Gameplay Phases

◈ ADVANCED RULES

Gameplay Phases

A game is 3 Battles by default. Before the first Battle, both players roll a die — the winner chooses who reveals first. That seat is the active player, and it rotates each Battle.
A BATTLE, TOP TO BOTTOM REPEATS ×3
↻ EACH BATTLE · active player rotates
1
Supply Drop

Everyone draws 7 to open the Battle. On the first Battle only, you may mulligan once — shuffle back and redraw 7. There is no draw between the two skirmishes.

2
Forward Skirmish Locations 1234

The front row plays out in three phases, in order:

A
Celestial Phase

Going in turn order from the active player, each player may play their one Celestial, or pass. Optional — declining costs nothing, and a Celestial can’t be responded to.

B
Placement

Everyone places units face-down at the same time, hidden — as few or as many as you like, one per Location. Placement locks when everyone confirms.

C
Deployment

Reveal one unit at a time in Location order (1 → 4), active player first. No unit at a Location? You pass. Finish a Location before moving on — and never go back.

HOW ONE REVEAL RESOLVES
Reveal Deployed Response window State check Ability resolves
  • Flipping a card face up deploys it — but its ability is pending. It doesn’t fire yet.
  • A response window opens: opponents may answer at Lightspeed — one each — until everyone passes. Responses resolve newest-first.
  • State check: if the unit is still here and not muted, its pending ability resolves. If a response destroyed or muted it first, the ability is gone.
Between the skirmishes — any triggers waiting for this moment resolve, lowest Location first. Then the Rear Skirmish begins.
3
Rear Skirmish Locations 567

The same three phases — Celestial → Placement → Deployment (reveal 5 → 7) — played from the cards left in your hand. Your Forward Skirmish units stay on the board, and the two skirmishes can affect each other.

4
End of Battle

Once the Rear Skirmish is fully revealed, two things resolve — in order:

1Uploadcan’t be responded to

Any Black Energy Fragments held in hand go up to the Upload Zone.

2End-of-Battle abilities

“At the End of Battle” abilities resolve, lowest Location first:

Locations 1–7 Extra Locations — last
5
Tallying

Count the Total CQ of all your face-up units across the Battle Zone — Locations 1–7 and the Extra Locations — and add it to your Conquest Pool. A Plagued unit counts as −1, whatever its printed CQ.

Throughout the Battle effects are continuous — still active during the count, so their buffs and debuffs are already part of Total CQ. They only end at Clean Up, when the unit leaves play — which is why the count comes first.
6
Clean Up

Every unit in the battle zone — Locations 1–7 and the Extra Locations — goes to its owner’s discard pile. Celestials and uploaded cards stay (they’re outside the battle zone), and your hand carries over. This isn’t destruction — no “when destroyed” abilities fire. Then the next Battle begins.

After the final Battle, the highest Conquest wins.

No target score — it’s a race for the most Conquest. A tie is broken by Match the Twos.

Every number here is a default. A card’s text can change it — even the number of Battles.

Keep Reading

Advanced Rules

Unit Triggers

Every unit trigger and exactly when it fires — Upon Deployment, Throughout the Battle, When Destroyed / Discarded / Depleted, At the End of the Battle, and Special Triggers.

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Advanced Rules

Attaching

How attaching works — the carrier gains only the attached card’s Conquest, and because attaching isn’t deploying, it skips “when deployed” costs (Apocalypse Engine’s board wipe never fires).

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