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.
Cards / Deckbuilding
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.
System Overview
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.
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 are fallback projects, often buildings or actions, that can be bought with gold. They do not enter the deck.
Building cards are placed on nodes, consume workers, use node suits, and turn territory into production, recruitment, crafting, influence, or action infrastructure.
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 persist on the player side and reshape long-term strategy. Terrain cards represent global world-state pressure affecting the whole board.