================== Opponent's Field ==================
FL 1
FL 2
FL 3
FL 4
FL 5
DECK
← Front Line
EQ 1
EQ 2
EQ 3
EQ 4
EQ 5
FALLEN
← Equip Row

GEN
TZ 1
TZ 2
TZ 3
← Cmd / Tactical

5. Turn Sequence (5 Phases)

  1. Draw Phase: Draw 1 card from deck (skipped by Player 1 on Turn 1). Check deckout condition.
  2. Main Phase 1: Deploy units/equipment, expend resources, cast Actions. Optionally move retreated units from the Tactical Zone back to the Front Line for 0 Cost at your chosen timing.
  3. Battle Phase: Declare and resolve sequential, 1-by-1 combat engagements.
  4. Main Phase 2: Post-combat restructuring, equipment attachments, and optional 0-cost redeployments.
  5. End Phase: Resolve end-of-turn triggers and enforce the 7-card maximum hand limit.

6. Combat & Persistent Attrition

7. Dual-Turn Tactical Fallback (Retreat)

8. Action & Reaction Resolution (The Reaction Ladder)

When an Action, attack, or effect is declared, players build a Last-In, First-Out (LIFO) stack called The Reaction Ladder:

  1. Building the Ladder: Player 1 initiates → Player 2 can play a Reaction → Player 1 can counter-respond → continues until both pass.
  2. Reverse Resolution: Resolves strictly top-to-bottom (the last played card resolves first; the initial trigger resolves last).
  3. Whiffing & No Missed Timing: Every link attempts to resolve. If a target or source is destroyed or moved before its turn on the Ladder, the effect whiffs (fails gracefully). Missing timing is impossible.

9. Keyword Quick Reference

Pierce

Excess damage beyond defender HP hits opponent's 20 LP directly.

Brace

Ignores persistent HP damage from the first attack received each turn.

Lethal

Any damage > 0 dealt instantly destroys the target.

Cover

Must be targeted first by physical attacks while on the Front Line.

Relocate

Once per turn, move between Front Line and Tactical Zone for 0 Cost.

Vanguard

On entry to Front Line: move another allied unit to Tactical Zone for 0 Cost.

Reinforce

Active: Expend 1 card from Fallen Zone to restore 1 HP.

Scavenge

Triggered on entering Fallen Zone: Return 1 specified card or Action/Reaction from Fallen Zone to hand.

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