Five phases, every round

Each round follows the same five-phase sequence. Both players move through every phase together — there are no alternating turns. The game is decided by who reads the board better, not who acts first.

01
Draw
Hands don't carry over — any cards left from last round are discarded, then each player draws a fresh hand up to the 7-card limit. If your deck runs out, your discard pile is shuffled back in automatically.
02
Plan
Both players secretly assign cards to their robots and spend energy to play additional cards from hand. You commit your full plan — moves, attacks, deployments — before anything is revealed. Neither player can see the other's choices yet.
03
Reveal
Both plans are revealed at once. Everything you and your opponent committed is now visible before a single card resolves.
04
Resolve
All actions execute in initiative order — lower initiative values act first. Within the same initiative, actions resolve in sub-phase order: Deployments → Movements → Attacks → Upgrades → Utility. A robot scrapped before its action resolves loses that action. The win condition is checked after every action — the instant a base hits 0, the match is over.
05
Cleanup
The remaining hand and spent cards go to the discard pile. Each player's energy resets to their income for the next round — HQ base output plus every surviving generator — and a new round begins.
Key insight Because both players commit their full plan before anything resolves, the game rewards prediction and positioning over reaction speed. Read your opponent's formation — not just the current board state.

An 8×8 grid

The battlefield is a symmetric 8-column by 8-row grid. Each player's base sits on their back row. Deploy zones let you bring new robots onto the field within your half of the board.

Battlefield layout
Opponent base
Opponent deploy zone
Neutral zone
Your deploy zone
Your base

Your base starts with 20 HP. It cannot move. If it reaches 0, you lose. Robots can attack the base directly from adjacent tiles or with ranged attacks that reach it.

Your units on the field

Robots are deployed onto the grid via Robot cards. Once active, you assign Protocol cards to them each planning phase to move, attack, or trigger abilities. A robot scrapped at 0 HP is removed from the field.

Stat What it does
HP Hit points. Reaches 0 → robot is scrapped and removed from the field.
Armor A consumable buffer against attacks. Each hit it absorbs spends one armor, whatever the hit size — so a high-armor Bastion Sentinel shrugs off a run of attacks until its armor is used up.
Protocol Slots How many Protocol cards you can assign to this robot per turn. A robot with 1 slot can only act once per round.
Movement Range Base tiles the robot can move when a Movement card is assigned.
Initiative Lower value = acts earlier in the resolution phase. Fast robots can scrap slow ones before they get to act.
Special Ability Passive or triggered effect unique to that robot type. Varies by faction and unit tier.
Robot lifecycle A robot starts in your hand as a Deploy card. Playing that card places the robot in your deploy zone (costs energy). From there it's active each turn until scrapped. Expect 2–5 robots per side in a typical mid-game.

Your toolkit

Every card has an energy cost, an initiative value, and a kind. The five kinds differ most in how you play them: some deploy a unit onto the board, some slot into one of your robots to set its action for the turn, some attach to a unit for the rest of the match, and some are played straight from your hand for an immediate effect.

Deploy
Robot

Summons a mobile unit into your deploy zone. Its stats come from the unit's chassis, not the card. Once on the field, you assign it Protocol cards every turn.

Deploy
Structure

Summons a stationary unit — walls, turrets, generators. Structures can't move, but they soak damage, block lanes, and power your economy.

Slotted into a robot
Protocol

The action a robot takes this turn, slotted into one of its protocol slots. Three flavors: Move repositions along a path, Ranged fires at a target cell in range, and Melee strikes an adjacent enemy. A robot runs as many Protocols per turn as it has open slots.

Attaches to a unit
Upgrade

Installs permanently onto one of your units, taking an upgrade slot, and stays for the rest of the match. Most upgrades reinforce a generator — raising its energy output, adding armor, or granting keywords like Taunt — while others bolt onto any robot to turn it into a power source.

Played from hand
Utility

A one-off effect resolved from your hand: draw cards, gain energy, heal or shield a unit, lay a trap, or buff and debuff robots on the field. Utility is the game's toolbox of tricks.

Protocol slots Protocol cards are the only cards that occupy a robot's protocol slots — a robot with 2 slots can move and attack in the same turn. Upgrades take a separate upgrade slot on the unit they enhance. Robot, Structure, and Utility cards take no slot at all — they cost only energy.

Decks are 40 cards. You can run up to 4 copies of any card, except Prototype cards, which are limited to 1 copy. Every card in your deck must belong to your chosen faction or the neutral pool.

An economy you build

Energy is spent during planning to play cards. It doesn't accumulate — at the start of every round your energy resets to that turn's income, and anything unspent is lost. You begin on your HQ's base output of 2, and grow it by deploying generators (Energy Deposits) and installing energy Upgrades. There's no cap: the bigger the economy you build, the more you can spend each turn.

2
+
1
+
1
=
4

Energy per turn = HQ base (2) + every generator and energy Upgrade you keep alive. No cap — and losing a generator lowers it again.

This makes your economy a board-state decision rather than a fixed timer: invest early turns in generators and cheap units, and the income you built pays for heavier robots and combos later. Blowing up an opponent's generators is a real tempo swing. A few instant effects — like Scrap Salvage — can even spike you above your income for a single turn.

Destroy the enemy base

The primary win condition is reducing your opponent's base to 0 HP. Bases have 20 HP and can be attacked by adjacent robots or those with ranged reach. A base cannot move and cannot fight back — it must be defended by your robots.

Destroy the base

Reduce the opponent's base to 0 HP. The win is checked after every action, so the match ends the instant a base falls — mid-resolution, not at end of turn.

No clock

There's no round or turn limit. A match runs until one base is destroyed — the pressure comes from the board, not a timer.

Concede

Either player may concede at any point during the match.

Choose your playstyle

Every deck is built around one of three factions. Your faction sets your robot roster, your card pool, and how you want the fight to go. Neutral cards — the open pre-evacuation surplus — are available to every faction and fill the gaps in your strategy.

Vanguard
Theme: Speed & initiative

Light, cheap frames with high initiative — they act first and hit before your opponent's plan lands. Strong movement and melee let Vanguard dictate tempo; the trade-off is fragile HP and little staying power. Leans into Overcharge — pushing a frame past safe limits for extra output, at a cost printed on the card.

Bastion
Mechanic: Fortify

Tanky frames with heavy armor and high HP. Traps and defensive utility punish opponents who overcommit. Fortify rewards a frame that holds its tile with ramping bonus armor — +1 each turn, up to +3 — reset if it moves. Slow to win, but hard to crack once dug in.

Nexus
Theme: Board control

Win the position, win the fight. Nexus moves enemies where it wants them — gravity wells, pushes and pulls, tile traps, and ranged angles set up turns in advance. It dismantles a formation by geometry rather than brute force, then fires from where the enemy can't answer.

Deck construction A deck is 40 cards: faction cards + neutral cards. You pick your faction before building. Up to 4 copies of any card, except Prototype cards (1 copy). Neutral cards work for every faction.

Keywords & effects

Cards and robots share a vocabulary of keywords that tells you exactly what an effect does. These are the ones you'll meet most often — the complete list lives in the in-game rules panel.

Keyword What it does
Combat
ArmorA consumable buffer. Each attack it absorbs spends one point of armor, regardless of the hit's size; when it's gone, damage reaches HP.
ShieldA regenerating pool that soaks damage before armor and HP, refilling a little each turn.
Retaliate (N)When hit by an attack, the robot deals N damage straight back to the attacker.
LineFires down the robot's column, hitting the first robot or HQ in its path. Friendly units block the shot.
Windup (N)The shot charges for N turns — the robot Boots Up until it fires automatically.
Status
Boot UpThe robot can't be assigned cards this turn; a booting generator also makes no energy. Chassis with Boot Up start booting as soon as their Deploy is planned, so they take no orders on the turn they arrive either.
StealthHidden from the opponent and unpickable as a melee target — but a ranged hit on its tile still lands and reveals it.
TauntMelee attacks must target a taunting enemy while it's in range. Ranged tile attacks and attacks aimed at the enemy base ignore it.
ImmovableCan't be pushed, pulled, or shoved by any Force Move.
FortifyEach turn it holds its tile, the robot gains +1 Armor (up to +3). Moving resets the bonus.
Targeting LaserRanged attacks lock onto a chosen enemy and follow it if it moves before the shot resolves.
Board & displacement
Force MoveAny push or pull that shifts a robot against its will — push, gravity well, conveyor. Immovable robots ignore it.
RecallReturns a friendly robot to your deploy zone, fully healed.
UndeploySuspends a robot off the board for a few turns, then redeploys it.
Tile EffectA lingering effect planted on a cell — a hidden landmine, a timed bomb, and other traps — that triggers when a robot enters or lingers on the tile.
DestroyRemoves the target outright, regardless of its remaining HP.
PhaseA move that teleports past robots and tile effects — the landing tile must still be empty.
Economy & lifecycle
Energy Generator (N)Produces N energy each cleanup. Found on structures like Energy Deposits.
Recursive (X)Locks the card in its slot; its action repeats automatically each turn for the duration.
FailsafeWhen the robot is scrapped, its card's effect fires — damaging Failsafes hit every adjacent tile.
Self-Destruct (N)The robot scraps itself N rounds after it deploys, triggering its Failsafe.
ExhaustAfter it resolves, the card is removed from your deck for the rest of the match.
PrototypeOnly one copy of the card may go in a deck.