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Card/Model skirmish quick start rules

Deck Composition: Your deck must consist of 20-40 cards, and you may not have more than 4 copies of the same card in your deck, apart from energy cards, which are unlimited. You may have a maximum of 1 Gold card in your deck, and a maximum of 5 Silver cards. You may have as many Bronze cards as you wish. Extra to your main deck, you may have a basic movement card and 2 hands worth of basic weapon cards, which are static on your character and do not count towards your 20-40 card limit. Starting the game: Both players start with 3500 health. Shuffle your deck and draw 5 cards, this is your starting hand. If you dont like your starting hand, you can mulligan. If you choose to mulligan, shuffle your hand back into your deck and draw a new hand, you may only mulligan once each game. Roll a D6, whoever rolls highest out of you and youre your opponent may choose who goes first and second. In that order, place your commander up to 12 in from your side of the table. The player who goes first does not get to draw a card on his/her first turn.

Playing the game: There are 2 phases, the maintenance phase and the main phase. In your maintenance phase do the following: Untap all energy Draw a card (If you cant draw you take 200 damage) Upkeep any Drones (To upkeep, tap energy equal to the drones cost, if you dont do this, the drone deactivates) In your main phase, you may do the following in any order: Move using your equipped movement card (Once per turn) Attack with a weapon Play a card from your hand Move a Drone up to its speed in inches (Drones must stay within 6 of their commander) Attack with a Drone Once you have finished it is your opponents turn, starting at their maintenance phase. Ranged combat, if an attack misses, stop following these steps: 1. Declare a target. 2. Pay energy for the cost of the weapon. 3. Measure to see if you are in range of the target, if you are, continue. If not, the attack automatically misses. 4. Roll a d6, if you rolled equal to or higher than your weapons accuracy, you hit. If not, you missed.

5. Your opponent records damage equal to the weapons damages stat on the targeted model. You may mark damage however you see fit; the most common method however is with a notepad and paper. Additionally to the following instructions for playing cards, you may put down one energy card per turn into your resource row. Playing a Code: 1. Reveal the code from your hand and pay its cost. 2. Put the code into your active row. Playing a Program: 1. Reveal the machine from your hand and pay its cost. 2. Apply any effects of the program. 3. Put the program in your discard pile. Playing a Drone: 1. Reveal the drone from your hand and pay its cost. 2. Place the drone card in your active row, and place the drone model within 6 of your commander. If a drone deactivates (A drone deactivates if it drops to 0 Health or isnt upkept): 1. Remove the drone model from the field and place its card in your discard pile. Playing a Weapon or Movement card:

1. Reveal the card from your hand and put it into your active row. 2. If you already have the maximum amount of weapons in play, send them to the discard pile. The playing field:

Active Row: Any card in this row is in play, passive effects on these cards are active. Any Drone in this row can move and attack without spending energy. Weapons and Movement cards in this row may be used and are classed as equipped to your character. Resource Row: You may tap energy in this row to pay for the costs of cards or actions. Deck: Your Deck goes here, whenever a card requires you to search your deck, shuffle it before replacing it. Discard Pile: Any discarded cards go here, if you end your turn with more than 7 cards in your hand, you must discard until you are back down to 7.

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