A tactical card gameIn development

RoboCards

The people evacuated. The corporations stayed to drill the deep power they left behind. Deploy autonomous frames, commit your whole turn before either side moves, and take the sector claim by claim.

A Vanguard scout drone battle frame

The setting

The people left.
The power didn't.

A spent world, bled dry generations ago — except for the deep deposits, raw power far below the old workings that never ran out. When the population was evacuated, the corporations stayed behind to drill it, fighting claim by claim over every live tap with autonomous battle frames.

There's a catch nobody puts in the quarterly report: the deeper you draw, the stranger your frames behave. Officially it's "signal degradation." Operators call it the Undertow — and it's why you fight from off-site, upload a single instruction packet each round, and drop the link before too much of whatever's down there comes back up the wire. You never set foot on the field. You just read the board better than the other operator.

Three corporations. Pick a side.

Vanguard

Strike first, finish fast. Light frames that move farther, act earlier, and hit hard before the enemy's plan finishes loading. Fragile — so make it count.

"Claim's live. Move."

Speed Initiative Mobility
Bastion

Outlast everything. Armor, mass, and ground that can't be retaken. Bastion answers slowly — with overwhelming force — and rewards frames that hold their tile.

"Structure holds. Proceed."

Armor Control Endurance
Nexus

Win the position, win the fight. Nexus moves enemies where it wants them — pushes, pulls, traps, and firing angles set two turns before anyone else sees them.

"Your route was calculated yesterday."

Displacement Geometry Control

Both sides plan in secret, then everything resolves at once.

01
Build your deck

Pick a faction and assemble a 40-card deck — robots to deploy, protocols to drive them, upgrades, and utility tricks. Faction cards plus the neutral surplus pool.

02
Plan your turn

Each round you commit a full plan — deploys, moves, attacks, effects — before anything is revealed. Neither side sees the other's choices until both are locked in.

03
Win the battlefield

Plans reveal together and resolve in initiative order — lower initiative acts first. Frames clash, positions shift, and the game checks for a winner after every hit. Destroy the enemy base to win.

Read the full rules