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Copyright © 2025 Nyxell. All rights reserved.

Table Of Contents

1. Introduction

2. Getting Started

3. Game Cards

4. How To Play

5. Extras

Introduction

The Commanders Guide is issued exclusively to officers holding the rank of Commander within the R.A.I.S.E Armed Forces. As one of the top three ranks in Strategic Command, you are entrusted with directing entire conflict zones and executing the campaigns set forth by your General.

Contained within are the complete operational doctrines, advanced battlefield mechanics, and protocols necessary to coordinate Majors, Captains, and all subordinate assets under your authority. This guide is designed to refine your ability to manage resources, control tempo, and maintain operational superiority in every theater of war.

We fight not because we believe we can destroy the Machines, but because surrender is not an option. For as long as one human stands, R.A.I.S.E will stand.

WE WILL FIND A WAY

Of Men and Machines is a turn-based strategy card game focused on resource management and territorial control. Two or more players alternate between attacking and defending across a series of rounds to build defenses, launch attacks, and gain control over the playfield by any means necessary.

Of Men and Machines is currently in closed beta with games hosted by Nyxell on Tabletop Simulator. The documents provided with this copy of The Commanders Guide refers to all information relative to Version 5 (v0500).

Understanding Keywords

Capitalized or Red text refers to a term or game mechanic that is defined elsewhere in the document. Keywords can also be found in the Glossary.


Getting Started

Required Items

Faction Decks Soldier Icon.png|24 / Specialist Icon.png|24 / Added Deck Icon.png|24

58 to 60 cards.

The R.A.I.S.E and MACHINES Faction Decks.

Each Faction comes with 2 Unit Decks. These are required at minimum for standard play:

Expansion Factions may have their own Added Deck Icon.png|24 Added decks on top of the core Unit decks. Factions with several decks cannot be played unless all decks are present.

Power Deck Neutral Insignia.png|24

60 cards

A selection of cards used to create the Power Deck.

This deck contains a variety of neutral cards that are used during a match. All players will draw from this deck during standard play.

Captain Cards Captain Icon.png|24

1 Per Player

The R.A.I.S.E and MACHINES Captain Cards.

Captains are required for 2 of the 4 win conditions of standard play. Each Faction comes with their own Captain Card.

Optional Items

Battle Mat

A 1v1 "Arena" layout battle mat.

Battle Mats keep card positions organized during play, as well as providing allocated slots for each card deck in use. Game mats can also come with a variety of layouts of Playfields, themes, and additional effects that change up how the game is played.

You can also play without a battle mat, as long as the Playfield layout is defined beforehand.

Tokens

A variety of provided tracking tokens.

Tokens are used to track numerical values or Statuses applied to the Playfield. As the number of trackable items increase, it may become more difficult to mentally keep record of everything ongoing during play.

Coin

A provided game coin.

Some setup steps or cards may require a coin toss. Coin faces can also be used to indicate who is currently the Lead Player in 2 player games.

Dice

A provided tracking D6 dice.

Status effects with long durations can be tracked using a set of dice. It may be redundant when status effects have short durations or are not in use at all.

Notepad

A notepad tracking a variety of stat durations and captain Health Points.

Notepads can significantly reduce the amount of mental tracking that needs to be performed during standard play. It is especially useful for keeping track of Captain Health Points or individual status effect durations.


Game Setup

It is recommended to perform game setup once all players understand how to read their cards. If you are unsure how to read a card, refer to Game Cards.

0. Determine Factions and Game mode

1. Lay out the Battle Mat

2. Claim Your Territory

3. Shuffle The Cards

4. Choose Who Plays First

5. Begin The Game


Game Cards

Unit Cards Soldier Icon.png|32 / Specialist Icon.png|32

Soldier Card.png

A neutral Soldier Card.

Specialist Card.png

A neutral Specialist Card.

Unit cards are the main fighting force of all Factions. During standard play these cards are deployed to the Playfield and may move, attack, and be Destroyed when active.

Unit cards are broken into two card types:

Both cards are split into their own respective decks and can be referred to individually as Soldiers and Specialists. Units encompasses both types.

Reading The Card

1. Card Name

This is the card's name. Each card has a unique name based off who they are and what they do. Cards may be referenced specifically by name, though are usually referred by their card type.

2. Level Square.png|16

The strength tier of a card and its activation cost. All cards by default cost Turn Points to be put into play from a player's hand relative to their Level from 0 to 5. Level 6 cards are exclusive to the Titan Faction Archetype.

3. Faction

The Faction this card has pledged allegiance to. Cards can only be sent to the hand and activated from the hand of their Faction owner, with the exception of Power cards, who have no Faction.

Ownership of a card is not locked to a Faction when in the Playfield, some abilities may change allegiance, but these cards cannot be removed from the playfield other than being destroyed or returned to their initial owner.

4. Card Image

The image of the card. Some cards may display portraits of their Unit, or may display an icon.

5. Range Stats Speed Icon.png|20 / Range Icon.png|24

Unit cards can only move and attack a certain number of cells away from their position at a time. This is referred to as Speed for movement, and Range for attack.

When the range stat is split into two numbers this means Speed and Range have different values. Speed is the left number, while Range is the right.

6. Card Stats circle.png|16 / Diamond.png|18 / Hexagon.png|16

The face value stats of a Unit card. Each Unit card has a circle.png|16 Health, Diamond.png|18 Damage, and Hexagon.png|16 Trade value printed onto the card. (See Card Stats)

7. Card Sigils

Unit cards can bear up to 3 Sigils at a time.

Captain Cards Captain Icon.png|32

Captain Card.png

A neutral Captain card.

Captains are the core of a Faction's presence on the Playfield. They are responsible for capturing objectives in standard play, and are a player's most valuable asset. If a Captain is destroyed, their owner is eliminated from play.

Captains behave like Units when on the playfield, able to move and attack once per turn at no cost. Captains have a range stat of 1.

Reading The Card

1. Card Name

This is the card's name. All captains have the title of CAPTAIN.

2. Card Stats circle.png|16 / Diamond.png|18

The face value stats of a Captain card. Each Captain card has a circle.png|16 Health and Diamond.png|18 Damage value printed onto the card.

3. Captain Insignia

The star insignia of a captain.

4. Faction Icon

The Faction this card has pledged allegiance to.

5. Faction Name

The name of the Faction this card has pledged allegiance to.

6. Faction Ethos

A short one to two sentence string of flavor text, similarly used in the Faction's profile.

Utility Cards Utility Card Icon.png|32

Utility Card.png

A neutral Utility card.

Utility cards are non-placeable cards that offer instant use or persistent abilities and effects upon being activated. These cards do not go onto the playfield, and are placed either directly into a discard pile or off to the side when used.

Reading The Card

1. Card Name

This is the card's name. Each card has a unique name based off what they do. Cards may be referenced specifically by name, though are usually referred by their card type.

2. Level Square.png|16

The strength tier of a card and its activation cost. All cards by default cost Turn Points to be put into play from a player's hand relative to their Level.

Some cards can only be played when Attacking, or when Defending. The Turn Points used to play this card are based on the current turn stance.

3. Faction

The Faction this card has pledged allegiance to. Utility cards can only be sent to the hand and activated from the hand of their Faction owner, with the exception of neutral cards, who have no Faction.

4. Card Image

The image of the card. Some cards may display portraits of their Utility object, or may display an icon.

5. Card Text

The card's description text that explains the conditions for using a card and the effects that it provides upon activation.

Structure Cards Structure Card Icon.png|32

Structure Card.png

A neutral Structure card.

Structure cards are static cards that are constructed to the Playfield to provide either passive or active abilities based on set conditions regarding the state of the Playfield itself (usually referring to the cells adjacent to the card).

Structure cards, like Units and Captains, can be destroyed by being attacked. Structure cards are additionally the only cards that have their main position in landscape.

Reading The Card

1. Card Name

This is the card's name. Each card has a unique name based off what they do. Cards may be referenced specifically by name, though are usually referred by their card type.

2. Card Stats Circle.png|16 / Square.png|16

The face value stats of a Structure card. Each Structure card has a circle.png|16 Health and Square.png|16 Level value printed onto the card.

3. Faction

The Faction this card has pledged allegiance to. Structure cards can only be activated from the hand of their Faction owner, with the exception of neutral cards, who have no Faction.

4. Card Image

The image of the card. Some cards may display portraits of their Structure object, or may display an icon.

5. Card Text

The card's description text that explains the conditions for using a card and the effects that it provides upon activation.


How To Play

Win Conditions

The objective of the game is to be the first player to reach one of any of the available win conditions:

Victory By Control

R.A.I.S.E occupies all objective cells on the Playfield

Victory by Control occurs when one player or Alliance occupies all control points on a playfield.

Units and Captains may contest a control point cell if it is unoccupied. Units will only neutralize a control point (if it was previously owned by a faction), while a captain will capture it. Control points must be occupied for 1 full round before the allegiance changes.

Victory By Elimination

The Machines have dealt enough damage to destroy the R.A.I.S.E Captain.

Victory By Elimination occurs when your opponent's captain is destroyed.

If a Captain is destroyed during a players Defending Turn, that player is granted one final Attacking Turn known as Last Stand.

During Last Stand, the attacking player must complete any win condition to force a Draw. Failure to do so at the end of the turn results in a loss.

Attacking players will lose instantly if their Captain is destroyed while attacking.

Victory By Attrition

The Machines have no more Unit cards available.

Victory by Attrition occurs when your opponent cannot draw any Unit cards during their draw phase.

Discarded cards are only reshuffled back into their respective decks when a Faction deck is empty. Discarded cards are sent to the discard pile, while destroyed cards are removed from the game entirely.

Victory By Domination

The Machines occupy all of R.A.I.S.E's spawn cells, and R.A.I.S.E has no Units on the playfield.

Victory by Domination occurs when your opponent cannot spawn any new Unit cards and has no Units on the Playfield.

Unit cards can only be deployed from eligible spawn cells, or if a card or ability states a card may be deployed with them. Units can only be deployed on unoccupied cells, so if all spawn locations are blocked, a player cannot deploy Unit cards.

Turn Structure

Each round of gameplay is divided into Attacking and Defending turns played simultaneously. When one player is attacking, the other is defending.

In 3+ player battles, any player that is not the lead player is considered defending.

Turn Phases

The turn phases for both an attacking and defending turn.

Attackers and defenders progress through a linear series of phases during their turn. At the end of the turn, play alternates clockwise.

Attacker

Draw Phase

This is the first phase of the attacking turn where you must create your staring hand.

Tip: Before adding your Reserve, your hand should consist of 2 Soldiers, 1 Specialist, and 3 Power Cards.

Build Phase

The Build Phase is where you construct your defenses, deploy Units, and prepare for the upcoming battle.

Move Phase

The Move Phase is where the attacker may move their Unit and Captain cards to new positions on the Playfield. Unit and Captain cards may only move once per turn unless stated otherwise.

You may perform any of the following actions with ATP:

You may also perform the following actions without ATP:

To move a card, perform the following steps:

Battle Phase

The Battle Phase is where the attacker may initiate combat on any destructible card on the Playfield using their Unit or Captain cards. Attacks are either initiated as Single Combat or a Skirmish. Unit and Captain cards may only attack once per turn unless stated otherwise.

The Battle Phase will only cover Single Combat. See Skirmish for Skirmish rules.

You may perform any of the following actions with ATP:

You may also perform the following actions without ATP:

To attack with a card, perform the following steps:

If a targeted cell contains a card with Circle.png|16, this means the card is destructible. The damage dealt must be resolved before moving on.

End Phase

The end phase is where attackers announce the end of their turn and prepare to go on the defensive.

Defender

Draw Phase

This is the first phase of the defending turn where you must create your staring hand.

Build Phase

The Build Phase is where you can add any last minute fortifications to your position or improve the survival chances of your Units.

Standby Phase

The standby phase occurs after the Build Phase where defending players will wait until the conditions of their Structures and Utility cards are met, or they are attacked by a player.

When a condition of a Structure or Utility card is met and you wish to act on it, you must announce that an effect has been triggered, or that you are moving into the Act Phase.

When an attacking player initiates combat on your Units or Captain but does not destroy them, you are given the option to Counterattack. If you choose to counterattack, you must announce you are moving into the Counterattack Phase.

Act Phase

When a condition of a Structure or Utility is met, a defender can act on that effect, putting them into a temporary phase that all other players must abide to. Any actions made during the Act Phase take priority over all other actions and effects.

When in the Act Phase, you may perform the following with DTP:

In 3+ player battles, Acts remain open for a Challenge for any player that has not already participated in the Challenge.

To participate in a Challenge:

Note: You can only enter a Challenge if you have not previously added an argument to the Challenge. The attacking player and defending player starting the Act Phase cannot enter the Challenge.

Example: Player A destroys a card owned by Player B. Player B then enters the Act Phase and plays a card to negate player A's action. In 2 player battles, no Challenge is possible, and the effects are applied as follows: B -> A.

Example 2: In 3+ player battles, Player C may enter the Challenge with a card to negate player B's card effects. Player D may also enter the Challenge with a Structure ability to prevent the use of Utility cards. With no further arguments possible, the Challenge ends, and the effects are applied as follows: D -> C -> B -> A.

When finished, return to the Standby Phase.

Counterattack Phase

A defending player is moved into the Counterattack Phase when an attacking player attacks their cards using a Skirmish, and they choose to initiate a Counterattack.

The counterattack damage must now be distributed across all skirmishing cards by the attacking player.

As the attacker:

When finished, return to the Standby Phase.

End Phase

The end phase is where defenders prepare to go on the offensive. In 3+ player battles, its possible to be a defending player multiple times before getting a chance to attack.


Extras

The Playfield

The playfield is a region of space in which the game is played on. Playfields are comprised of individual segments called Cells within a coordinate space. Each cell can be affected by Status Effects or have special properties tied to them.


Cell Types

Standard

Empty Cell.png|128
A cell with no special effects. It can be occupied by one card that is on the Playfield at a time. Any number of tokens can be placed on a cell as long as the tokens do not push into other cells.

Objective

Objective Cell.png|128
A standard cell used for objective based gameplay. In standard play, these cells are used as Objective points to progress the Victory By Control win condition. These cells cannot be affected by statuses and Structures cannot be constructed on them.

Star

Star Cell.png|128
A standard cell used to indicate the starting cell for a Captain card.

Frontspawn

Frontspawn Cell.png|128
A special cell used to deploy Unit cards to the playfield (see Card Activation). These cells cannot be affected by statuses and Structures cannot be constructed on them.

Colored

Blue Cell.png|128 Red Cell.png|128 Yellow Cell.png|128 Green Cell.png|128
Colored cells are used to indicate the seat color of a battle mat, as well as the territory that colored seats own at the start of the game. Color does not represent a permanent occupancy nor does it change its properties. Any type of cell can be imbued with a seat color.


Territory

RAISE Faction Icon.png Machines Faction Icon.png Neutral Faction Icon.png
Territory is a property a cell may have to represent what Faction "owns" a cell on the playfield. Some cards or rules reference territory and its types directly.

Unoccupied Territory

Empty Cell.png|128

An unoccupied cell

Any cell that has not yet been claimed by a Faction. By default, all cells are considered unoccupied until stated otherwise.

Occupied Territory

Occupied Territory.png|128

A cell with a territory marker on it.

A cell with a territory marker placed onto it. Only one marker can be placed on a cell at a time, with the most recently placed territory marker claiming the cell.

A cell with a marker matching your Faction or Alliance is considered your territory, while a cell with a marker not matching your Faction or Alliance is considered opponent territory.


Card Activation

All cards must be activated into the game to be used. Where they are activated to and how they are activated depends on the type of card.

Utility Cards

Utility cards are activated outside of the playfield from a player's hand when its conditions are met.

To activate a card:

Unit Cards

Unit cards are activated into the Playfield through a process called Deployment.

To Deploy a card:

Structure Cards

Structure cards are activated through a process called Construction. This process is similar to Unit Deployment, but changes where the eligible spawn locations are.

To Construct a card:


Scrap

Scrapping is an attacking action that gives players Turn Points in exchange for destroying a card. Only Units can be scrapped.

To Scrap a card:

Tip: Once a card is destroyed, its gone forever, so scrapping every turn is a sure way to lose by attrition!


Restore

Restoring is an attacking action that clears Status effects from a card and restores its Max HP. Only Units and Structures on the Playfield can be restored.

To Restore a card:


Retreat

Retreating is an attacking action that allows a player to remove a card from the playfield. Only Units can be retreated.

To Retreat a card:

*Tip: Retreating a card can save cards that are guaranteed to be destroyed on your next turn, but will take time to return to your hand as they must go through your discard pile.


Skirmish

Skirmishing is an attacking action that allows a player to group several cards together to form a single attacking force. A Commander may only initiate one Skirmish per Battle Phase.

To Skirmish:

If a targeted cell contains a card with Circle.png|16, resolve the damage by subtracting the damage dealt to card's remaining Circle.png|16


Fortify

Fortifying is a defensive action that allows a player to increase the survivability of a card on the playfield. Only Units can be fortified.

Once a card has been fortified, it cannot be reverted. Fortified cards forfeit the ability to Counterattack when damaged or destroyed.

To Fortify a card:

At the end of the turn:


Factions

This refers to the extra documents discussing all Faction Archetypes.

Titan Faction

Economy Faction

Sacrifice Faction

Systemic Faction


Sigils

Sigils are icons representing extra Passive or Active Abilities a card has in addition to their standard card abilities. Each Sigil and its behaviors can be found in the Sigil Legend.

Passive Sigil

Passive Sigil Icon.png|128

An example Passive Sigil

Passive sigils are either constantly active, or must wait until a condition is met before activating. A player cannot manually trigger a passive sigil, but the sigil will trigger instantly once its condition is met.

Active Sigil

Active Sigil Icon.png|128

An example Active Sigil

Active Sigils are triggered abilities that occur when a condition is met and the player owning the card uses the ability.

Active Sigils will specify what phase they can be used in, as well as any costs or conditions. If a phase is not specified, then that active sigil can be used during any phase.


Status Effects

Status effects are a condition applied to a card or Cell that modifies its stats or behavior for a set duration or until a condition is met. Each Status and its effects can be found in Status Effects

Non-Token Statuses

Status_Fortify.png|128

Non-token Statuses have no physical tokens, but may be referenced using monochrome icons.

Non-token Statuses are any conditions or effects that are applied to an entity that does not use a physical token. These Statuses can be stacked by several rule sources, and can be treated for each case individually by cards without inherently affecting the application of the effect from a different source.

Example: Both Deployment Delay and Restore inflict the Vulnerable Status. If a card states to ignore Deployment Delay, it will not ignore the Vulnerable Status given by Restore.

Token Statuses

Status_BRN.png|128

Token Statuses have a colored icon, which is also their physical token.

Token Statuses are any condition or effects that are applied to an entity using a physical token. These statuses are generally applied by a physical source (such as a card). Each case of a token status is applied the same regardless of the source, therefore affecting the application of the effect applies to all sources.

Example: The BRN Status is applied by Utility and Structure cards. Regardless of where it has been applied from, the effect is always the same and does not stack. If a card cannot be affected by BRN, then no source of it can affect the card.


Reference Documents

Glossary

Sigil Legend

Status Effects

Faction Passives

Starter Templates

Card Legends


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PLAN. FIGHT. WIN.

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