Gameplay fundamentals


Game Objective

Be the first player to reduce your opponent’s health to zero.

Setup

  • Each player starts the game with 20 health points

  • Players must create a deck with a minimum of 15 Red Cards, 10 Blue Cards, and 5 Green cards, with a maximum of 40 cards in their deck

  • Players shuffle their decks and place their deck face down in a designated deck zone in front of them

  • Players draw 7 cards to form a starting hand

  • Players create a discard pile in front of them to place played cards in

card types

  • Red Cards Subtract the specified amount of health points from their opponents health

  • Blue Cards Add the specified amount of health points to players own health

  • Green Cards Block (subtract) from the effects of opponents Red or Blue Cards

Gameplay

Player turns take place simultaneously in the following steps:

Skirmish Phase
: Players pick one card from their respective hands and reveal them simultaneously, placing them face up on their discard pile.
Resolve Phase
: Resolve cards effects, health, and damage simultaneously.
End Phase
: Players update their health points based on total card effects.
Draw Phase: Players draw one card from their deck

Deck Management

When a player’s deck is depleted (reaches zero cards), their discard pile is shuffled back into their deck and the game continues.

Winning

A player wins when their opponent’s health points reach zero following the end phase. The player with zero health loses the game.

Additional Rules

  • If both players reach zero health points simultaneously, the game is considered a draw

  • In tournament style competitions, decks must maintain a 3:2:1 ratio of Red, Blue, and Green Cards to ensure a fair balanced duel (i.e. 15:10:5 or 18:12:6)

  • No more than 3 of the same titled card can be within a deck

  • Maximum hand size is 7 unless otherwise dictated by a card. If players have more than 7 cards in their hand after the end phase, they must discard down to 7 cards before the draw phase.

  • Card effects always resolve simultaneously, if effects of the played cards cannot be resolved simultaneously due to card mechanics, both cards lose their text effects and damage is resolved accordingly