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
Each player draws cards until they reach their hand 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 → Effects. A robot scrapped before its action resolves loses that action.
05
Cleanup
Spent cards go to the discard pile. Energy refreshes and the energy cap grows by 1. Win condition is checked — if a base has been destroyed, the match ends.
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 8×6 grid

The battlefield is a symmetric 8-column by 6-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 Deploy cards. Once active, you assign 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 Reduces incoming damage. A Bastion Sentinel with high armor can absorb repeated attacks.
Program Slots How many 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 type. Card types determine when they resolve and what they can target. Most cards are assigned to a specific robot during planning; a few are played directly from hand.

Type
Deploy

Summons a robot to your deploy zone. The robot's stats are defined by the card. Costs energy; resolves first in the resolution phase.

Type
Movement

Assigned to a robot. It moves X tiles in a direction during the movement sub-phase. Includes dash, rotate, and teleport variants.

Type
Attack

Assigned to a robot. It deals damage in a defined pattern — melee (adjacent), ranged (line), or area-of-effect — during the attack sub-phase.

Type
Utility

Played from hand. General-purpose effects: draw cards, gain bonus energy, heal a robot, or shield your base for a turn.

Type
Upgrade

Attaches to a robot for multiple turns. Boosts stats, grants abilities, or adds an extra program slot to an otherwise limited unit.

Type
Reaction

Held in reserve, not assigned during planning. Triggers automatically when its condition is met during resolution — for example, reducing damage when an ally is hit.

Decks are 30 cards. You can run a maximum of 2 copies of any card, and 1 copy of legendary cards. All cards in your deck must belong to your chosen faction or the neutral pool.

Your resource — and it grows

Energy is spent during the planning phase to play cards. You start each match with a cap of 2 energy. At the end of every cleanup phase your energy cap increases by 1, up to a maximum of 10. Your energy fully refills to the current cap every round.

2
3
4
5
6
7
8
9
10

Energy cap per turn — starts at 2, grows to a maximum of 10 over the course of the match.

This creates a natural game arc: early turns are for cheap scouts and positioning; mid-game brings heavier robots and combos; late-game opens up the most powerful plays. Some Utility cards can extend your energy cap beyond the default curve for a single turn or permanently.

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 HP to 0. Match ends immediately on the cleanup check.

Tiebreaker

If a round limit is reached, the player with higher base HP wins. Equal base HP: compare total robot HP on the field.

Concede

Either player may concede at any point during the match.

Choose your playstyle

Every deck is built around one faction. Your faction determines your robot roster, your card pool, and your faction mechanic. Neutral cards are available to both factions and fill gaps in your strategy.

Vanguard
Mechanic: Overcharge

Fast, cheap robots with high initiative. Strong movement and melee attack cards let you dictate the tempo of the fight. Overcharge lets you spend HP to power through an extra action when it counts — high risk, high reward. Weak on defense and sustained late-game pressure.

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Bastion
Mechanic: Fortify

Tanky robots with armor and high HP. Trap and Reaction cards punish opponents who overcommit. Fortify rewards stationary robots with bonus armor — holding a position is the Bastion way. Slow to win, but hard to crack once established.

Deck construction A deck is 30 cards: faction cards + neutral cards. You pick your faction before building. Faction cards can only be used by that faction's robots. Neutral cards work for everyone.