Attaching

◈ ADVANCED RULES

Attaching

The carrier keeps its own abilities and gains only the attached card’s Conquest — nothing else comes across.

CARRIER
Maxwell B. Merciless Defender
1 CQ
+
ATTACHED
Apocalypse Engine
31 CQ
=
One fused unit
32 CQ
ONE UNIT
🧩One unit, not two

The attachment isn’t a unit on its own — you can’t target it separately, and a location buff hits the fused unit once. Destroy the carrier and the whole 32 CQ is gone.

🔢Conquest only

No abilities, triggers, or keywords carry over — just the number. The carrier still runs its own text.

Attaching isn’t deploying

The attached card never deploys, so it skips any “when this unit is deployed” text — cost or bonus. Apocalypse Engine normally wipes your own board when it deploys; attached, that never happens — you keep the 31 CQ and dodge the drawback.

📈It counts as its total

“Highest CQ” and “lowest CQ” effects see this unit as 32, not 1 — the combined figure, every time.

🎯Read the card for who

The attaching card’s own text decides what can be attached to what. When more than one carrier is legal, you choose which.

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

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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