Terms & Clarifications

A quick glossary of terms used across the game. (Ring Effects and Adjacency have their own pages.)

AlliedPlayers are allies only if they agreed before the game began — alliances can’t change mid-game. You’re always your own ally.
AttachSome abilities attach one unit beneath another (only its CQ showing). An attached unit loses its identity, abilities, and triggers; the top unit gains its CQ.
Base CQ / Total CQBase CQ is the number printed on the card. Total CQ is its value in the Battle Zone, after every addition and subtraction.
CoreAn inherent status: a Core unit has no ability triggers (it may still carry other attributes and abilities).
DepleteSending a card to the discard directly from the deck (from the top, unless stated). Depleting with an empty deck still counts as the action — just 0 cards move.
DestroySending a card to the discard directly from the Battle Zone. A unit can only be destroyed while it’s in the Battle Zone.
Lose CQ / Pay CQPlayers and units can drop below 0 when they lose CQ — but you may not go negative to pay a CQ cost.
Opponent / OpposingAnyone who isn’t your ally is an opponent (by default, everyone). It’s possible to have no opponents in a given Battle.
SeekLook through a zone (even a hidden one) for a specified unit and reveal it to verify. Seeking from your deck means you shuffle afterward.
SendMoving a unit to a new zone outside normal game flow — usually back to your hand.
Shared LocationsEvery Location is shared — “Location 1” is the same place for all players. An effect on “all units in a Location” hits everyone’s units there.
UploadA Special Ability that puts a unit face-up in The Upload Zone (not part of the Battle Zone). Uploaded units stay there across Skirmishes and 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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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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