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Unit Cards

COMBAT / CARDS
Unify your Units in battle, call that some Unity... Heh...

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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:

  • Soldier Icon.png24 Soldier card.
  • Specialist Icon.png24 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 Neutral Insignia.png24 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 TP_Attack_Active.png24 Attacking Turn Points, or TP_Defend_Active.png24 Defending Turn Points) to be put into play from a player's hand relative to their Square.png20 Level. Level 5 Unit Cards are exclusive to the Titan Faction.

8. Durability

The durability tier of a card. Represents the maximum amount of Circle.png24 Health a card has, and the maximum amount of CircleOutline.png24 Armor a card can have at once.

9. Damage

The damage tier of a card. Represents the amount of Diamond.png24 Direct Damage or DiamondOutline.png24 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

Represents the maximum amount of actions you may perform with a card in a turn. Once a card has used all of its actions, it may not be used again for the remainder of the turn.

12. Range

Represents the maximum distance in cells a card can attack from.


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Destroy what troubles you. You cannot be stopped if nothing stands in your way.

Combat serves as a way to remove material from the playfield as a means of attaining victory. Combat can both directly and indirectly help attain win conditions, though the same can be applied to you. Mastering combat means picking engagements that will yield the most benefits, while sustaining the least casualties, though sometimes sacrifices will have to be made.

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Take control of the playfield, and force your opponent to respond to you.

Having a good hold on the playfield makes other aspects of gameplay fall into place much easier. Survival comes naturally as lanes of attack get restricted to where you want them. Opponent defenses are weakened by the inability to truly protect every cell. Most importantly, good control of the playfield allows you to take hold of key objective locations with little friction, leading to Victory By Control.

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Sigils

COMBAT / MODIFIERS
Existing on the playfield, but with style!

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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.

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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.

Passive Sigil Icon.png128

An example Passive Sigil


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

Active Sigil Icon.png128

An example Active Sigil

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 Damage Resolution.



Basic Attacks

COMBAT / ATTACKS
Baby's first conflict.

Basic Attack

Eligible Cards: Soldier Icon.png24 Specialist Icon.png24 Captain Icon.png24

A Basic Attack is a combat action where a single card deals damage to a target.

To perform a Basic Attack:

  • Select 1 Soldier Icon.png24 Specialist Icon.png24 or Captain Icon.png24 on the Playfield.
  • Select 1 target cell to attack.
    • The selected cell cannot be blocked by other opponent cards.
    • Your attacking card must be able to reach the targeted cell based on their Range.
  • Pay 1 TP_Attack_Active.png24, then deal Diamond.png24 to the target cell based on your card's Diamond.png24
    • When attacking with a Captain Icon.png24 pay 0 TP_Attack_Active.png24 instead.
  • If combat is a result of using a sigil (such as Strafing Run.png24 Strafing Run), resolve damage using sigil damage resolution. Otherwise use basic damage resolution.

Basic Damage Resolution

If a targeted cell contains a card with Circle.png24 or CircleOutline.png24, resolve the damage as follows, targeting CircleOutline.png24 first:

  • CircleOutline.png24
    • Subtract the targeted card's total CircleOutline.png24 by your card's Diamond.png24
      • If Diamond.png24 > CircleOutline.png24, then deal 1 Diamond.png24 to the targeted card's Circle.png24
      • The attack ends afterwards.
  • Circle.png24
    • Compare the attacked card's Circle.png24 by your card's Diamond.png24
      • If Diamond.png24 < Circle.png24, then deal 1 Diamond.png24 to the targeted card's Circle.png24
      • If Diamond.png24 > or = Circle.png24, then destroy the targeted card.
        • Gain +1 TP_Attack_Active.png24 when destroying a card.
      • The attack ends afterwards.

Sigil Damage Resolution

If a targeted cell contains a card with Circle.png24 or CircleOutline.png24, resolve the damage as follows, targeting CircleOutline.png24 first:

  • CircleOutline.png24
    • Subtract the targeted card's total CircleOutline.png24 by your card's Diamond.png24
      • If Diamond.png24 > CircleOutline.png24, then deal 1 Diamond.png24 to the targeted card's Circle.png24
      • The attack ends afterwards.
  • Circle.png24
    • Subtract the targeted card's total Circle.png24 by your card's Diamond.png24
      • If Diamond.png24 > or = Circle.png24, then destroy the targeted card.
        • Gain +1 TP_Attack_Active.png24 when destroying a card.
      • The attack ends afterwards.
  • If the attacked card is a Captain Icon.png24, deal 1 Diamond.png24 instead.

Tip

Cards with high health cannot be taken down by a single attacker, but you can still destroy it with multiple attackers! Use weaker cards to soften up a target, and land the killing blow with your strongest. All of your attackers should have a "battle buddy" to support them!


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Captain Cards

OBJECTIVE / CARDS
Back in my day, captains had all the passives, not commanders. We don't speak of the dark captain though...

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Captain Card.png

A neutral Captain Card.

Captains are the core of a faction's presence on the playfield. They are responsible for controlling Colored Control Points in standard play, and contribute to a player's total life pool.

Captains also abide to the Speed & Range limitations of Unit cards. However, captains always cost 0 Turn points to play, and do not take damage from DiamondOutline.png24 Indirect Damage sources.

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. Faction

The Faction this card has pledged allegiance to. Each faction comes with their own captains.

5. Card Description

The card's description text. For Captains, this is their faction's slogan / ethos, and is cosmetic only.

6. Durability

The durability tier of a card. Represents the maximum amount of Circle.png24 Health a card has, and the maximum amount of CircleOutline.png24 Armor a card can have at once.

7. Damage

The damage tier of a card. Represents the amount of Diamond.png24 Direct Damage or DiamondOutline.png24 Indirect Damage a card deals when performing a damaging action.

8. Speed

Represents the maximum amount of actions you may perform with a card in a turn. Once a card has used all of its actions, it may not be used again for the remainder of the turn.

9. Range

Represents the maximum distance in cells a card can attack from.



Territory

OBJECTIVE / PLAYFIELD
Don't pee on it to claim it, please.

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Territory is a property a cell may have to represent what player / alliance owns a cell on the playfield. Some cards or rules reference territory and its types directly. Territory is claimed dynamically using faction tokens, and passively using seat colors, with the former taking priority.

RAISE Faction Icon.png Machines Faction Icon.png

The faction tokens of the R.A.I.S.E and MACHINE factions. Each faction has their own token.


Unclaimed Territory

Empty Cell.png128

An unclaimed cell

Any cell that has not yet been claimed by a Faction, they have no seat color, and have no faction token on them.


Claimed Territory

Occupied Territory.png128

A previously unclaimed cell. It has been claimed with a faction token.

Only one Faction Token can be placed on a cell at a time, with the most recently placed Faction Token claiming the cell.

Territory that you, or your allies have claimed is called friendly territory. Territory that is claimed by an opponent is called opponent, or enemy territory. Anything in-between is unoccupied, or neutral 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 token is removed.



Cells

OBJECTIVE / PLAYFIELD
Hope you've got a big table.

Of Men and Machine is played on a playfield comprised of Cells. Basic cells allow a card and status effects to exist on it, while other special cells have unique effects that modify the way the game is played.

Note

The most important thing to remember about a cell is that only one card may occupy a cell at a time. Anytime a cell requires eligibility to do something, if it is already occupied, it is not eligible nor available until the occupant is removed.

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Playfields are comprised of individual segments within a coordinate space called cells. Each cell can be affected by status effects, or have special properties tied to them.

Standard Cell

Empty Cell.png128Blue Cell.png128 Red Cell.png128 Yellow Cell.png128 Green Cell.png128

A standard cell, and its colored variants.

A cell with no special effects. It can be occupied by 1 card on the playfield, and any number of tokens at a time. All cell types inherit the base properties of a standard cell.

Colored cells are used to indicate the seat color of a game mat, as well as the starting territory that a player begins with (See Territory). All cell types can be colored, and by default, this does not change their behavior.


Control Point Cell

Control Point.png128Blue Control Point.png128 Red Control Point.png128 Yellow Control Point.png128 Green Control Point.png128

A standard Control Point, and its colored variants.

A cell that can be claimed when not colored, and controlled when colored. Control Points only contribute to Victory By Control if they are colored.

When NOT colored:

  • Considered claimed when a Soldier Icon.png24 Specialist Icon.png24 or Captain Icon.png24 occupies this cell.
  • For each standard Control Point you claim, you earn an additional +1 TP_Attack_Active.png24 or TP_Defend_Active.png24 at the start of your Defender and Attacker phase.

When colored:

  • Considered controlled when a Captain Icon.png24 or territory marker occupies this cell.
    • Otherwise it is controlled by its seat color.
  • For each Control Point of a specific color that you control, you advance Victory By Control against that player. (See Victory By Control)
Tip

Control Points are the only way to gain Turn Points as a sleeping player, and they give bonus points on your active turns. They are the better alternative to Scrapping for Turn Points, just make sure to defend them, as they are neutralized if no card occupies them.

Note

You cannot Construct Structure Card Icon.png24 or Deploy Soldier Icon.png24 Specialist Icon.png24 onto a Control Point.


Star Cell

Star Cell.png128

A standard Star cell

A cell with no special effects. Players will place their Captain Icon.png24 on any available star cell during game setup.


Frontspawn Cell

Frontspawn Cell.png128

A standard Frontspawn cell.

A cell used to Deploy Soldier Icon.png24 Specialist Icon.png24 to the playfield. Frontspawn cells count as eligible spawn cells when they are unoccupied.

Note

You cannot Construct Structure Card Icon.png24 onto a Frontspawn cell.



Commander Duress

COMMANDER CARD

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Commander Duress improves the rewards of claiming Control Points, as well as giving a little extra Turn Points back when successfully Deploying and Constructing cards to the playfield. Keeping a hold on the playfield gives you a constant, yet powerful advantage over your opponent.

Warning

You can only select 1 Commander card. All others will become unavailable, but you may still progress through the tree.

Structure Cards

OBJECTIVE / CARDS
Actually useful? Just gimmicky cards? You decide!

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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 (Also referred to as TP_Attack_Active.png24 Attacking Turn Points, or TP_Defend_Active.png24 Defending Turn Points) to be put into play from a player's hand relative to their Square.png20 Level.

6. Durability

The durability tier of a card. Represents the maximum amount of Circle.png24 Health a card has, and the maximum amount of CircleOutline.png24 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 Reserved to the Reserve Deck of players who both own the card, and match the Faction. Neutral Cards (Also referred to as Neutral Insignia.png24 Cards) can be used by any Faction.



Commander Indemnity

COMMANDER CARD

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Commander Constra's specialty lies in Structure Cards. Nearby structure cards will provide defensive cover for your Units, and structures are sturdy enough to withstand bombardments and fire from ravaging your defenses. You'll also always be guaranteed at least 1 structure card in your hand so that your specialty is always available.

Warning

You can only select 1 Commander card. All others will become unavailable, but you may still progress through the tree.

Statuses

COMBAT / MODIFIERS
Nothing better than setting your friends on fire, am I right?

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Status effects are conditions 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.

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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 applied to multiple targets, by multiple sources, with each application being its own instance of that effect.

If a non-token status is applied to the same entity multiple times, the longer duration takes priority.

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

If a card has been inflicted with the Vulnerable status for a duration of 1 round, and another source is applied for 1 turn, that second source is ignored, since the original source is longer. However, if the second source was for 2 rounds, that would take priority instead, and the duration would change.


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Token Statuses are any condition or effects that are applied to an entity using a physical token. They can be applied to multiple targets, by multiple sources, but each application of the effect is identical.

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

All applications of a token status share the same timer duration, with the newest timer duration overriding any existing one.

Example

The Suppressed status can be applied from a passive card description, or from directly playing a card. Regardless of where it has been applied from, If a card cannot be affected by Suppressed, then that card is immune to any and all applications of it.

Example 2

Player A triggers a BRN Mine, which causes Burn to be applied to a number of cells for 1 round. Before the round ends however, a new source of Burn is applied onto another cell for 1 turn. This results in all Burn tokens remaining on the Playfield for 1 turn, overriding whatever duration the existing tokens already had. Once this timer ends, all tokens will be cleared.



Commander Kingsman

COMMANDER CARD

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Commander Kingsman gives you constant access to the Status_Suppressed.png24 Suppressed status, so long as your captains are part of the battle. Finding an advantage to push on during an attack can be tricky, Kingsman gives you that advantage if you are willing to risk it.

Warning

You can only select 1 Commander card. All others will become unavailable, but you may still progress through the tree.

Titan Specialists

COMBAT / CARDS
Good lord these are expensive!

You may notice that some cards in your specialist deck have the title of Titan Specialist. These cards are the unique trait of the Titan Faction archetype. Factions are not just for show, each faction falls under an archetype which gives them quirks to stand out against others. In the case of R.A.I.S.E Insignia.png24 The R.A.I.S.E and Machines Insignia.png24 The Machines, both of these factions are Titan Factions, with two specialists unique to them, completely changing their playstyles.

small_mortar.png512
Deals AoE damage from the safety of up to 3 cells away. Its high arcing projectile means that it can attack over other cards too!

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A heavily armed tank. Takes reduced damage, and has the ability to move onto occupied cells, destroying whatever was originally on it.

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Scramblers can brainwash ANY opponent Units, letting you use them until they are destroyed. Be warned though, destroying the host doesn't destroy the scrambler!

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An extremely durable flying card, with the ability to Deploy Units adjacent to it. Terrifying enough to scare away nearby Units.


Scrapping

COMBAT / ACTIONS
Oh! Blood money! Now that's just wonderful isn't it?

Scrap

Eligible Cards: Soldier Icon.png24 Specialist Icon.png24

Scrapping is a utility action that gives attackers Turn Points, in exchange for destroying a card.

To Scrap a card:

  • Select 1 card in your hand with Hexagon.png24
  • Destroy the card, then gain +N TP_Attack_Active.png24 based on the card's Hexagon.png24
    • The amount gained cannot exceed your Turn Point's cap.
Tip

Its best to only Scrap cards when you absolutely need the Turn Points. If you have cards in your hand you do not want, you can simply Reserve or Discard them for free.



Commander Atarms

COMMANDER CARD

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Commander Atarms is a good middle ground between a combat and survival oriented Commander. Discard Scrapping eliminates the drawbacks of Scrapping (that being the card is destroyed), if you don't mind the reduced gain. Atarms also rewards higher value kills by returning destroyed cards back into the game.

Warning

You can only select 1 Commander card. All others will become unavailable, but you may still progress through the tree.

Skirmish Attacks

COMBAT / ATTACKS
Now THAT's a lot of damage!

Skirmish Attack

Eligible Cards: Soldier Icon.png24 Specialist Icon.png24

A skirmish attack is a combat action that allows you to pool multiple Units together to deal a large amount of damage to a target.

Warning

If a Skirmish Attack fails to destroy its target, or the destroyed target has Units adjacent to it, the attacked player may perform a Counterattack.

To perform a Skirmish Attack:

  • Select 2 or 3 Soldier Icon.png24Specialist Icon.png24 on the playfield.
  • Select 1 target cell to attack.
    • All attacking cards must be able to reach the targeted cell based on their Range.
  • Pay 5 TP_Attack_Active.png24, then deal Diamond.png24 to the target cell based on the sum of each card's Diamond.png24
    • In addition, any sigil effects of the attacking cards are combined, and applied to the attack itself.
Example

In a Skirmish Attack, if you attack using a card that has Piercing Strike.png24 Piercing Strike, another card with Deathmark.png24 Deathmark, and a third card with Bombing Run.png24 Bombing Run, then the resulting attack uses all sigil effects simultaneously.

Skirmish Damage Resolution

If a targeted cell contains a card with Circle.png24 or CircleOutline.png24, resolve the damage as follows, targeting CircleOutline.png24 first:

  • CircleOutline.png24
    • Subtract the targeted card's total CircleOutline.png24 by your skirmishing Diamond.png24
      • If Diamond.png24 > CircleOutline.png24, then deal 1 Diamond.png24 to the targeted card's Circle.png24
      • The attack ends afterwards.
  • Circle.png24
    • Subtract the targeted card's total Circle.png24 by your skirmishing Diamond.png24
      • If Diamond.png24 > or = Circle.png24, then destroy the targeted card.
        • Gain +2 TP_Attack_Active.png24 when destroying a card.
      • The attack ends afterwards.
  • If the attacked card is a Captain Icon.png24, deal 1 Diamond.png24 for each Skirmishing card instead.


Play smart and stall the clock. Make the most of your resources and win in the long run.

Being aggressive is the flashy way to win, but over extending on offense can result in having a weak defense. Of Men and Machines isn't won with brute strength alone. Learn to protect your assets while your opponent burns through theirs, and you'll have little resistance when you begin your own attacks.

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Restore

SURVIVAL / DEFENSE
Risky, yet a rewarding means of saving yourself.

Restore

Eligible Cards: Soldier Icon.png24 Specialist Icon.png24 Structure Card Icon.png24

Restoring is a utility action that clears all tokens from a card, at the cost of leaving them unusable for a period of time.

To Restore a card:

  • Select 1 Soldier Icon.png24Specialist Icon.png24 or Structure Card Icon.png24 on the Playfield
  • Pay 1 TP_Attack_Active.png24TP_Defend_Active.png24, then flip the card face-down, and inflict the Vulnerable Status on the card for 1 turn.
Note

Restored removes all tokens in the process, including any status tokens on the cell.



Fortify

SURVIVAL / DEFENSE
Yaaaaah!!! I am booletprooof!!!

Fortify

Eligible Cards: Soldier Icon.png24 Specialist Icon.png24 Structure Card Icon.png24

Fortifying is a utility action that allows a player to increase the survivability of a card on the playfield.

Warning

Fortified cards cannot be used as a condition for counterattacks. Fortifying trades offensive capabilities for pure survival.

To Fortify a card:

  • Select a Soldier Icon.png24 Specialist Icon.png24 Structure Card Icon.png24 on the Playfield.
  • Pay 1 TP_Defend_Active.png24, then rotate the card into landscape orientation, if it is not already in that orientation.
  • Add 1 CircleOutline.png24 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 CircleOutline.png24, then reduce the card's remaining CircleOutline.png24 by -1.


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Utility Cards

SURVIVAL / CARDS
Not just for defense either! But putting two cards in combat would be unfair...

small_utilitycards.png

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, or 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 (Also referred to as TP_Attack_Active.png24 Attacking Turn Points, or TP_Defend_Active.png24 Defending Turn Points) to be put into play from a player's hand relative to their Square.png20 Level.

6. Level

The Faction this card has pledged allegiance to. Faction Utility Cards can only be Activated from the hand, 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.png24 Cards) can be used by any Faction.



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Reserve

SURVIVAL / LOGISTICS
Because discarding cards is stupid!!!

Reserve

Eligible Cards: Soldier Icon.png24 Specialist Icon.png24 Utility Card Icon.png24 Structure Card Icon.png24

Reserving is a utility action that allows a player to send a card from their hand into their secondary deck, rather than discarding them at the end of a turn.

To Reserve a card:

  • Select 1 of any card in your hand.
  • Send that card to the bottom of your Reserve Deck.
    • Reserving does not cost Turn Points.
    • By default, you may only have 6 cards in your Reserve.
Note

Cards are sent to the bottom, and drawn from the top of your Reserve. While not as random as the other decks, there will still be some time before a reserved card resurfaces.



Retreat

SURVIVAL / LOGISTICS
Fuck this shit I'm out!

Retreat

Eligible Cards: Soldier Icon.png24 Specialist Icon.png24

Retreating is a utility action that allows a player to remove a Deployed card off the Playfield.

To Retreat a card:

  • Select 1 Soldier Icon.png24Specialist Icon.png24 on the Playfield.
  • Pay TP_Attack_Active.png24 based on the card's Hexagon.png24, then send the card to your discard pile.
Note

A Unit can still be retreated if it is pinned by tokens. Retreating a pinned Unit will clear all tokens from the card, but status effect tokens will persist on the cell.



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Commander Indemnity

COMMANDER CARD

04_INDEMNITY.png

Commander Indemnity is for those who want to use their captain as an active combatant, whilst still having a bit of security against Defeat By Elimination.

Warning

You can only select 1 Commander card. All others will become unavailable, but you may still progress through the tree.

Commander Vigor

COMMANDER CARD

07_VIGOR.png

Commander Vigor needs no introduction from their days as a Captain. But for those who do want one, Vigor offers complete freedom from the card drawing loop, allowing you to draw whatever you so please when prompted. In addition, cards that you must discard can be sent back into your reserve any number of times.

Warning

You can only select 1 Commander card. All others will become unavailable, but you may still progress through the tree.

Commander Atarms

COMMANDER CARD

05_POGROM.png

Commander Pogrom rewards aggressive playstyles by deploying cards when you destroy others. This can lead to some serious snowballing if you keep up your offensive, as you'll always have a supply of combatants ready to support an attack.

Warning

You can only select 1 Commander card. All others will become unavailable, but you may still progress through the tree.

Everything stems from the foundations of gameplay. Understanding the basics is critical.

Much of the rulebook information is cut short to keep everything nice and tidy as possible. Clicking the underlined text will redirect you to the full rulebook and its corresponding passage. It is recommended that both players refer to the Arms Race grid to see what rule they wish to learn on, and referring to the full guide to read up on said rule.

Nyxell Says...

I've done my best to add some interactive elements to the page, but I would suggest keeping a notepad open on the side to keep track of certain count based objectives. Seriously, it would help!

Aside from that, have fun!

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Defender Phase

FOUNDATIONS / TURNS
Quick! Annoy the attacker! Hurry!

1. Defender Phase

The Defender Phase gives the defending player a chance to fortify themselves in preparation of the upcoming battle. Once a defender has run out of TP_Defend_Active.png24, their turn ends immediately. Attacking or sleeping players remain on standby until the end of this phase.

At the start of the Defender Phase:

  • Draw as many Neutral Insignia.png24 as needed to reach a hand size of 6 cards.
Warning

If you forget to draw your hand before playing any actions, you are unable to go back and draw. Make sure you remember to assemble your starting hand first!

Afterwards:

  • Resolve any effects that occur during the start of your turn.
  • Resolve any effects that occur during the Defender Phase.
  • Gain +3 TP_Defend_Active.png24
  • You may only perform the following actions. Their cost to perform is 1 TP_Defend_Active.png24, unless stated otherwise:
  • Remain in this phase until you end it willingly, or run out of TP_Defend_Active.png24
  • Afterwards, move the Attacker Phase.

Attacker Phase

FOUNDATIONS / TURNS
BLOW THEM TO SMITHERINES!!! RAAAAH!!! ...I mean... Uh... Go get 'em!

2. Attacker Phase

The Attacker Phase is where an attacker plays their turn. Once an attacker has run out of TP_Attack_Active.png24, their turn ends immediately. Defending and sleeping players will remain on standby until an eligible condition allows them to act.

At the start of the Main Phase:

  • Draw 1 Specialist Icon.png24, 2 Soldier Icon.png24, and 3 Neutral Insignia.png24, then add them to your hand.
  • Draw the top card from your Reserve, then add it into your hand.
Warning

If you forget to draw your hand before playing any actions, you are unable to go back and draw. Make sure you remember to assemble your starting hand first!

  • Resolve any effects that occur during the start of your turn.
  • Resolve any card effects that occur during the Attacker Phase.
  • When attacking:
    • Gain +5 TP_Attack_Active.png24
    • You may Activate any eligible cards, or play any eligible Actions with cards on the playfield.
      • Their cost to perform is 1 TP_Attack_Active.png24, unless stated otherwise.
  • Remain in this phase until you end it willingly, or run out of TP_Attack_Active.png24
  • Afterwards, move to the End Phase.

End Phase

FOUNDATIONS / TURNS
Did you win? No? Go again then!

3. 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.

  • 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 Soldier Icon.png24 Specialist Icon.png24 Structure Card Icon.png24 Utility Card Icon.png24 in your hand.
    • You cannot send any cards to your Reserve if it has 6 or more cards.

When attacking:

  • Discard all remaining cards in your hand until your hand size is 0.

When defending:

  • 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.

Lastly, relinquish the turn order clockwise, then repeat.



Countermeasure Subphase

FOUNDATIONS / TURNS
Nuh uh! Nuh uh! You can't do that!

Countermeasure Subphase

The Countermeasure Subphase occurs when a defending or sleeping player has an ability that may be played while within the Attacker Phase. Each action performed in this phase is called a Countermeasure, and each player may only perform 1 Countermeasure per subphase, with the exception of the attacking player, who cannot play during this subphase.

In 3+ player games, its possible for multiple players to have eligible Countermeasures at the same time, often being triggered as a result of a previous Countermeasure. This is known as a Countermeasure Battle. All Countermeasures are resolved First In, Last Out.

Example

In 2 player games, player A destroys a card owned by Player B. Player B then plays a card to leave the damaged card at 1 Health instead. The attacker cannot respond, ending the Countermeasure Subphase. Effects are then applied B → A.

Example 2

In 3+ player games, player A destroys a card owned by Player B. Player B then plays a Countermeasure to leave the damaged card at 1 Health instead. Player C then also plays 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.
No further Countermeasure responses are possible. The effects are applied D → C → B → A.

Once all Countermeasures have been resolved, The Attacker Phase resumes.


Turn Points

FOUNDATIONS / ECONOMY
Can't even escape the concept of money in a game, how sad... Oh well!

Turn Points TP_Attack_Active.png32 TP_Defend_Active.png32

The umbrella term for Attacking and Defending Turn Points.

  • Attacking Turn Points (ATP) TP_Attack_Active.png24

    The resource generated and spent during an Attacking turn.
  • Defending Turn Points (DTP) TP_Defend_Active.png24

    The resource generated and spent during a Defending turn.

Nothing is free in Of Men and Machines. Each action, card, and choice you make comes at the cost of Turn Points. You will only get a limited number per turn, and getting more requires effort or sacrifices. Once you run out, your turn is over, so spend them wisely!


Hint

Activating cards, as well as playing Actions with said cards will cost you Turn Points!

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subheader_winconditions.png

Victory By Control

FOUNDATIONS / WIN CONDITIONS

To Unlock:

small_victorybycontrol.png

Victory by Control occurs when a player captures all of an opponents Colored Control Points, and holds them for 1 full round.

Note

This win condition allows the player at risk of Defeat By Control a last stand attacking turn to either neutralize one of their Colored Control Points, or attain a win condition of equal or higher significance. (See: Edge Cases)

victorybycontrol.png

R.A.I.S.E occupies all opponent Colored Control Points on the Playfield.


Victory By Elimination

FOUNDATIONS / WIN CONDITIONS

Instant Unlock

This Win Condition is unlocked instantly once win condition nodes are available. Be careful!

small_victorybyelimination.png

Victory By Elimination occurs when a player deals enough damage to their opponent's total life pool. A player's life pool is the sum of all of their captain's face Circle.png24 Health values.

Note

When a captain is attacked, the damage token that would normally be placed onto the card is instead placed off to the side (usually by the commander card). This means that captains cannot be pinned from taking damage, like other Units.

They still can be pinned from other tokens, however.

Note 2

This win condition allows the player at risk of Defeat By Elimination a last stand attacking turn to attain a win condition of equal or higher significance. (See: Edge Cases)

Warning

If your life pool is reduced to 0 while attacking, you will lose instantly!

victorybyelimination.png

The Machines have dealt 10 damage to the R.A.I.S.E Captain, which is their total life pool value.


Victory By Domination

FOUNDATIONS / WIN CONDITIONS

To Unlock:

small_victorybydomination.png

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 their activation.

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 Attrition

FOUNDATIONS / WIN CONDITIONS

To Unlock:

small_victorybyattrition.png

Victory by Attrition occurs when an opponent is unable to reshuffle cards back into their Soldier or Specialist decks.

When a Unit Deck is empty, the discard pile is emptied, and all cards are shuffled back into their respective decks. However, cards in the destroyed pile are not. Over time, players will have less and less cards to reshuffle back in, until there are none remaining.

Note

If it is possible for a player to discard any cards they have available (such as Retreating cards from the playfield, or willingly discarding cards from their hand or reserve), they may avoid Defeat By Attrition, but these methods will place them at a severe disadvantage.

victorybyattrition.png

The Machines are unable to reshuffle any cards back into their Unit decks.


To Unlock:

armsracetitle.png

Counterattack

SURVIVAL / ACTIONS
What? Did you think attacks were one sided?

Counterattack

Eligible Cards: Soldier Icon.png24 Specialist Icon.png24 Captain Icon.png24

A Counterattack is a combat action exclusive to defending players. If a Skirmish Attack fails to destroy its target, or the destroyed target has Units adjacent to it, then a Counterattack is eligible to be played.

Warning

Counterattacks must be played immediately after a Skirmish Attack to be eligible. If an attacker or other defender performs any other action beforehand, the Counterattack is no longer possible.

Tip

This means that it is possible, as an attacker, to quickly avoid consequences of a failed Skirmish by playing anything before the attacked player can react. Whichever action is announced first takes priority.

If you are a sleeping player in the attackers alliance, you can also help them out by doing the same, so long as you have an ability that can be played.

To perform a Counterattack:

  • Pay 1 TP_Defend_Active.png24, then the attacking player must deal enough DiamondOutline.png24 to destroy N cards from their Skirmishing party. The amount to destroy is based on how many cards were used.
    • Party of 2: Destroy 1 card.
    • Party of 3: Destroy 2 cards.
  • If the attacked card, or any cards adjacent to the attacked card have sigils that can be activated during a Counterattack, you may play them.
Note

If for any reason the attacking player has to discard more cards than they began the skirmish with, deal 1 Diamond.png24 to their Captain Icon.png24 for each card they could not destroy.



Commander Abeyance

COMMANDER CARD

02_ABEYANCE.png

Commander Abeyance expands the versatility of the Reserve. Many reserve limitations are removed, and utilizing the reserve to stash cards that would otherwise be discarded, rewards you in Turn Points.

Warning

You can only select 1 Commander card. All others will become unavailable, but you may still progress through the tree.

Movement

FOUNDATIONS / ACTIONS
Your cards can't just MAGICALLY grow legs and walk awa— ...Oh... Oh they can? Well shit...

subheader_movement.png

Movement is a critical action that your combatants can perform. It allows them to move across the playfield to take up space, and reach targets that were previously out of range.

Note

Movement actions can only be performed during the Attacker Phase of a turn.

Warning

If a card has a token placed on it, regardless of its type, that card is Pinned. Pinned cards are unable to be moved until all tokens are removed.

Step

Eligible Cards: Soldier Icon.png24 Specialist Icon.png24 Captain Icon.png24

A step is a movement action where a card can be moved to any adjacent cell.

To perform a Step:

  • Select 1 Soldier Icon.png24 Specialist Icon.png24 or Captain Icon.png24 on the Playfield.
  • Select 1 target cell to move to.
    • The selected cell must be adjacent to your selected card.
  • Pay 1 TP_Attack_Active.png24, then move the selected card to the target cell.
    • When moving a Captain Icon.png24 pay 0 TP_Attack_Active.png24 instead.

Jump

Eligible Cards: Soldier Icon.png24 Specialist Icon.png24 Captain Icon.png24

A jump is a movement action where a card can move to any cell that is in the same territory type as it.

Note

By default, a card can only jump when inside of friendly territory. If a card is allowed to jump in any territory type, the target cell must still be inside of the same territory type.

To perform a Jump:

  • Select 1 Soldier Icon.png24 Specialist Icon.png24 or Captain Icon.png24 on the Playfield.
  • Select 1 target cell to move to.
    • The selected cell must be within the same territory type as your card.
  • Pay 1 TP_Attack_Active.png24, then move the selected card to the target cell.
    • When moving a Captain Icon.png24 pay 0 TP_Attack_Active.png24 instead.