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Deck Composition

Exactly 52 cards in the main deck — no more, no less. Plus 2 Deputies set aside (not shuffled in). Deputies can be played from the outside when you have the resources. Only one Deputy may be on your field at a time.

Resources

Mana equals the turn number and refreshes each turn. Gold increases by +1 each turn and can also be earned from damage and effects.

Starting

Each player begins at 30 HP and draws 7 cards.

Board Layout

7 panels

High Rise Lanes

The far left and far right lanes are High Rise lanes. Units there cannot be targeted by single‑target effects or attacks (board‑wide effects still apply) and cannot attack the opponent directly — they may attack opposing High Rise or Middle‑lane units.

Middle Lanes (5)

Standard placement and combat. These lanes may include Cover Tokens generated by card effects to block attacks.

Deputies

Deputies begin outside the deck. They can be summoned when conditions are met (resource costs/effects). Only one Deputy per player may be on the field at once.

Turn Structure

  1. Draw — Draw 1. If you cannot draw, you lose.
  2. Resource — Refresh Mana (equals turn number) and gain +1 Gold (plus any bonuses).
  3. Action — Play units/spells/gear, deploy Deputies if eligible, generate Cover Tokens, and attack.
  4. End — Resolve end‑of‑turn effects.

Keywords & Mechanics

Reference list • Combat • Lanes • Deputies

Core Mechanics

  • Ambush — This creature can attack the turn it is summoned.
  • Quickdraw — During combat, deals damage before creatures without Quickdraw. If it destroys the opposing creature, that creature does not retaliate.
  • Double Barrel — Deals damage twice during combat (pre‑strike and normal combat).
  • High Noon — Triggers a special effect when the card is played from your hand.
  • Last Stand — Triggers a special effect when this creature is destroyed.
  • High Rise — Lane ability. Units in High Rise lanes cannot be targeted by single‑target effects or attacks; they cannot attack the opponent directly, but can attack opposing High Rise or Middle‑lane units.
  • Overshot — Excess damage passes through Cover or a creature to the card behind (or the defending player if the lane is empty).
  • Flying — Ignores Cover; may attack creatures or the defending player directly.
  • Warrant — Enemies must attack this card before other targets.
  • Wanted — Cannot be targeted by enemy spells or abilities.

Resource & Utility

  • Gold Rush — Choose one of several rewards (e.g., draw 1, gain 3 Gold, or deal 3 damage).
  • Double Down — Damage dealt by this creature heals you for the same amount.
  • Riled Up — Gains a bonus when it takes damage and survives.
  • Muzzle — Remove all abilities from a target creature.
  • Overloaded — Reduces your available Mana next turn by the value shown (e.g., Overloaded 1).

Lane‑Specific

  • Cover — Generates 0/1 Cover Tokens that must be destroyed before creatures behind them (unless the attacker has Flying or Overshot).
  • Overcover — Generates a stronger 2/2 Cover Token in the Middle Lane.
  • Breakthrough — Breaks all Cover Tokens in a lane and deals damage onward to creatures behind them.

Card Advantage / Costs

  • Reload — After you play this, draw a card (or otherwise recover resources as stated).
  • High Stakes — Requires a Gold cost in addition to Mana; grants stronger effects.
  • Fortified — Cannot be removed by spells or abilities; must be destroyed in combat.
  • Standoff — When two cards with Standoff fight each other, apply the listed bonus/effect.

Time‑Based / Delayed

  • Quick Draw Timer — After a stated number of turns on the battlefield, trigger the listed effect.
  • Countdown X — At X turns, self‑destruct or trigger the listed effect.

Miscellaneous

  • Bounty — When destroyed, your opponent gains the listed reward (e.g., Gold).
  • All‑In — Spend all remaining Gold/Mana for a powerful effect that scales by what you spent.
  • Stun — The creature cannot attack or use abilities until the end of its next turn.

Deputy‑Only

  • Summon Deputies — Deputy cards begin outside the deck and are brought in by specific effects.
  • Reinforcements — On entering, summon tokens or buff allies as stated on the card.

This summary reflects current alpha rules and terminology.