OMAM_v5_Splash_NoBG.png

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

OMAM_RULEBOOK_HEADER_TABLEOFCONTENTS.png

1. Introduction

2. Getting Started

3. Game Cards

4. How To Play

5. Card Activation

6. Actions

7. Extras

8. Additional Documents

OMAM_RULEBOOK_HEADER_INTRODUCTION.png

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.


OMAM_RULEBOOK_HEADER_GETTINGSTARTED.png

Required Items

Faction Decks Soldier Icon.png|32 / Specialist Icon.png|32 / Added Deck Icon.png|32

60 to 64 cards. Minimum 2 Decks.
factiondecks.png

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

Each Faction comes with 2 Unit Decks.

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|32

60 cards for 2 players. +15 for each additional player.
powerdeck.png

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 Captain Icon.png|32

Minimum 1 per player.
captaincards.png

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 Commander Icon.png|32

1 per player.
commandercards.png

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

gamemat.png

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

trackingtokens.png

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

gamecoin.png

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

trackingdice.png

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

1. Determine The Playfield & Seats

2. Claim Your Territory

3. Claim Your Commander

4. Shuffle The Decks

5. Begin The Game


OMAM_RULEBOOK_HEADER_GAMECARDS.png

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

Unit Card.png

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:

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 Neutral Insignia.png|24 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 (TP_Attack_Active.png|24) or Defending Turn Points (TP_Defend_Active.png|24)) to be put into play from a player's hand relative to their Level (Square.png|20). Level 5 Unit Cards are exclusive to the Titan Faction.

8. Durability

The durability tier of a card. Represents the maximum amount of Health (Circle.png|24) a card has, and the maximum amount of Armor (CircleOutline.png|24) a card can have at once.

9. Damage

The damage tier of a card. Represents the amount of Direct Damage (Diamond.png|24) or Indirect Damage (DiamondOutline.png|24) 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 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 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 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.

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 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.

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 Commander Icon.png|32

Commander Card.png

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 Neutral Insignia.png|24 Commander)


OMAM_RULEBOOK_HEADER_HOWTOPLAY.png

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

victorybycontrol.png

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

victorybyelimination.png

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

victorybyattrition.png

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

victorybydomination.png

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

Turn Structure.png

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.

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.

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.

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.

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.

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.


OMAM_RULEBOOK_HEADER_CARDACTIVATION.png

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:

Utility Cards

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

To activate a card:

Structure Cards

Structure cards are activated through a process called Construction.

To Construct a card:


OMAM_RULEBOOK_HEADER_ACTIONS.png

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:

Basic Move

Eligible Cards: Soldier Icon.png|24 Specialist Icon.png|24 Captain Icon.png|24

A Basic Move is an attacking action where a single card can be moved from one cell to another.

To perform a Basic Move:

Basic Attack

Eligible Cards: Soldier Icon.png|24 Specialist Icon.png|24 Captain Icon.png|24

A Basic Attack is an attacking damaging action where a single card deals damage to a target.

To perform a Basic Attack:

Damage Resolution: Basic Attack

If a targeted cell contains a card with Circle.png|24 or CircleOutline.png|24, resolve the damage as follows:

Skirmish Attack

Eligible Cards: Soldier Icon.png|24 Specialist Icon.png|24

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:

Damage Resolution: Skirmish Attack

If a targeted cell contains a card with Circle.png|24 or CircleOutline.png|24, resolve the damage as follows, targeting CircleOutline.png|24 first:

Sigil Activation

Eligible Cards: Soldier Icon.png|24 Specialist Icon.png|24

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:

Damage Resolution: Sigil Attack

If a sigil deals damage and a targeted cell contains a card with Circle.png|24 or CircleOutline.png|24, resolve the damage as follows, targeting CircleOutline.png|24 first:

Scrap

Eligible Cards: Soldier Icon.png|24 Specialist Icon.png|24

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:

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

Restore

Eligible Cards: Soldier Icon.png|24 Specialist Icon.png|24

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:

Retreat

Eligible Cards: Soldier Icon.png|24 Specialist Icon.png|24

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:

*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: Soldier Icon.png|24 Specialist Icon.png|24 Utility Card Icon.png|24 Structure Card Icon.png|24

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:

Fortify

Eligible Cards: Soldier Icon.png|24 Specialist Icon.png|24 Structure Card Icon.png|24

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:

At the end of the turn:

Counterattack

Eligible Cards: Soldier Icon.png|24 Specialist Icon.png|24 Captain Icon.png|24

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:

Damage Resolution: Counterattack

The counterattack damage must now be distributed across all skirmishing cards by the attacking player. Resolve the damage as follows, targeting CircleOutline.png|24 first:


OMAM_RULEBOOK_HEADER_EXTRAS.png

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.

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

Empty Cell.png|128
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

Control Point.png|128
A special cell used for the Field Advantage effect. When a Soldier Icon.png|24 Specialist Icon.png|24 or Captain Icon.png|24 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 Structure Card Icon.png|24 or Deploy a Soldier Icon.png|24 Specialist Icon.png|24 onto a Control Point.

Captain Spawn Cell

Star Cell.png|128
A cell with no special effects. Players will place their Captain Icon.png|24 on these cells when starting a match.

Frontspawn Cell

Frontspawn Cell.png|128
A special cell used to Deploy Soldier Icon.png|24 Specialist Icon.png|24 to the Playfield. A player cannot Construct a Structure Card Icon.png|24 onto a Frontspawn Cell.

Colored Cell

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 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

Blue Control Point.png|128 Red Control Point.png|128 Yellow Control Point.png|128 Green Control Point.png|128
Special cells used for Victory By Control. When a Captain Icon.png|24 occupies this cell, it is considered controlled and contributes towards Victory By Control. A player cannot Construct a Structure Card Icon.png|24 or Deploy a Soldier Icon.png|24 Specialist Icon.png|24 onto a Colored Control Point.

Territory

RAISE Faction Icon.png Machines 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. Territory is claimed using Faction Tokens.

Unoccupied Territory

Empty Cell.png|128

An unoccupied cell

Any cell that has not yet been claimed by a Faction.

Occupied Territory

Occupied Territory.png|128

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

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.

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

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.

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

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.

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.

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:

  1. Victory By Elimination.
  2. Victory By Control.
  3. Victory By Domination.
  4. 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:


OMAM_RULEBOOK_HEADER_ADDITIONALDOCUMENTS.png

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


OMAM_v5_Icon.png

FIGHT LIKE A COMMANDER, OR FALL LIKE A CORPSE.

Return To Top