Game Rules • Working System

How to Play

The public rules page tracks mechanics that are already established while clearly separating them from systems still under development.

100

Life

Each player starts with 100 Life. A player who reaches 0 Life loses the game.

P

Power vs. Power

The higher Power wins. The lower-Power Astramon is defeated and its controller loses Life equal to the difference. On a tie, both are defeated and no Life is lost.

G

Power vs. Guard

If attacking Power exceeds Guard, the defender is defeated with no Life loss. If Power equals Guard, neither is defeated. If Power is lower, neither is defeated and the attacker loses Life equal to the difference.

Defensive Shift

When a Power Position Astramon is attacked, Commit 1 Ready Resource before battle resolution to change it to Guard Position. It remains in Guard Position afterward.

Direct Attacks

If there is no defense, a direct attack deals the attacking Astramon's full Power as Life damage.

Resource System

Reusable rather than disposable.

Resources are kept in a separate Resource Deck. The working structure uses a 15-card Resource Deck, one natural Resource entering per Resource Phase, and Ready / Committed states.

Current foundation: a Resource normally enters face-up Ready, can be Committed to pay costs, and becomes Ready again at the start of the next turn. Unused Ready Resources remain available during the opponent's turn.

Exact evolution costs, access rules, and some special Resource restrictions are still being balanced and should not be treated as final until they appear here.