Core Timing Engine

Every ability keys off one moment — when a unit deploys. These timing words tell you when an ability fires and how long it lasts.

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“Deployed” = the moment a unit becomes face-up in the Battle Zone (flipped from face-down, or placed face-up). A face-down unit has no active abilities — everything below switches on only once the unit deploys.

ONE-TIME

Upon Deployment

A one-time effect that fires once, the instant the unit deploys — then it’s done.

EXAMPLEUpon Deployment: destroy an opposing unit with CQ 3 or less. It happens once, as the card flips face-up.
ONGOING

Throughout the Battle

An ongoing effect that turns on when the unit deploys and keeps working for the rest of the Battle (it ends at Clean Up). It isn’t active while the unit is face-down.

EXAMPLEThroughout the Battle: your units in Location 1 gain +2 CQ. The buff applies the whole Battle while this unit stays face-up.
END OF BATTLE

At the End of Battle

Fires at the end of the Rear Skirmish, just before Tally — perfect for last-second CQ swings.

EXAMPLEAt the End of Battle: gain 3 CQ for each face-up unit you control.
FROM DISCARD

When Destroyed / Depleted / Discarded

Fires when a unit reaches the discard pile by that specific effect — and it triggers from the discard pile itself. Destroyed = sent there from the Battle Zone · Depleted = from the deck · Discarded = from the hand. Normal Clean-Up does not set these off.

EXAMPLEWhen Destroyed: gain 2 CQ. You get it when the unit is destroyed — not when it’s cleaned up at Battle’s end.
CUSTOM TIMING

Special Triggers

Some cards have unusual timing spelled out in their own text. If a Special Trigger’s timing ever clashes with a normal trigger, the Special Trigger resolves first.

EXAMPLESpecial Trigger — when an opponent deploys a Celestial: draw a card.
ALWAYS ON

Attributes

Inherent traits (like a unit type, Apex, or Core) are part of the card’s identity and are active at all times, in every zone — hand, deck, discard, even face-down. (Implicit abilities only switch on once the unit deploys.)

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Resolution order. When several abilities fire at once they resolve in Location order (1 → 7); Special Triggers go first; and responses resolve last-in, first-out (see Lightspeed Actions). If a unit is Destroyed or Muted before a pending ability fires, that ability no longer happens.

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Advanced Rules

Multiplayer

Free-for-All, Team Conquest, Nemesis and Homeworld – turn order, allies, and the four ways to play at a bigger table.

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Advanced Rules

Celestials

One per deck, deployed during the Celestial Phase, and it works like a field spell – staying in play across all three Battles.

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