
Copyright © 2025-2026 @that_nyxell. All rights reserved.

1. Introduction
2. Getting Started
3. Game Cards
4. How To Play
5. Card Activation
6. Actions
7. Extras
8. Additional Documents

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 Beta 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.

Required Items
Faction Decks
/
/ 
60 to 64 cards. Minimum 2 Decks.

The R.A.I.S.E and MACHINES Faction Decks.
Each Faction comes with 2 Unit Decks.
- 1
Soldier Deck (30 cards)
- A standard Soldier Deck contains 30 cards.
- 1
Specialist Deck (30 to 34 cards)
- A standard Specialist Deck contains 30 cards.
- A Titan Faction Specialist Deck contains 34 cards.
Expansion Factions may have their own
Added Decks on top of the core Unit decks. Factions with several decks cannot be played unless all decks are present.
Power Deck 
60 cards for 2 players. +15 for each additional player.

A selection of cards used to create the Power Deck.
This deck contains a variety of neutral cards that are used by all players during a match. The Power Deck will be constructed by all participating players before starting, with the maximum card cap increasing by +15 per player when 3 or more players are present.
Captain Card 
Minimum 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 Cards.
Commander Card 
1 per player.

A selection of Commander Cards.
Commanders offer passives to their owners, and are selected during setup. 8 Starting Commanders are included in the Complete Edition, while some Faction Captains are included with Expansion Packs. Each player may have 1 Commander at a time.
Optional Items
Game Mat

A game mat included in the Complete Edition.
Game mats keep card positions organized during play, as well as including coordinates to easily locate cells on the Playfield. They also provide allocated spots for each card deck, token, or other tool used during play.
Game mats may also come with a variety of Playfield layouts, background themes, and additional seats for more players.
Tokens
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A variety of tracking tokens included in the Complete Edition.
Tokens are used to track numerical values or Statuses applied to the Playfield or other cards.
Coin

A game coin included in the Complete edition.
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.
Tracking Dice
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A set of D6 dice used to track stats included in the Complete Edition.
Status effects with long durations can be tracked using a set of dice.
Game Setup
It is recommended to perform game setup once all players understand how to read their cards.
(See Game Cards)
0. Determine Player Factions and Teams
- If Factions are provided by a host, or are put into a pool to choose, flip a coin (2 Players) or roll a D6 (3+ Players)
- The player who wins the coin toss, or rolls the highest number chooses first, and will be the first attacking player.
- The first attacking player is unable to perform any damaging actions on their first turn.
- If the chosen player does not wish to be the first player, relinquish first player rule to the next player clockwise.
- The next player to be given first player rule cannot pass it.
- All other players will choose their Faction clockwise from the first player.
- The player who wins the coin toss, or rolls the highest number chooses first, and will be the first attacking player.
- Choose between playing Alliance or Free For All.
- Alliance: Split players into even teams. Each team will operate as 1 Alliance. Each Alliance is eliminated individually until 1 Alliance reaches a win condition.
- Free For All: All players will operate as their own individual Factions. Each player is eliminated individually until 1 player reaches a win condition.
1. Determine The Playfield & Seats
- If a game mat is used during the match, lay it onto a flat surface for play.
- If no game mat is present, refer to a visual guide on where to sit and place cards.
(See Starter Templates) - Each Playfield contains colored regions referred to as Colored Seats. This is where players will sit and play cards from. Cards are oriented facing their owners. Players are not required to match their faction color to the seat color.
2. Claim Your Territory
- Players will automatically claim cells on the playfield matching their seat color as their territory. Any claimed territory outside of the colored seats requires a Faction Token to signal ownership.
- In Alliance, choose 1 of your Alliance's Faction Tokens to represent your entire Alliance.
- In Free For All, each player uses their respective Faction Tokens.
3. Claim Your Commander
- The first player chosen in step 0 chooses their Commander Card first from the available pool.
- All other players will choose their Commander Card clockwise from the first player.
- Commanders must match your faction, or be
to be eligible for you to select.
4. Shuffle The Decks
- Hand your Faction decks to the player across from you, and receive their Faction decks.
- Shuffle each deck thoroughly, then split each deck in half and stack.
- Ensure that you do not mix decks together, only stack their respective halves together.
- Return each deck back to their owner, and wait until you have received yours.
- The first player chosen in step 0 shuffles the Power Deck, then splits the deck and restacks.
- Place each deck face-down in their respective zones on the game mat.
- If no game mat is present, ensure that all decks are outside of the designated Playfield and place where they are easily accessible.
5. Begin The Game
- In order to reduce the match's startup time, you may select a starting layout for your selected Playfield. All players will draw the cards shown on the layout and place them accordingly.
(See Starter Templates) - Place your Captain card onto your seat color's Star Cell (Also referred to as a Captain Spawn cell). If multiple star cells are present, you may choose to place your captain on any available one.
- Play begins with the first player chosen in step 0. Then alternates clockwise.
- In Alliance, play alternates clockwise per faction, as well as per player within that faction. (Faction A, Player A -> Faction B, Player A -> Faction A, Player B -> Faction B, Player B.)

Unit Cards
/ 

A neutral Unit 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, be Discarded, and be Destroyed when active.
Unit cards are split into two card types:
Soldier card.
Specialist card.
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.
2. Card Type
This is the card's type, represented by both a title and icon. Cards are often referred to as their type rather than by name using their respective icons.
3. Card Image
The image of the card. Some cards may display portraits of their Unit, or may display an icon.
4. Card Sigils
Unit cards can hold up to 3 Sigils at a time. Sigils are referenced by Icons only.
5. Faction
The Faction this card has pledged allegiance to. Faction Unit Cards can only be Deployed from the hand, Retreated to the discard pile, or Reserved to the Reserve Deck of players who both own the card, and match the Faction. Neutral Cards (Also referred to as
Cards) can be used by any Faction.
It is possible for some mismatching factions to hold temporary control of other Faction Unit Cards while on the playfield. Once they are removed from the playfield, temporary ownership is lost.
6. Card Description
The card's description text. Can either be cosmetic or used to define the conditions for using a card and the effects that it provides upon activation.
7. Level
The cost tier of a card. All cards cost Turn Points (Also referred to as Attacking Turn Points (
) or Defending Turn Points (
)) to be put into play from a player's hand relative to their Level (
). Level 5 Unit Cards are exclusive to the Titan Faction.
8. Durability
The durability tier of a card. Represents the maximum amount of Health (
) a card has, and the maximum amount of Armor (
) a card can have at once.
9. Damage
The damage tier of a card. Represents the amount of Direct Damage (
) or Indirect Damage (
) a card deals when performing a damaging action.
10. Trade
The value tier of a card. Represents the amount of Turn Points given when Scrapped, or the cost of Retreat.
11. Speed
The maximum distance in cells a card can travel cardinally during a move action. Cards may only move 1 cell diagonally.
12. Range
The maximum distance in cells a card may attack cardinally during an attack action. Cards may only attack 1 cell diagonally.
Utility Cards 

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 who they are and what they do.
2. Card Type
This is the card's type, represented by both a title and icon. Cards are often referred to as their type rather than by name using their respective icons.
3. Card Image
The image of the card. Some cards may display portraits of their Unit, or may display an icon.
4. Card Description
The card's description text. Can either be cosmetic or used to define the conditions for using a card and the effects that it provides upon activation.
5. Level
The cost tier of a card. All cards cost Turn Points to be put into play from a player's hand relative to their Level.
6. Faction
The Faction this card has pledged allegiance to. Faction Utility cards can only be drawn to, or Activated from the hand of players matching the Faction. Neutral Cards can be used by any Faction.
Structure Cards 

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.
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.
2. Card Type
This is the card's type, represented by both a title and icon. Cards are often referred to as their type rather than by name using their respective icons.
3. Card Image
The image of the card. Some cards may display portraits of their Unit, or may display an icon.
4. Card Description
The card's description text. Can either be cosmetic or used to define the conditions for using a card and the effects that it provides upon activation.
5. Level
The cost tier of a card. All cards cost Turn Points to be put into play from a player's hand relative to their Level.
6. Durability
The durability tier of a card. Represents the maximum amount of Health a card has, and the maximum amount of Armor a card can have at once.
7. Faction
The Faction this card has pledged allegiance to. Faction Structure Cards can only be Constructed from the hand of players matching the Faction. Neutral Cards can be used by any Faction.
Captain Cards 

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.
Performing an action with a captain costs 0 Turn Points, but they are limited to only moving and attacking. Captains are not affected by Status Effects, and can only take damage from Direct Damage sources.
Reading The Card
1. Card Name
The card name of a captain always reflects their Faction's name.
2. Card Type
This is the card's type, represented by both a title and icon. Cards are often referred to as their type rather than by name using their respective icons.
3. Card Image
The image of the card. Some cards may display portraits of their Unit, or may display an icon.
4. Faction
The Faction this card has pledged allegiance to. Captains can only be used by their owner.
5. Card Description
The card's description text. Captain descriptions match their Faction's ethos.
6. Durability
The durability tier of a card. Represents the maximum amount of Health a card has. Captains cannot be given Armor.
7. Damage
The damage tier of a card. Represents the amount of Direct Damage a card deals when performing a damaging action. Captains can only deal Direct Damage.
8. Speed
The maximum distance in cells a card can travel cardinally during a move action. Cards may only move 1 cell diagonally.
9. Range
The maximum distance in cells a card may attack cardinally during an attack action. Cards may only attack 1 cell diagonally.
Commander Cards 

A Neutral Commander Card
Commander Cards are non-combatant cards chosen at the start of a match. Each commander offers a unique passive ability to the entirety of your Faction for the duration of the match.
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.
2. Card Type
This is the card's type, represented by both a title and icon. Cards are often referred to as their type rather than by name using their respective icons.
3. Card Description
The card's description text. Commander descriptions outline what passive ability they provide to the player and their Faction.
4. Faction
The Faction this card has pledged allegiance to. You can only choose a Commander that matches your Faction, or a neutral Commander. (Also referred to as
Commander)

Win Conditions
In 2 player Free For All, or 2 Alliance matches, the objective is to be the first player or alliance to reach any 1 of the eligible win conditions. Reaching a win condition against any opponent will end the match.
In 3+ player Free For All, or 3+ Alliance matches, the objective is to be the last player or alliance standing. Reaching a win condition against any opponent will eliminate them from play for as long as that win condition is eligible, but the match will continue if there are still eligible players or alliances.
Note: Alliances operate as one. if one player of an alliance is eliminated, then the entire alliance is eliminated!
Victory By Control

R.A.I.S.E occupies all opponent Colored Control Points on the Playfield.
Victory by Control occurs when a player captures all of an opponents Colored Control Points for 1 full round.
When a Captain Card occupies a Colored Control Point, it is considered captured. The player at risk of Defeat By Control gets one final attacking turn to either neutralize one of their Colored Control Points, or attain a win condition of equal or higher significance to avoid Defeat. (See Edge Cases)
Victory By Elimination

The Machines have dealt enough damage to destroy the R.A.I.S.E Captain.
Victory By Elimination occurs when a player destroys an opponent's Captain Card.
If a Captain is destroyed during a players defending turn, the player at risk of Defeat By Elimination gets one final attacking turn to attain a win condition of equal or higher significance to avoid Defeat. (See Edge Cases)
Note: Victory By Elimination is the current highest significance win condition. A player at risk of Defeat By Elimination must also eliminate their opponent's captain to force a win condition stalemate.
Attacking players are defeated instantly if their Captain is destroyed while attacking.
Victory By Attrition

The Machines have no more Unit cards available.
Victory by Attrition occurs when an opponent has run out of cards in either of their Soldier or Specialist Decks, and is unable to reshuffle them.
When a Unit Deck is empty, any discarded cards are reshuffled back into the deck, but destroyed cards are not. If all of an opponent's Unit Cards are destroyed, they cannot reshuffle their Unit Decks.
Victory By Domination

The Machines occupy all of R.A.I.S.E's Frontspawn cells, and R.A.I.S.E has no Units on the Playfield.
Victory by Domination occurs when an opponent cannot spawn any new Unit Cards, and has no Units on the Playfield.
Unit Cards can only be Deployed to 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

The turn structure for both an attacking and defending turn.
Each round of gameplay is divided into attacking and defending turns played simultaneously. At the end of the turn, play alternates clockwise.
In 2 player matches, one player is attacking, while the other is defending. In 3+ player matches, any player that is not the attacking player is defending.
Turn Phases
Attackers and defenders progress through a linear series of phases during their turn.
Draw Phase
This is the first phase of the turn where you must create your staring hand.
- Resolve any card effects that occur during the Draw Phase.
- Resolve any effects given by Field Advantage.
- When Attacking:
- Draw 1
, 2
, and 3 
- Add your Reserve Deck into your hand.
- Draw 1
- When Defending:
- Draw 6
- If you already have cards in your hand, then draw as many
needed to have a hand of 6 cards.
- If you already have cards in your hand, then draw as many
- Draw 6
Build Phase
The Build Phase is where you construct your defenses, deploy Units, and prepare for the upcoming battle. The attacking player performs their desired actions for the Build phase, then the next player clockwise does the same. This process repeats until every player has had a chance to participate in the Build Phase.
- Resolve any Status Effects that occur during the start of your turn.
- Resolve any card effects that occur during the Build Phase.
- When attacking:
- When defending:
- Gain
until you have 5 
- Afterwards, you may perform any of the following actions, their cost to perform is 1
unless stated otherwise:
- Fortify

- Activate

- Construct

- Reserve

- Fortify
- Gain
- Remain in this phase until you are unable to perform any actions, or voluntarily choose to complete this phase.
- Running out of
will not end your turn.
- Running out of
- Once all players have completed this phase, move to the Act Phase.
Act Phase
The Act Phase (Also referred to as Main Phase) is where an attacker may initiate combat on any destructible card on the Playfield. The attacker may additionally perform actions previously available from the Build Phase.
Defenders may be pulled into an Act Phase if they have a card in their hand that has a condition that is met during their turn, and will exit the Act Phase once the effect is resolved.
- Resolve any card effects that occur during the Act Phase.
- When attacking:
- Gain
until you have 7 
- Afterwards, you may perform any of the following actions, their cost to perform is 1
unless stated otherwise:
- Basic Move with
or 
- Basic Attack with
or 
- Skirmish Attack with

- Use an Active Sigil with

- Activate

- Deploy

- Construct

- Retreat

- Restore
or 
- Scrap

- Reserve

- Basic Move with
- Gain
- When defending:
- A defender will only be moved to this phase when a card or rule source's condition is met.
- Counterattack with
or 
- Activate
or 
- Counterattack with
- A defender will only be moved to this phase when a card or rule source's condition is met.
- Remain in this phase until you are unable to perform any actions, or voluntarily choose to complete this phase.
- Running out of
will not end your turn.
- Running out of
- Once the attacker has completed this phase, move to the End Phase.
Standby Phase
The Standby Phase is where defending players will wait until the conditions of their Structures and Utility cards are met, or they are Skirmish Attacked by an attacking player. When a defender is moved to the Act Phase, the current attacker is moved to the Standby Phase.
- When attacking:
- Wait until the defending player performs all eligible actions within the Act Phase.
- When defending:
- If entering the Standby Phase for the first time this turn, gain
until you have 5 
- Wait until a card or rule source's conditions are met to move to the Act Phase.
- When a condition of a
or
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 performs a Skirmish Attack on your
or
, you are given the option to Counterattack. If you choose to Counterattack, you must announce you are moving into the Act Phase.
- When a condition of a
- If entering the Standby Phase for the first time this turn, gain
Countermeasure Phase
In 3+ player matches, its possible for multiple defending players to have eligibility to enter the Act Phase, if this is the case, all eligible defending players enter the Countermeasure Phase instead.
Actions performed in the Countermeasure Phase are called Countermeasures. Each defending player may only perform 1 Countermeasure during this phase.
- When defending:
- Announce that you are entering the Countermeasure Phase.
- Activate a
or
ability. - Wait for the end of the Countermeasure Phase.
- If all players have played a Countermeasure, or none is possible, each ability is activated in reverse order (Last In -> First Out).
Note: You can only play a Countermeasure if you have not previously played one. The attacking player and the defending player starting the phase cannot play any Countermeasures.
Example: In 2 player games, player A destroys a card owned by Player B. Player B then enters the Act Phase and plays a card to discard the destroyed card instead. No Countermeasure is possible, and the effects are applied (B -> A).
Example 2: In 3+ player games, player A destroys a card owned by Player B. Player B then enters the Act Phase and plays a card to leave the damaged card at 1 Health instead. Player C then enters the Countermeasure Phase and play's a Countermeasure to deal 1 Direct Damage to the damaged card. Lastly, player D plays a Countermeasure to prevent the use of Structure Cards during the turn, negating player C's Countermeasure.
With no further Countermeasures possible, the effects are applied (D -> C -> B -> A).
Once all Countermeasures have been resolved, all defending players return to the Standby Phase.
End Phase
The End Phase is where attackers announce the end of their turn and relinquish the turn order clockwise. Players have one final chance to send cards to their Reserve before the next turn begins.
- When attacking:
- Resolve any Status effects that occur during the end of your turn.
- Resolve any card effects that occur during the End Phase.
- You may Reserve any
in your hand.
- You cannot send any cards to your Reserve if it has 6 or more cards, or if you have already sent 3 cards during your turn.
- Discard all remaining cards in your hand until your hand size is 0.
- Relinquish the attacking position clockwise, then begin your Defending turn.
- When defending:
- You may Reserve any
in your hand.
- You cannot send any cards to your Reserve if it has 6 or more cards, or if you have already sent 3 cards during your turn.
- If your next turn is an attacking turn, discard all remaining cards in your hand until your hand size is 0.
- If your next turn is not an attacking turn, keep any remaining cards into the next turn.
- Alternate play clockwise, then begin your next attacking or defending turn.
- You may Reserve any

Cards that are drawn to the hand 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.
Unit Cards
Unit cards are activated into the Playfield through a process called Deployment.
To Deploy a card:
- Pay the card's
in
- Units can only be Deployed without a card effect on the attacking turn.
- Select an eligible spawn cell to deploy the card, then place the card on that cell.
- Eligible spawn cells include the following:
- An unoccupied Frontspawn cell within friendly Territory.
- A standard cell marked as eligible by a card's Sigil or description text.
- Eligible spawn cells include the following:
- The newly deployed card must abide to Deployment Delay, unless another card or ability states otherwise.
- If Deployment Delay ends on a Frontspawn cell, select an eligible cell within your territory, then place the card on that cell.
- If Deployment Delay ends on a regular spawn cell, the card remains there.
Utility Cards
Utility cards are activated outside of the playfield from a player's hand when its conditions are met.
To activate a card:
- Pay the card's
in Turn Points.
- Use
when attacking, and
when defending.
- Use
- The card effect is resolved instantly, then discarded, unless stated otherwise.
Structure Cards
Structure cards are activated through a process called Construction.
To Construct a card:
- Pay the card's
in Turn Points.
- Use
when attacking, and
when defending.
- Use
- Select any Standard cell outside of opponent territory, then place the card on that cell.
- The newly constructed card must abide to Construction Delay, unless another card or ability states otherwise.
- The card will remain where it is upon ending Construction Delay.

All interactable cards have a certain number of actions that you may perform with said card when in the hand, or when on the Playfield. When a card's action count has been completely used, it is considered depleted.
Interactable cards include the following:
- Unit Cards
- 2 actions per attacking turn of any type.
- Remains on the Playfield once depleted.
- Utility Cards
- 1 action. Limited to Reserve action.
- Remains in the reserve once depleted.
- Structure Cards
- Action limit is determined by the card's effect.
- Remains on the Playfield once depleted.
- Captain Cards
- 2 actions per attacking turn. Limited to Basic Movement and Basic Attack actions.
- Remains on the Playfield once depleted.
Basic Move
Eligible Cards:
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A Basic Move is an attacking action where a single card can be moved from one cell to another.
To perform a Basic Move:
- Select 1
or
on the Playfield. - Select 1 target cell to move to.
- The selected card must be able to reach the targeted cell based on their Speed.
- Cards can only move 1 cell diagonally unless stated otherwise.
- Pay 1
and move the selected card from their starting cell to the target cell.
- When moving a
pay 0
instead.
- When moving a
Basic Attack
Eligible Cards:
![]()
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A Basic Attack is an attacking damaging action where a single card deals damage to a target.
To perform a Basic Attack:
- Select 1
or
on the Playfield. - Select 1 target cell to attack.
- The selected card must be able to reach the targeted cell based on their Range.
- Cards can only attack 1 cell diagonally unless stated otherwise.
- Pay 1
and deal
to the target cell based on your card's
- When attacking with a
pay 0
instead.
- When attacking with a
Damage Resolution: Basic Attack
If a targeted cell contains a card with
or
, resolve the damage as follows:
- Subtract the card's total
by the card's
- If the damage dealt exceeds the card's
, deal 1
to the card's 
- End the attack afterwards.
- If the damage dealt exceeds the card's
- If no
is present, then compare the card's total
by the card's
- If the damage dealt is less than the card's remaining
, deal 1
to the card's 
- If the damage dealt is equal to or greater than the card's remaining
, destroy the card.
- Gain 1
when destroying a card.
- Gain 1
- End the attack afterwards.
- If the damage dealt is less than the card's remaining
Skirmish Attack
Eligible Cards:
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Skirmishing is an attacking damaging action that allows a player to group several cards together to deal damage to a target.
Skirmishing will deplete all cards used in the action.
To perform a Skirmish:
- Select 2 or 3

on the playfield. - Select 1 target cell to attack.
- Each Skirmishing card must be able to reach the targeted cell based on their Range.
- Pay 2
and deal
to the target cell based on the sum of each card's 
Damage Resolution: Skirmish Attack
If a targeted cell contains a card with
or
, resolve the damage as follows, targeting
first:
- Subtract the card's total
or
by the Skirmishing
- If the damage dealt exceeds the card's
, deal 1
to the card's 
- If the damage dealt exceeds the card's remaining
, destroy the card.
- Gain 1
when destroying a card.
- Gain 1
- If the damage dealt exceeds the card's
- If the attacked card is a
, deal 1
for each Skirmishing card instead. - If a card is not destroyed during a Skirmish Attack, or has an adjacent

or
when destroyed, the owner may begin a Counterattack.
Sigil Activation
Eligible Cards:
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Sigil Activation is an attacking action that allows a player to perform an action related to a card's Active Sigil.
Sigil Activation will deplete the card used in the action, unless stated otherwise.
To activate a sigil:
- Select 1 card with an eligible Active Sigil.
- Pay 1
, then perform the Active Sigil's defined ability.
Damage Resolution: Sigil Attack
If a sigil deals damage and a targeted cell contains a card with
or
, resolve the damage as follows, targeting
first:
- Subtract the card's total
or
by the card's
- If the damage dealt exceeds the card's
, deal 1
to the card's 
- If the damage dealt exceeds the card's remaining
, destroy the card.
- Gain 1
when destroying a card.
- Gain 1
- End the attack afterwards.
- If the damage dealt exceeds the card's
Scrap
Eligible Cards:
![]()
Scrapping is an attacking action that gives players Turn Points in exchange for destroying a card. Scrapping a card will deplete and destroy it.
To Scrap a card:
- Select 1 card in your hand with

- Destroy the card, then gain
based on the card's
- The amount gained cannot exceed your Turn Point's cap.
- Scrapping can only be performed when attacking.
Tip: Once a card is destroyed, its gone forever, so scrapping every turn is a sure way to lose by attrition!
Restore
Eligible Cards:
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Restoring is an attacking action that clears Status Effects from a card and restores its face value Health.
Restoring will deplete the card used in the action.
To Restore a card:
- Select 1

or
on the Playfield - Pay 1
, then flip the card face-down, and inflict the Vulnerable Status on the card for 1 turn. - After the duration of the Status, apply the following effects:
- Clear all Statuses and
on the card. - Restore the card's
up to its face value.
- Clear all Statuses and
Retreat
Eligible Cards:
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Retreating is an attacking action that allows a player to remove a Deployed card off the Playfield. Retreating a card will deplete and discard it.
To Retreat a card:
- Select 1

on the Playfield. - Pay
based on the card's
, then send the card to your discard pile.
*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.
Reserve
Eligible Cards:
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Reserving is an action that allows a player to send a card from their hand into their secondary deck instead of discarding at the end of a turn. Up to 3 cards may be sent to a reserve per turn.
You can only Reserve cards in your hand.
To Reserve a card:
- Select 1 of any card in your hand.
- Send that card to your Reserve Deck.
- Reserving costs 0 Turn Points.
- If your reserve is 6 cards or more, you may not send any cards to your Reserve.
- If you have already sent 3 cards to your reserve this turn, you may not send any cards to your Reserve.
Fortify
Eligible Cards:
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Fortifying is a defending action that allows a player to increase the survivability of a card on the playfield. Only Units can be fortified.
Fortified cards forfeit the ability to Counterattack when damaged or destroyed.
Fortify will deplete the card used in the action.
To Fortify a card:
- Select a
on the Playfield. - Pay 1
, then rotate the card into landscape orientation, if it is not already in that orientation. - Add 1
to the card for the duration of the turn.
At the end of the turn:
- Rotate the Fortified card back into its default orientation.
- If the card has any
, then reduce the card's remaining
by -1.
Counterattack
Eligible Cards:
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A counterattack is a defensive damaging action triggered when an attacking player performs a Skirmish Attack on a defender, and they choose to initiate a Counterattack.
To perform a Counterattack:
- Select the
or
that was attacked, or an adjacent
or
if the card was destroyed.
- If the destroyed card does not have an adjacent ally, or you do not own the adjacent cards, you cannot initiate a Counterattack.
- Select an additional number of
or
up to 1 plus the attacker's skirmishing card count.
- Your card cap will be 3 if the attacker used 2 cards, or 4 if the attacker used 3 cards.
- All attacking cards must be able to reach at least 1 Skirmishing card based on their Range. Counterattacking cards do not need to reach the same target.
- Pay 1
and deal
to the Skirmishing party based on the sum of each Counterattacking card's 
Damage Resolution: Counterattack
The counterattack damage must now be distributed across all skirmishing cards by the attacking player. Resolve the damage as follows, targeting
first:
- Distribute the total
across all skirmishing card's
until you have 0 damage left to distribute.
- If a card has
, it can only absorb as much damage as it has
, plus 1 to the card's 
- If a card only has
, then it can only absorb as much damage as it has remaining 
- If a card has
- Subtract the distributed
to the card's
, then repeat until you have either 0 damage to distribute, or no cards eligible to absorb damage. - If the total
exceeds the combined remaining
of all eligible cards, the leftover damage is dealt directly to your 

Field Advantage
Field Advantage is a bonus effect given to players who control the most Neutral Control Points on the Playfield. Field advantage is applied at the start of the Draw Phase.
- Compare the number of Neutral Control Points you occupy against your opponents.
- If you control more than your opponents, you hold Field Advantage.
- If you control less than your opponents, skip Field Advantage during the Draw Phase.
- When attacking with Field Advantage:
- Draw 1
and Deploy it to any cell outside of opponent territory instantly.
- The Deployed card ignores Deployment Delay.
- Continue the Draw Phase afterwards.
- Draw 1
- When defending with Field Advantage:
- Draw 1
and Activate it instantly, matching the activation type of the card type.
- If the condition for the card has not been met, place the card off to the side, then activate it as soon as its condition is met.
- If the condition is not met before the turn ends, discard the card.
- Draw 1
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 Cell

A cell with no special effects. It can be occupied by 1 card that is on the Playfield, and up to 2 Statuses at a time. All cell types inherit the base properties of a standard cell.
Neutral Control Point

A special cell used for the Field Advantage effect. When a
or
occupies this cell, it is considered controlled and contributes towards Field Advantage. Neutral Control Points do not advance Victory By Control. A player cannot Construct a
or Deploy a
onto a Control Point.
Captain Spawn Cell

A cell with no special effects. Players will place their
on these cells when starting a match.
Frontspawn Cell

A special cell used to Deploy
to the Playfield. A player cannot Construct a
onto a Frontspawn Cell.
Colored Cell

Colored cells are used to indicate the seat color of a game mat, as well as the starting territory that a colored seat owns. Color does not represent a permanent territory occupancy, nor does it change its properties. Any type of cell can be imbued with a seat color.
Colored Control Point

Special cells used for Victory By Control. When a
occupies this cell, it is considered controlled and contributes towards Victory By Control. A player cannot Construct a
or Deploy a
onto a Colored Control Point.
Territory
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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. Territory is claimed using Faction Tokens.
Unoccupied Territory

An unoccupied cell
Any cell that has not yet been claimed by a Faction.
Occupied Territory

A cell with a Faction Token on it.
Only one Faction Token can be placed on a cell at a time, with the most recently placed Faction Token claiming the cell.
A cell with a token matching your Faction or Alliance is considered friendly territory, while a cell with a marker not matching your Faction or Alliance is considered opponent territory.
Colored cells will passively be considered territory of the seat owner. When a Faction Token is placed onto a colored cell, territory is changed as normal, returning to its original owner once the marker is removed.
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
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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
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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.
Any Sigils that deal damage are resolved using Sigil Activation.
Statuses
Status 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

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.
Non-token Statuses do not share timer durations. Each instance of a non-token Status tracks its own duration, unless applied to the same entity.
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.
Example 2: A card on cell A1 is inflicted with the Vulnerable Status for 1 round, while another card on B2 is inflicted with the Vulnerable Status for 1 turn. Both track their own durations individually. If another instance of Vulnerable Status is applied to the B2 card for 1 round, now the B2 card has the duration applied for 1 round instead, while A1 remains unchanged.
Token Statuses

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.
All token statuses of the matching type share the same timer duration. When the duration of a status is increased or decreased, all existing tokens reflect that duration.
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.
Example 2: Player A triggers a BRN Mine, which causes BRN to be applied to a number of cells for 1 round. At the end of the round, a new source of BRN is applied onto another cell on the Playfield for 1 turn, now all BRN tokens will remain on the Playfield for 1 turn.
Edge Cases
Position Stalemates
A Position Stalemate occurs when 3 rounds pass without a card on the playfield being destroyed.
- In 2 player matches:
- Each player chooses 3 cards on the playfield owned by an opponent and destroys them.
- Cards destroyed in this manner cannot be prevented from being destroyed by any means.
- You cannot destroy your opponent's Captain Cards.
- Each player discards their hand, reserve, and sends half of their destroyed pile into their discard, then the discard pile is reshuffled back into its respective decks.
- If the destroyed pile cannot be split, it is skipped.
- Each player then redraws their hand and resumes play.
- Each player chooses 3 cards on the playfield owned by an opponent and destroys them.
- In 3+ player matches:
- Each player chooses 1 card on the playfield owned by an opponent and destroys them.
- Cards destroyed in this manner cannot be prevented from being destroyed by any means.
- You cannot destroy your opponent's Captain Cards.
- Each player discards their hand, reserve, and sends half of their destroyed pile into their discard, then the discard pile is reshuffled back into its respective decs.
- If the destroyed pile cannot be split, it is skipped.
- Each player then redraws their hand and resumes play.
- Each player chooses 1 card on the playfield owned by an opponent and destroys them.
Win Condition Stalemates
A win condition Stalemate occurs when 2 or more players have reached a win condition at the same time.
Order Of Significance
Win conditions are sorted in order of significance, a player that holds a win condition of higher significance than an opponent will take priority and win the match. Win conditions are sorted by highest to lowest significance:
- Victory By Elimination.
- Victory By Control.
- Victory By Domination.
- Victory By Attrition.
Tiebreakers
If 2 or more players still hold a win condition of the same significance, a tiebreaker is attempted to resolve the stalemate:
- In any match:
- The player that holds the most Control Points wins the match.
- If both players are still tied, the player with the highest captain health wins the match.
- If both players are still tied, add your reserve to your hand, then sum up the total
of your hand. The player with the highest hand score wins the match.
- If all players are still tied in 2 player matches:
- Flip a coin, the winner of 2 of 3 coin flips wins the match.
- Or, all players agree to end the match in Stalemate By Agreement.

Reference Documents
Glossary
Sigil Legend
Status Effects
Starter Templates
Card Legends
Unit Cards
Utility Cards
Structure Cards
Captain Cards
Commander Cards
Faction Archetypes
Titan Faction
Economy Faction
Sacrifice Faction
Systemic Faction
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FIGHT LIKE A COMMANDER, OR FALL LIKE A CORPSE.