1. Each player starts with 6 shield points at the beginning of the game. These must be clearly visible to the opponentat all times (6-sided cube or by enclosed shield markers).
  2. The maximum hand limit is 7. If a player has more than 7 cards in his hand at the end of their turn, they must place cards on their discard piles until the card limit is reached.
  3. The card text always takes precedence over the rules in the rule book. This does not apply if the card text is incorrect.
  4. Each turn consists of 5 phases, which are always traversed in this order of each move:


  1. Start-phase
  2. Draw-phase
  3. Recovery-phase
  4. Main-phase
  5. End-phase



The player who has brought the shield points of his opponent to 0 wins or if the opponent can no longer draw cards (from his deck) or when a player gives up.





  1. Deck-Zone: This zone contains all the cards not yet drawn up or played by a player.
  2. Drop-Zone: The drop zone is a player’s discard pile. Each card is dropped into the drop zone if it is discarded immediately after play or leaves the field.
  3. Ressourcedeck-Zone: This zone contains the resource deck, so all unplayed resource cards.
  4. Ressource-Zone: The area splits into the Nexus and Flux areas. Nexus and Flux cards are placed in the appropriate zones.
  5. OP-Zone: Here is the operator card of a player.
  6. Basic-Field: Each player has his own base field. Only the owner can play on this field with unitcards. Attacks on this tile will damage a player’s shield if there is no unitcard.  Units on a player’s basic-field can be replaced by other unit cards.
  7. Combat-Field: Any player can play unitcards on combat-fields aslong there is no unitcard on this field. Units on a player’s combat field can be replaced by other unit cards.
  8. Support-Zone: Up to 3 stable or standby command cards can be played open in this zone. Stable and standby command cards can be replaced with new cards of this type.


The center of the game is a 3×3 field play area. The two middle spaces on the side of the respective players are their respective basic-fields. The other 7 fields are called combat-fields. To the two sides of the play area lie the two support-zones of the two players. Each player’s support-zone is to his right and consists of three spaces, corresponding to the three rows of the play area.

Between each player and the central playing field is an operator type card representing the player-chosen leader of his deck. This unit is used to generate resources.

To the operator’s side is the resource area where the player can lay out resource cards as the game progresses. Nexus maps are laid out in the left resource area and Flux maps in the right resource area.

To the right of each player’s resource area are its deck zone, drop zone, and warp zone (this zone is any area outside the field). In addition, to the left of the resource area is the resource deck zone of each player.



Both players take turns taking turns. Every single move consists of a clearly defined sequence of phases:



In the initial phase, all effects that are activated by cards already in play at the beginning of the turn are resolved. The order in which the effects become active is determined by the active player. After all effects have been resolved with at the beginning, this phase ends and an action-event follows.



In this phase, the active player draws 1 card. This is followed by an action event.



All active player cards that are currently tapped (‘inactive’ on the side), with the exception of Nexus resources, are again untapped (turned ‘active’ / upright). This process is followed by another action event.



This phase represents the main part of a turn. In its main phase, a player may play cards from his hand, declare attacks, activate unit card effects on the field, or use his operator. Each time a card is played or an effect is activated, an action event starts, to which the other player can react with effects on his part.

An action event can only be dealt with using special command cards (Instant Command) and Activated abilities of unit cards. In some cases, a Standby Command card can also be activated as a response, as long as the effect text explicitly describes it. At the end of the main phase, an action event starts.



At the beginning of this phase, all effects are dealt with which explicitly occur at the end of the turn. This includes the removal of played command cards with the wording until the end of the turn. As in the initial phase, the active player, if relevant, determines the order of these steps. At the end of this phase, an action event follows. After that, the other player starts with his initial phase.