Goal
Each player defends a homeworld with 25 integrity. Bring the enemy homeworld to 0 to win.
Command
You start with 1 command and gain 1 more each turn, up to 10. Command refills at the start of your turn. Every card costs command to play.
Your turn
- Draw a card. Your units ready and their shields recharge.
- Play cards: drag a card onto the field, or tap it twice (or press Play). Cards that need a target ask you to pick one.
- Attack: drag from a glowing unit to an enemy unit or the enemy homeworld, or tap the unit and then its target.
- Press End turn.
Combat
Attacker and defender deal damage equal to their attack to each other at the same time. A unit that reaches 0 health is destroyed. Units can't attack the turn they arrive unless they have Swift. Your line holds up to 6 units and your hand up to 10 cards.
Units and tactics
Units stay on the field. Tactics resolve once and are gone. Tactic damage is not an attack, so shields don't stop it.
Decks
Each faction fields a 20-card deck: two copies of each of its ten cards. Drawing from an empty deck damages your homeworld, more each time. The second player starts with one extra card.