Cards / Deckbuilding

The deck is not decoration. It is doctrine.

Cards carry the faction plan: orders, units, buildings, equipment, spells, actions, economy, Champions, Engines, Terrain, and fallback projects that keep the board moving when the hand collapses.

OrdersUnitsBuildingsEquipmentSpellsChampionsEnginesTerrainActionsCommon T0 Projects

System Overview

Cards create pressure before they create power.

Deckbuilding

Each player builds a deck from faction cards, tactics, units, spells, buildings, equipment, and economy tools. The deck determines how a faction pressures the board.

T0 Orders

Common T0 Orders are fallback cards available to all players. They keep a player functional, but they can enter the deck and pollute future draws.

Common T0 Projects

Common T0 Projects are fallback projects, often buildings or actions, that can be bought with gold. They do not enter the deck.

Buildings

Building cards are placed on nodes, consume workers, use node suits, and turn territory into production, recruitment, crafting, influence, or action infrastructure.

Equipment

Equipment is crafted through specialized workers and locked onto the faction board. It can strengthen units or Champions, but must respect faction limits and costs.

Engines And Terrain

Engines persist on the player side and reshape long-term strategy. Terrain cards represent global world-state pressure affecting the whole board.

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