This ruleset is V5-original and follows ADR 0018. It uses general collectible card concepts only where they are broad genre patterns: factions, hand management, lanes, rounds, merchants, drops, and tournaments.
Match Shape#
- A match is best of three rounds.
- Each round uses three lanes: Frontline, Skirmish, and Engine.
- Players alternate playing one card or passing. A passed player cannot play again in the current round.
- A round ends when both players pass or both hands are empty.
- The higher total board power wins the round. Ties award no round win.
Deck Construction#
- A legal deck has exactly 25 cards.
- All cards in a deck must share one faction.
- A deck may include at most two copies of the same card.
- A deck must include at least 13 Unit cards.
Card Types#
- Unit cards have base power and must be played to their authored lane.
- Tactic cards have no base power and resolve an immediate lane or hand effect.
- Relic cards have low base power and apply a durable board effect.
Effects#
BolsterLane: allied Unit cards in the played lane gain 1 power.SapOpposingLane: enemy Unit cards in the played lane lose 1 power, never below zero.DrawSignal: the acting player gains one card-advantage point for the round.RecallLowest: one low-value allied card can return to hand after scoring.AnchorStrongest: the acting player's strongest Unit gains 2 power.
Progression#
- Enemy defeats can drop cards through deterministic faction-weighted tables.
- Merchants sell faction-focused offers with prices derived from provision cost and base power.
- Tournament brackets eliminate non-winners each round until one champion remains.
Originality Guardrails#
- Card names, faction names, effects, scoring, and UI text are V5-authored.
- The game does not claim compatibility with any external card game.
- Content review must reject copied names, copied effect text, and copied scoring terminology.