Multiplayer

THE TABLE
P1
P2
P3
P4
◈ MULTIPLAYER

Unbound Multiplayer

From a 1-on-1 duel to a four-player free-for-all — the same core rules and decks, scaled up to a bigger table.

Every player takes part in every phase of every Battle, and no one is ever eliminated. The highest score after all three Battles wins.


CLOCKWISE
P1
P2
P3
P4
1

Turn Order

Set an order at the start — by default clockwise from a random first player. It holds for all three Battles, and the starting player rotates one seat clockwise each new Battle.

ALL OPPONENTS
🤝 P1 + P2 ALLIED
P1
P2
P3
P4
2

Opponents & Allies

Everyone is an opponent by default. Players may agree to be allies before the game begins — never mid-game. You can only Lightspeed-respond to an opponent, not an ally.

A UNIT DEPLOYS — RESPONSE PASSES IN TURN ORDER
P1deploys
P2pass
P3pass
P4pass
✓ ALL PASS IN SUCCESSION → THE UNIT RESOLVES
3

Lightspeed in Multiplayer

After a deployment, the next player in turn order may respond or pass. It’s still one response per action, and every player must pass in succession before the unit resolves.

CHOOSE YOUR TABLE

Game Configurations

Free-for-All, Team Conquest, Nemesis, and Homeworld are four different ways to play — the same core rules, a different table setup.

P1
45👑
P2
31
P3
38
P4
26
◆ NO ELIMINATION · HIGHEST TOTAL CQ WINS
4

Free-for-All 3+ PLAYERS

The standard mode. Everyone competes individually — every other player is your opponent. No one is eliminated; the highest total CQ after all Battles wins.

TEAM A
P120
P318
38
TEAM TOTAL
TEAM B
P215
P419
34
TEAM TOTAL
5

Team Conquest 4+ PLAYERS

Two teams, seated alternating. Teammates are allies who may share strategy and hands. CQ is tracked individually but added together per team — the highest team total wins.

THE NEMESIS
×2 CQ
P1
P2
P3
6

Nemesis 3+ PLAYERS

Everyone versus one — “The Nemesis.” The Nemesis is always the active player and earns double CQ, and chooses one of six Nemesis Edicts per opponent to start.

P1 · CELESTIAL ZONE
CAN’T MOVE OR ALTER
P2 · CELESTIAL ZONE
CAN’T MOVE OR ALTER
P3 · CELESTIAL ZONE
CAN’T MOVE OR ALTER
P4 · CELESTIAL ZONE
CAN’T MOVE OR ALTER
7

Homeworld 2+ PLAYERS

Everyone begins with a Celestial Body already locked in their Celestial Zone — it can’t be destroyed, moved, or altered. No extra Celestials, and alliances only within a faction.

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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