Deploy Bare Frame
1Deploy a Bare Frame.
The battlefield and every card currently in the game. Numbers in the circle are energy cost; cards without art are still awaiting illustration.







Deploy a Bare Frame.

Deploy a Combat Medic. Heal Adjacent 1.
Deploy a Relay Node. Boot Up 1. Assigned cards resolve 1 Initiative sooner.
Deploy a Capacitor.
Deploy an Energy Deposit. Failsafe: Gain 2 energy next turn.
Deploy a Power Core.
This generator gains Carryover 3 this turn.
Ranged 4. Deal 5 damage to target tile.
Surrounding robots take 1 damage.
Surrounding robots Boot Up next turn.
Ranged 4. Deal 2 damage to a cell
Move a robot up to 2 tiles. Phase.
Move 1 tile diagonally. Phase.
This robot gains Stealth this turn.
This robot gains +1 protocol slot next turn.
Pull a robot back up to 2 tiles.
This robot gains Targeting Laser this turn.
A friendly robot permanently carries 1 of your unspent energy into your next turn.

A friendly robot permanently gains +1 protocol slot.
A friendly robot gains +1 protocol slot permanently.
Play on a tile. Force Move all robots on the same row or column 1 tile away from it.
Increase hand size by 1 next turn.
An enemy robot cannot be assigned movement cards next planning phase.
Heal your base for 3 HP.
Enemy player starts next turn with 1 less energy.
Force Move an enemy robot 2 tiles toward their base.

Play on a tile. Force Move all robots on the same row or column 1 tile toward it.
HQ Shield 2 for 1 turn.
This turn, all enemy utility cards with initiative lower than 3 are countered.
Target unit's planned protocol gains Recursive 2.
Deal 3 damage to a friendly robot. Gain 4 energy immediately. If it dies, gain 2 more energy next turn.
Return a friendly robot to your deploy zone, healed to full HP.
Your deploy zone extends 1 row forward during your next turn.
Place a bomb. At the start of your next turn it deals 1 damage to all adjacent robots.
Return your most recently exhausted card to your discard pile.
Add a random deploy card from your scrap yard to your hand.
Force the enemy to discard 1 card from their hand.
Instant. Gain 4 energy.
All robots in a 3×3 area gain Stealth for 2 turns.
Draw 2 extra cards next turn.
Instant. Discard a random card. Choose a card in your hand: it gains Buffer.
An enemy robot cannot be assigned attack cards next planning phase.
Deploy a Blitz Runner.
Deploy a Breaker.
Deploy a JON-8AN.
Deploy a Phantom.

Deploy a Scout Drone. Failsafe: 2 damage to surrounding tiles.

Deploy a Striker Bot.
Deploy a Suicide Drone. Self-Destruct 4. Failsafe: 2 damage to surrounding tiles.

Deploy a Vanguard Generator. Redline: Takes 1 damage.
Deploy a Vital Generator. Heals HQ 3. Failsafe: HQ takes 2.
Move a robot up to 2 tiles.
Ranged. Deal 3 damage to any enemy robot.
This robot gains Stealth for 2 turns and heals 1 HP.
Move a robot up to 3 tiles. Deals 1 damage to the first enemy in its path.
Move a robot up to 3 tiles. Phase. Recoil 1.
Gain 2 energy. Recoil 2.
Melee. Deal 3 damage.
Move a robot up to 3 tiles. Deals 2 damage to the first enemy in its path. Recoil 1.
Heal this robot 2 HP. It gains Stealth this turn.
Ranged 2. Deal 2 damage to target tile.
Recursive 2. Track an enemy robot. Move 1 tile toward it each turn.
Melee. Deal 4 damage. Recoil 1.
Move a robot up to 2 tiles. Phase.
Melee. Deal 4 damage.
Recursive 4. Move 1 tile forward.
Melee. Deal 2 damage.

Move a robot up to 3 tiles.
Ranged 2. Deal 2 damage.
Ranged 3. Deal 2 damage.
Move a robot up to 3 tiles. Phase.
This robot gains +2 protocol slots next turn.
A friendly robot gains +1 Armor and +1 protocol slot permanently.
Permanently increase your hand size by 1.
A friendly robot permanently produces +1 energy each turn. Failsafe: Deal 2 damage to all surrounding tiles.
Permanently increase a friendly generator's energy output by 2. Redline: Boots Up next turn. Failsafe: HQ takes 2 damage.
Force Move an enemy robot 2 tiles toward their base.
Your next Failsafe triggers twice this turn.
All friendly robots can accept one extra card next turn.
Instant. Gain 2 energy.
Heal a friendly robot for 2 HP.
Deal 2 damage to a friendly robot.
Counter the next enemy utility card this turn.
Deploy EM-1L prototype. Boot Up 1.

Deploy a Guard Tower. Boot Up 1.
Deploy a Guardian. Boot Up 1.
Deploy a Heavy Gunner. Boot Up 1.
Deploy an Iron Wall. Boot Up 1.

Deploy a Sentinel. Boot Up 1.

Deploy a Bastion Generator.
Deploy a Bastion Heavy Generator.

Windup 2. Ranged 4. Blast 3×3. Deal 2 damage.
Windup 1. Line. Deal 6 damage.
Move a robot up to 2 tiles.
This robot gains +3 Armor.
This robot gains Taunt and Retaliate 2 for 2 turns.
This robot gains Taunt and Retaliate 2.
Ranged 3. Deal 3 damage.
This robot gains Retaliate 3 for 2 turns.
This robot gains +2 Armor. Taunt for 1 turn.
Recursive 5. Move 1 tile forward.
Melee. Deal 5 damage.
This robot gains +1 Armor.
This robot gains Taunt for 2 turns.
This robot gains +1 Armor.
Move a robot 3 tiles.
Melee. Deal 2 damage.
Move a robot 1 tile.
Ranged 2. Deal 8 damage. Recoil: Boot Up 1.
Ranged 4. Deal 4 damage to the enemy HQ.
Permanently increase a friendly generator's energy output by 1 and give it +2 Armor. Failsafe: HQ takes 2 damage.
A friendly robot gains Fortify.
All friendly robots gain +1 Armor.
Friendly robot becomes Immovable this turn.
All friendly robots gain Fortify.

Place a landmine on an empty tile. It deals 2 damage when a robot enters it.
Heal a friendly robot for 5 HP.
Add two random deploy cards from your scrap yard to your hand.
Heal a friendly robot for 3 HP.
Instant. Your next Exhaust card costs 2 less.
Remove an enemy robot from the board for 2 turns. It returns at full HP.
Repair your HQ for 5 HP.
Deploy a Controller. Boot Up 1.
Deploy a Coordinator. Boot Up 1.
Deploy an Interceptor.

Deploy a Nexus Pulse Generator. Push adjacent robots 1 tile.
Deploy a Surge Reactor.
Ranged 2. Deal 5 damage.
Move a robot up to 2 tiles.
Ranged 3. Deal 2 damage.
Move a robot up to 2 tiles. Phase.
Return this robot to your deploy zone at full HP, then draw 1 card.
Ranged 2. Deal 3 damage.
Permanently increase a friendly generator's energy output by 1. Failsafe: HQ takes 2 damage.
Buffer. Deal 1 damage to a tile occupied by an enemy robot. If you control a Coordinator, deal 4 instead.
Play on a tile. Force Move all robots on the same row or column 1 tile away from it.
Apply Recursive Function (1) to a random planned slot on an enemy robot.
Force Move an enemy robot 2 tiles toward their base.
Play on a tile. Force Move all robots on the same row or column 1 tile toward it.
Place a proximity mine on an empty tile. It deals 3 damage when a robot enters it.
Place a trap. At the start of your next turn it deals 3 damage to all adjacent robots.
Place a tripwire on an empty tile. It deals 1 damage when a robot enters it.
Place a visible mine on an empty tile. It deals 2 damage when a robot enters it.