GOLDEN RULE

CARD TYPES

COMBATANTS

ANATOMY OF A COMBATANT CARD

SITES

ANATOMY OF A SITE CARD

TACTIC/CONDITION CARD

ANATOMY OF A TACTIC/CONDITION CARD

SPECIAL CARD TYPES

MERCENARY FACTION

CARD SYMBOL KEY

ACTIONS, OBJECTS, MODIFIERS, AND TIMING

ACTIONS

COMMANDS

MODIFIERS

CONTINUOUS MODIFIERS

PAYMENT MODIFIERS

TRIGGERED MODIFIERS

REQUIRED TRIGGERED MODIFIERS

OPTIONAL TRIGGERED MODIFIERS

TIMING

PRIORITY

OBJECTS

ACTIONS/OBJECTS QUICK REFERENCE TABLE

COMMAND CHAIN

PASSING IN SUCCESSION

COMMAND CHAIN EXAMPLE 1

COMMAND CHAIN EXAMPLE 2

DAMAGE TYPES

THE PLAY ZONES

PLAY ZONE MAP

PRIVATE ZONES

PLAY DECK

HAND ZONE

INFLUENCE ZONE

PUBLIC ZONES

BATTLEFIELD

DAMAGE PILE

DESTROY PILE

COMBATANT ZONE

SITE ZONE

HIDDEN ZONE

THE TURN

GENERAL

RESET PHASE

STEPS OF THE RESET PHASE

DRAW PHASE

STEPS OF THE DRAW PHASE:

INFLUENCE PHASE

STEPS OF THE INFLUENCE PHASE:

INFLUENCE PRIORITY:

INFLUENCE THRESHOLD

PLAYING TACTIC/CONDITION CARDS FROM YOUR INFLUENCE ROW

SITE PHASE

STEPS OF THE SITE PHASE:

ESTABLISHING A SITE:

PROTECTED SITE:

SITE ESTABLISHMENT EXAMPLE:

SULARIUM PHASE

STEPS OF THE SULARIUM PHASE:

COMBATANT PHASE

STEPS OF THE COMBATANT PHASE:

POSITION OF COMBATANTS IN THE COMBATANT ZONE:

ATTACK PHASE

STEPS OF THE ATTACK PHASE:

START OF ATTACK STEP

ATTACKER DECLARATION STEP

DEFENDER DECLARATION STEP

KEYWORD VALUE STEP

COMMAND CHAIN STEP

ALPHA STRIKE DAMAGE STEP

DAMAGE STEP

ATTACK EXAMPLE #1

ATTACK EXAMPLE #2

DISCARD PHASE

STEPS OF THE DISCARD PHASE:

END PHASE

STEPS OF THE END PHASE:

THE FIRST TURN

MAXIMUM HAND SIZE:

STARTING HEALTH POOL:

DETERMINING INITIATIVE AND OFF-INITIATIVE PLAYERS

FORMATS OF PLAY AND DECK BUILDING

THE CONSTANTLY EVOLVING WORLD OF SULARIA

FORMATS OF PLAY

STANDARD CONSTRUCTED

4 PLAYER DRAFT

5+ PLAYER DRAFT

MULTIPLAYER:

FACTION WAR:

DECK SIZE

KEYWORDS

GENERAL

ACTIVATE

ALPHA STRIKE

ATTACKER

BARRAGE

DEFENDER

DEFUSE

FACTION

FLIGHT

FOCUS

JOINT STRIKE FORCE

HARVEST

HIDDEN

SPECIALIST

  1. GOLDEN RULE

  1. These comprehensive rules are intended to provide the necessary structure to resolve situations that arise throughout a Battle for Sularia game. If at any time a card would contradict or break a rule in the comprehensive rules, then the card itself overrides the comprehensive rule.
  1. CARD TYPES

  1. COMBATANTS

  1. A combatant card may be deployed during your combatant phase and requires sularium to deploy.
  2. You may deploy one or more combatants during your combatant phase with sularium costs equal to or less than your current sularium pool.
  3. Each combatant played from either the player’s hand or influence row places a deploy effect on the command chain.
  4. Each combatant must resolve before additional combatants may be placed on the command chain combatant cards are deployed activated (rotated 90°) and cannot take any action, such as attack or defend a site, on the turn they come into play.
  5. This is an action that players may respond to.
  6. Combatants may have continuous modifiers, trigger effects, or other abilities that will affect other objects in play.
  7. Combatants are used to primarily to attack sites your opponent controls.
  8. Combatants have their own Attack (ATK) and Defense (DEF) values.
  9. ATK value is the amount of damage a combatant deals when it attacks, defends, or is referenced by other abilities for ATK value.
  10. DEF value is the amount of damage a combatant can take before the combatant becomes damaged and is placed in its owner’s the damage pile. (See Damage Pile.)
  11. Combatants may also be used to defend a site that is under attack from an opponent.
  12. ATK/DEF values that are modified  by non-continuous modifiers during the current turn, are reset back to the printed amount during the end phase of the current turn.
  13. Each combatant has a Type N. This number N represents the maximum number of a combatant by a given name allowed on the battlefield at any time under a single player’s control.
  14. If a combatant type N would reach its maximum allowed on the battlefield and another combatant of the same name would be deployed. Place the existing type N combatant into its owner’s the damage pile, and resolve the new type N combatant to the battlefield as normal.
  1. ANATOMY OF A COMBATANT CARD

Combatant_anatomy.jpg

  1. SITES

  1. A Site card is played during your site phase and requires influence to establish.
  2. You may establish one or more sites during your site phase with influence costs equal to or less than your influence pool.
  3. Each site played from either the player’s hand or influence row places an establish effect on the command chain.
  4. Each site must resolve before additional sites may be placed on the command chain.
  5. This is an action that players may respond to.
  6. Sites come into play reset and abilities on sites may be used immediately.
  7. Sites will also generate sularium points.
  8. Sularium points are added during the sularium phase and the total sularium points are called sularium generation.
  9. Sites may be attacked by combatants and all sites have their own attack (ATK) and defense (DEF) values.
  10. ATK value is the amount of damage a site deals in combat.
  11. DEF value is the amount of damage a site can take before the site becomes damaged and is placed into the damage pile.
  12. ATK/DEF values that are modified by non-continuous effects during combat are reset back to the printed amount during the end phase of the current turn.
  13. Each site has a type N. This number N represents the maximum number of a site by a given name allowed on the battlefield at any time under a single player’s control.
  1. If a site type N would reach its maximum allowed on the battlefield and another site of the same name would be established, place the existing type N site into the damage pile, and resolve the new type N site to the battlefield as normal.
  2. The player controlling the site type N loses health equal to the sites influence cost.
  1. ANATOMY OF A SITE CARD

Site_anatomy.jpg

  1. TACTIC/CONDITION CARD

  1. A Tactic card is a card that may be played at any time a player may add commands to the command chain, from either the influence row or the hand.
  2. A tactic card may be played from the influence row by revealing it and flipping it face up, and placing the card on the command chain.
  1. After resolution of the command chain return the tactic card to the influence row as a face up influence object.
  1. A tactic card may be played from the hand, it is first placed on the command chain
  1. After resolution, place the tactic card into its owner’s damage pile.
  1. A tactic card is played in the command chain zone, and tactic cards are resolved in the order of “Last in First Out.” Typically tactic cards are played in response to some other action in the game.
  2. Tactic cards may only be played if they have valid targets.
  1. A tactic card cannot be played without at least one valid target, it is returned to its original state in its previous zone.
  2. If a tactic card is played and all its targets become invalid. it is placed in the appropriate zone with no effect.
  1. If the tactic card was played from the player’s hand it is placed in the damage pile.
  2. If the tactic was revealed from the influence row it returns to the influence row as a face up object.
  1. Tactic card effects last until the end phase of the current players turn.
  2. A Condition card is a card that may be played anytime a player may add commands to the command chain, from either the influence row or the hand.
  3. A condition card may be played from the influence row by revealing it and flipping it face up, and placing the card on the command chain.
  4. Condition cards may be played from the hand as well, but they function like a tactic card when you do so, with their effect lasting until end of turn.
  1. If played from the hand, upon resolution place the condition card into its owner’s damage pile.
  1. Condition cards are different from tactic cards in that they provide continuous or ongoing modifiers to objects in the game.
  2. When a condition card is played it is put into the command chain zone, and resolves “Last In First Out.”
  3. Tactic and condition cards may be played during any command window step of the turn or when a player may add commands to the command chain. (See Section I. Timing).
  4. Tactic and Condition cards may only be played when a player controls a site or a combatant on the battlefield.
  1. ANATOMY OF A TACTIC/CONDITION CARD

Tactic & Condition_anatomy.jpg

  1. SPECIAL CARD TYPES

  1. There is one special card type that occurs through normal game play. This is the face down influence card.
  2. Any card may be an influence card, and while that card is face down it takes on no properties of its face down side other than it is an object in the influence row.
  3. A player may take an action to reveal that card by paying its cost(s) and placing the card on the command chain. Upon resolution, combatant and site objects are placed into the applicable zone.
  1. Combatant cards revealed in this way will resolve to the combatant zone.
  2. Site cards revealed in this way will resolve to the site zone.
  3. Tactic/Condition cards revealed in this way will resolve to the influence zone.
  1. If the revealed card is a site or combatant, once the site or combatant resolves into the play zone it is no longer and influence card. Tactic and condition cards that are revealed from the influence row remain influence cards along with any other properties that they gain.
  2. Influence cards may only be revealed during command windows of the turn.
  1. Deploy effects may only be placed on the command chain during the combatant phase. (See combatant Phase)
  2. Establish effects may only be placed on the command chain during the site phase. (See Site Phase)
  1. MERCENARY FACTION

  1. The mercenary faction cards have a special set of rules.
  2. Mercenary cards function like they do not have a faction.
  3. Tactic and condition cards with the mercenary faction may be revealed or played as long as you control any site or any combatant.
  4. Combatants with the mercenary faction on them may be deployed using the sularium of any faction.
  5. Mercenary combatants may joint strike force with combatants of another faction.
  6. Mercenary faction cards do not gain a faction, therefore card abilities that target a specific faction do not affect mercenary cards.
  1. CARD SYMBOL KEY

Card Symbol Key_b.jpg

  1. ACTIONS, OBJECTS, MODIFIERS, AND TIMING

  1. ACTIONS

  1. Anything you do as a player in a game is taking an action.
  2. The only exceptions to this rule are drawing cards and playing influence cards.
  3. Whenever you take an action as a player, your opponent(s) have an opportunity to respond to that action with an action of their own.
  4. All actions are placed on the command chain in the form of effects or commands. Actions resolve into either a continuous modifier, trigger modifier, payment modifier, or an object in play.
  1. COMMANDS

  1. Every card that is in your hand or play deck is a command.
  2. You play commands by taking an action.
  3. When a command is played an effect is put on the command chain as a (establish, deploy, tactic, or condition effect). The result of this effect may be a modifier or an object in play.
  4. Every card, command, ability, and object has both an owner and a controller
  1. Commands/Cards
  1. The owner of a card is the player who brought the card into the game before the game started.
  1. At the end of the game all cards must be returned to their respective owners.
  2. Only the owner of a card may put that card into their: hand, play deck, damage pile. and destroy pile.
  1. The Controller of a card is the player who currently has the object in play, on their battlefield, and controls its actions and abilities.
  1. With the exception of Tactic and Condition cards, which are played from a player's hand, are said to be controlled by the player who played the card.
  2. At the end of the game if a player is controlling a card they do not own, they must return the card to its owner.
  1. Objects
  1. The owner of an object is the player who played it from their hand or influence row.
  2. A controller of an object is the player who has the object in a public zone on their battlefield.
  1. This player determines its effects, targets, abilities, and actions as applicable.
  1. Abilities
  1. The owner of an ability is the player who controlled the command or object generated the ability.
  2. The controller of an ability is the player who determines its effects, targets, abilities, and actions as applicable.
  1. MODIFIERS

  1. There are three types of modifiers that exist in the game. Each has its own set of unique properties.
  1. CONTINUOUS MODIFIERS

  1. Continuous modifiers are modifiers to the game that do not end during the end phase step.
  2. These modifiers are generally present on sites, combatants, and condition cards.
  3. Other types of continuous modifiers are counters, and any effect that does not require a payment in order to use it.
  4. Other than the action of placing a continuous modifiers effect on the command chain, continuous modifiers function after resolution until the object that created it leaves play.
  1. PAYMENT MODIFIERS

  1. Payment modifiers are modifiers that are written [Cost]: [Effect].
  2. The cost section of the modifier must be paid first in order to put the effect of the modifier on the command chain.
  3. If a payment is made and the effect does not resolve for some reason the payment is not refunded back to the player.
  4. Payments may not be responded to by placing actions or commands on the command chain.
  1. TRIGGERED MODIFIERS

  1. Triggered modifiers occur when something happens during the game that meets the requirements to trigger the modifier.
  2. Triggered modifiers trigger independently from either: player generated or game generated events.
  3. Triggered modifiers typically use words such as during, at the start of, whenever, when, etc. Triggered modifiers are not an action but they do put their effect on the chain.
  4. A player may add actions to this chain providing that the game allows for it at that particular step of the phase.
  1. REQUIRED TRIGGERED MODIFIERS

  1. Required Triggered Modifiers read “At the start of [phase]” are modifiers that are placed on the command chain by a game state trigger. They have to be applied by all players in the game.
  1. The player to the left of the player whose turn it currently is places all of their effects on the command chain. This continues to the next player to the left and so on, until the priority returns to the player whose turn it is.
  2. The player whose turn it is places their effects on the command chain in any order they prefer.
  3. Resolve the command chain, first in last out.
  1. Required triggered modifiers cannot be responded to by actions from any player in the game.
  1. OPTIONAL TRIGGERED MODIFIERS

  1. Optional triggered modifiers use the wording “when,” “Whenever,” or “during [phase].”
  2. These triggered modifiers are able to be placed on the command chain by the player controlling the optional triggered modifier taking action.
  1. TIMING

  1. Timing has to do with when a player may take actions and play effects.
  2. The player whose current turn it is considered to have priority to take an action.
  3. If the player who has priority passes during a phase where the command chain is open, their opponents, starting with the player to their left and proceeding clockwise, may add their own actions to the command chain.
  4. Once all players have passed during a phase where the command chain was open, then the effects on the chain resolve. This is called “passing in succession.”
  5. Once the chain begins to resolve, all actions and/or commands will resolve.
  1. No additional actions may be added to the command chain at this time.
  1. PRIORITY

  1. Priority refers to the player who has an opportunity to take an action at a time when a player is able to do so.
  2. Priority begins with the player whose turn it currently is, and passes to the player on their left, in succession until all players have taken priority.
  3. Priority is passed in this manner when the priority player either takes an action or passes on taking an action.
  4. Once all players have passed on taking an action, the game moves to the next command window or game phase.
  5. Priority returns first at any given time to the player whose turn it currently is.
  1. OBJECTS

  1. Objects are actions that have resolved off the command chain and their effects create a card in one of the play zones.
  2. Objects are Sites, Combatants, Influence cards, and Condition cards.
  3. Objects in play may have any number of modifiers and once they are in play can be used immediately providing the player meets all requirements for the modifier.
  1. ACTIONS/OBJECTS QUICK REFERENCE TABLE

Card Type:

Command:

Object:

Action:

Can Attack:

Can Be Attacked:

Combatant

Yes

Yes

Yes

Yes

No

Site

Yes

Yes

Yes

No

Yes

Tactic

Yes

No

Yes

No

No

Condition

Yes

Yes*

Yes

No

No

Influence

No

Yes

No**

No

No

*Condition cards played from a player’s hand do not become objects in play.

**Playing an Influence card is not an action, however revealing a card from your influence row is.

  1. COMMAND CHAIN

  1. Whenever you take an action the effect/or command  is placed on the command chain before it resolves into the play zone.
  2. Resolving effects on the command chain is done in a sequence called First In, Last Out.
  1. This means that the first effect played on the command chain is the last effect to resolve, and that the last effect placed on the command chain is the first to resolve.
  2. You may think of the command chain as each effect stacking on top of one another until all players have passed on taking action on the chain.
  1. PASSING IN SUCCESSION

  1. When a command chain has been started it may not end until all players in the game have chosen to pass, starting with the player whose turn it is and proceeding to the player on their left.
  2. Passing in this way is called “passing in succession.
  3. Once all players have passed in succession, the command chain resolves completely.
  1. COMMAND CHAIN EXAMPLE 1

Command Chain #1.jpg

  1. COMMAND CHAIN EXAMPLE 2

Command Chain #2.jpg

  1. DAMAGE TYPES

  1. Direct Damage
  1. Direct Damage is damage from a source that targets an object.
  2. Direct Damage is not from an objects attack value (see 2. Attack Damage).
  3. Direct Damage cannot pass through to the next object in the damage chain as blast through damage (See damage step for chain details)
  1. Attack Damage
  1. Attack Damage is damage applied from a combatant or site
  2. Attack Damage is based upon the modified ATK value of the object dealing damage.
  3. Attacker Objects deal their ATK value and pass through to the next object in the damage chain as blast through damage from combatant, to front or rear site, to player. (See damage step)
  4. Defender Objects deal their attack value, but their damage does not pass through.
  1. Blast Through Damage
  1. Blast Through Damage is damage that cannot be absorbed by the defense value of objects in play.
  2. The first objects that may absorb attack value are combatant objects
  1. If a defender combatant object/s cannot absorb all the attack value of an attacker combatant object then the damage blasts through to the next object in the damage chain..
  1. Site objects are the second object in the damage chain.
  1. If a site object cannot absorb all of the attack value of an attacker object then the remaining damage will blast through to the next level of the damage chain.
  1. The third level of the damage chain is the player who is being attacked.
  1. Any attack value that is not absorbed by combatant or site objects will blast through to the player.
  2. This blast through damage will reduce the player's health points by the amount of blast through damage.
  1. THE PLAY ZONES

  1. PLAY ZONE MAP

Play Zones.jpg

  1. PRIVATE ZONES

  1. There are 3 private zones in the game.
  2. If a zone is private, only the player owning that zone may look at cards in that zone.
  1. With one exception, no player may look at their play deck, unless otherwise specified by an action, ability, or command.
  1. The private zones of the game are:
  1. Play deck
  2. Hand zone
  3. Influence zone.
  1. PLAY DECK

  1. The play deck is the zone which contains all the cards a player brings into the game.
  2. The play deck cannot have less than 60 cards in the deck.
  3. The play deck cannot have more than four copies of a card of a given name in the deck at any time. This is called the “four card rule.”
  4. A play deck may not contain more than 90 points in construction value for constructed deck play.
  5. Players may not look at any cards in their play deck during play, unless otherwise specified by an action, ability, or command.
  1. HAND ZONE

  1. The hand zone is where a player places cards drawn from their play deck.
  2. The hand zone may contain any number of cards, however:
  1. During the discard phase a player must discard down to seven cards.
  1. Each player may only look at cards in their own hand zone, unless otherwise specified by an action, ability, or command.
  1. INFLUENCE ZONE

  1. The influence zone is where a player places a card from their hand zone during the influence phase of the turn.
  2. Only the player who owns an influence zone may look at face down cards in that influence zone.
  3. The only properties of a card in the influence zone is that it is an influence card.
  4. A card revealed from the influence zone gains all of its regular properties upon resolution.
  5. If a card is revealed from the Influence zone resolves to a different zone, it must be moved from the influence zone to its proper zone on the battlefield.
  1. PUBLIC ZONES

  1. There are 5 public zones in the game.
  2. Any cards in a public zone are free for all players to look at any point
  3. A public zone is made up of the players damage pile, destroy pile, and battlefield.
  4. 3 public zones are referred to as the battlefield.
  1. They are the: combatant zone, site zone, and hidden zone.
  1. BATTLEFIELD

  1. The battlefield is where objects in play resolve.
  2. Each resolves to their respective zones based on their category.
  3. Combatant cards resolve to the combatant zone.
  4. Site cards resolve to the site zone in either the front or rear site rows.
  5. Condition cards revealed from the influence zone resolve to the influence zone face up and are free to look at by all players in the game.
  6. Tactic cards revealed from the influence zone resolve to the influence zone face up and are free to look at by all players in the game.
  1. DAMAGE PILE

  1. Your damage pile is where you will discard cards.
  2. Your tactic and condition cards played from your hand are placed in the damage pile.
  3. Anything that causes a card to be discarded will place those cards in the damage pile.
  4. Combatants and sites that have their DEF value lowered to zero or less will be placed in the damage pile.
  5. Cards in your damage pile are always face up and may be viewed by any player in the game.
  6. Each player has his or her own damage pile.
  1. DESTROY PILE

  1. If an action or ability instructs you to destroy a card, that card is put into the destroy pile and is removed from the game permanently.
  2. Cards in the destroy pile are always face up and may be viewed by any player in the game.
  1. COMBATANT ZONE

  1. The combatant zone is where a player may deploy their combatants.
  2. The order or position of combatants in the combatant zone does not matter and has no effect on game play.
  1. SITE ZONE

  1. The site zone is where the player establishes their sites.
  2. The position of the site in the site zone does affect gameplay.
  3. Establishing a site must follow the site establishment rules. (Please reference the site phase later in these rules to learn how to establish sites.)
  4. The site zone has two sub zones referred to as the front row and rear row.
  5. Sites established in these rows affect gameplay.
  1. HIDDEN ZONE

  1. The hidden zone is a special zone where objects in play with the keyword Hidden are placed.
  2. These objects cannot be the target of abilities an opponent controls unless something specifically allows them to be the target.
  3. Objects in the hidden zone can still be affected by continuous abilities that do not have specific targets.
  1. THE TURN

  1. GENERAL

  1. Required triggered modifiers in the game are trigger effects that occur at specific times during the game. They will read “At the start of [phase].” These effects go out on the command chain but are not actions and players cannot prevent these effects from resolving after they have triggered. (See required triggered modifiers)
  1. The next player to the left of the priority player, decides the order for all effects they control that are to be placed on the command chain from step 1. This process is repeated with the next player on the left until all players have placed their triggers on the command chain.
  2. The player whose turn it currently is decides the order for all effects they control that are to be placed on the command chain from step 1.
  3. The command chain now resolves.
  1. Other effects in the game are Optional triggered effects that occur during specific phases but are actions controlled by a player. (See optional triggered effects)
  1. These effects can only be put on the command chain when the player controlling them has priority.
  2. These effects can be responded to by other players in the game by playing effects on the command chain.
  1. RESET PHASE

  1. The reset phase is where a player takes any objects in play under their control and resets them to a vertical position or the reset position.
  2. On the first round of the game, players will likely not have any objects to reset and you may skip this phase.
  3. Players cannot take any actions during the reset phase.
  4. Resetting combatants is not an action and is part of the game state.
  5. STEPS OF THE RESET PHASE

  1. Reset all objects in play to a reset position
  2. Step to the draw phase.
  1. DRAW PHASE

  1. The draw phase is where a player is allowed to draw cards.
  2. Players draw two cards on their turn with one exception:
  1. During the first round of play all players skip this phase.
  1. Drawing cards is not an action and it cannot be responded to during the draw phase.
  2. STEPS OF THE DRAW PHASE:

  1. Objects in play that say “at the start of your/the draw phase.are placed on the command chain. All effects that read “at the start of your/the draw phase” are placed on the command chain, and they resolve from the last one placed to the first one placed.
  1. The player with priority decides the order for all effects they control that are to be placed on the command chain from step a.
  2. The player without priority decides the order for all effects they control that are to be placed on the command chain from step a
  1. The player whose turn it is draws two cards. This is not an action and may not be responded to by any player in the game.
  2. Step into the influence phase.
  1. INFLUENCE PHASE

  1. During the influence phase, the player whose turn it is calculates the number of influence points generated. This is their total influence generation until their next influence phase.
  1. Any cards that have effects dependent upon influence generation use this point count for activating or calculating their effects.
  2. The influence generation amount for a player, once calculated, stays the same for the purposes of tactics, triggers, and conditions until that player’s next influence phase.
  1. The influence phase is where a player must place any one card from their hand into the influence row face down.
  2. Each card in the influence row generates one point of influence.
  3. At the end of the phase, influence points are moved into the influence pool, which may be used to pay costs for commands, abilities, or to establish sites during the site phase.
  4. After the player has played an influence card, the command chain opens and both players are allowed to add effects to the command chain.
  5. If both players pass on the command chain then the game steps into the site phase.
  6. STEPS OF THE INFLUENCE PHASE:

  1. Reset the influence pool to zero.
  2. Resolve required triggered modifiers.
  3. The player whose turn it is places any one command card from their hand into the influence row face down.
  1. This is not an action and cannot be responded to.
  1. Command Window
  1. Command chain opens and the player whose turn it is has priority. Players may play effects on the command chain. After all players have passed in succession then the command chain resolves completely before a new chain begins.
  1. The player whose turn it is calculates their influence and adds this number to the influence pool.
  2. Influence is calculated based on the total number of influence cards in the influence row, plus any additional modifiers.
  3. Step into the site phase.
  1. INFLUENCE PRIORITY:

  1. Certain types of cards are more beneficial in the influence row than others. There is a preferred priority of cards to place from your hand into the influence row. They are as follows:
  1. Condition Cards played from your influence row remain face up in your influence row after being played and provide continuous modifiers until the end of the game or the influence card leaves play.
  2. Tactic Cards played from the influence row remain face up in the influence row after being played, but their modifiers are removed from the game during the end phase.
  3. Site Cards may be revealed and established from the influence row, and upon resolution are then are moved from the influence row to the site zone.
  4. Combatant Cards may be revealed and deployed from the influence row, and upon resolution are then moved from the influence row to the combatant zone.
  1. INFLUENCE THRESHOLD

  1. Influence threshold is the cost requirement that exists on tactic and condition cards.
  2. Influence threshold costs are still costs that must be paid but they do not deplete the influence pool, instead they check to see if the number of influence cards in the influence row are greater than or equal to the influence threshold of the card being paid for.
  1. PLAYING TACTIC/CONDITION CARDS FROM YOUR INFLUENCE ROW

Revealing Tactics & Conditions.jpg

  1. SITE PHASE

  1. Players may spend points from their influence pool to establish sites in the site zone or pay any other costs that require a payment of influence to resolve.
  2. Sites may be established in either the front or rear row.
  3. Sites must be established in front of, behind, or to the side of an existing site.
  1. The only exception to this rule is the first site established may be established in either the front or rear row. Establishing sites has impact on game play in terms of combat and what sites are able to be attacked during the attack phase of the turn.
  1. The only limit to how many sites may be placed into a rear or front row is how large a player’s play area is, taking into consideration other players’ space and physical space limitations.
  2. This is typically defined by 12” x 18” play area.
  3. site is a player’s primary means of generating the resource sularium.
  4. STEPS OF THE SITE PHASE:

  1. Resolve required triggered modifiers.
  2. The player whose turn it is may establish a site.
  3. This is an action and the command chain opens.
  4. The Player whose turn it is has priority. After all players have passed in succession, repeat steps b - d, until the player whose turn it is has finished deploying sites this turn.
  5. The command chain opens and the player with priority may take actions.
  6. After all effects on the command chain have resolved the game steps into the sularium phase.
  1. ESTABLISHING A SITE:

  1. A player may establish a site in either the front or rear row.
  2. Establishing a site may only be done during the site phase when a player spends points from their influence pool in order to establish a site.
  3. The first site established may be established in either the front or rear row of the site zone.
  4. Any sites played after this must be established in front of, behind, or to the side of an already established site.
  5. If at any point during the game a player does not have any sites in the play zone, then the next site may be established as though it were the player’s first site.
  6. Establishing a site is an action and other players may respond to this action on the command chain. A site may not be established if the command chain has effects that need to be resolved.
  1. PROTECTED SITE:

  1. A protected site is a site in the rear row that has a another site established in front of it. A protected site cannot be targeted by their opponent for attacks.
  1. SITE ESTABLISHMENT EXAMPLE:

Establishing Sites.jpg

  1. SULARIUM PHASE

  1. During the sularium phase, the player whose turn it is calculates their current amount of sularium generation. This is the  total sularium generation until their next sularium phase.
  2. Any cards that have effects dependent upon sularium generation for the turn/round use this point count for activating or calculating their effects.
  3. The sularium generation amount  for a player, once calculated, stays the same for the purposes of tactics, /triggers,/& and conditions until that player’s next sularium phase.
  4. At the end of the phase, sularium points are moved into the sularium pool which may be used to pay costs for commands, abilities, or to deploy combatants during the combatant phase.
  5. STEPS OF THE SULARIUM PHASE:

  1. Reset the sularium pool to zero.
  2. Resolve required triggered modifiers.
  3. The command chain opens and the player with priority may play or pass on effects.
  4. The player whose turn it currently is totals the sularium generated by all objects under their control, as well as any sularium points currently in the sularium pool.
  1. That is the owning player’s sularium generation.
  2. Any effects that check sularium generation use this number, until sularium generation is calculated again during that players next sularium phase.
  1. The game steps into the combatant phase.
  1. COMBATANT PHASE

  1. The combatant phase allows the player whose turn it is to spend sularium points to deploy combatant cards.
  2. Combatant cards resolve to the combatant zone.
  3. Any combatant deployed during this phase comes into the combatant zone Activated.
  4. They may be reset only if players have cards or abilities that allow them to do so.
  5. STEPS OF THE COMBATANT PHASE:

  1. Resolve required triggered modifiers.
  2. The player whose turn it is may deploy a combatant.
  3. This is an action and the command chain opens.
  4. The player whose turn it is has priority. After all players have passed in succession, repeat steps b - d, until the player whose turn it is has finished deploying combatants this turn.
  5. The command chain opens and the player with priority may take actions.
  6. After all effects on the command chain have resolved, the game steps into the attack phase.
  1. POSITION OF COMBATANTS IN THE COMBATANT ZONE:

  1. The position of combatants in the combatant zone do not effect gameplay, with one exception.
  1. Combatants placed in the hidden zone cannot be the target of abilities, or effects controlled by opponents as long as they remain hidden in the hidden zone. (See HIDDEN rules)
  1. ATTACK PHASE

  1. During the attack phase the player whose turn it is selects any number of their combatants for an attack, they target any number of sites defending opponents’ control.
  1. If the defending opponents do not control at least one site, then they may be targeted for attacks directly.
  2. At least one attacker has to target a site for it to be a legal attack.
  1. Players may not attack a site without a combatant to target the site for the attack.
  1. All attacks must be declared simultaneously, and after attackers have been declared, the attacking player may not add any more combatants to the attack.
  2. STEPS OF THE ATTACK PHASE:

  1. START OF ATTACK STEP
  1. Resolve required triggered modifiers.
  1. ATTACKER DECLARATION STEP
  1. The player whose turn it is selects any number of their combatants to attack any number of target sites defending opponents’ control.
  2. The sites targeted for attack must be legal targets at the time of the declaration.
  1. If an opponent does not have any sites in their site zone, they may be targeted for attacks directly.
  1. Rotate all combatants who will be attacking 45° to indicate they are  attacking.
  2. The command chain opens and the player with priority may take actions.
  3. After all attackers have been declared the attack phase proceeds to the next step.
  1. DEFENDER DECLARATION STEP
  1. The defending player may choose to add combatants of their own to aid in the defense of their sites. The defending player chooses which of their combatants will defend, against individual attackers.
  1. The defending player may choose more than one combatant to defend an attacking combatant.
  1. Only reset combatants may be used to defend.
  2. Rotate all combatants who will be defenders 45° to the left to indicate they are defending and announce who the targets are to the attacking player.
  3. The command chain opens and the player with priority may take actions.
  4. After all defenders have been declared the attack phase proceeds to the next step
  1. KEYWORD VALUE STEP
  1. All declared “attackers” and “defenders” gain the keyword value “ATTACKER” and “DEFENDER” respectively.
  2. Any modifiers that trigger from keyword value “ATTACKER” or “DEFENDER” are added to the command chain and resolve “Last In First Out.”
  1. The player to the left of the player whose turn it currently is places all of their effects on the command chain. This continues to the next player to the left and so on, until the priority returns to the player whose turn it is.
  2. The player whose turn it is places their effects on the command chain in any order they prefer.
  3. Resolve the command chain, first in last out.
  1. The attack phase proceeds to the next step.
  1. COMMAND CHAIN STEP
  1. The attacker player with priority has the ability to play or pass on an action.
  2. The defending player has the ability to play or pass on an action.
  3. Play between all players’ proceeds this way until both players have passed on the command chain. All effects on the command chain resolve “First In Last Out.”
  1. If an ability or effect would activate or reset a combatant that is either attacking or defending, then that combatant is removed from the attack and any modifiers which may have triggered from it being part of the attack are removed from the attack.
  1. The attack phase proceeds to the next step.
  1. ALPHA STRIKE DAMAGE STEP
  1. Combatants that are either ATTACKER or DEFENDER with ALPHA STRIKE become activated.
  2. Any combatants with the keyword value ALPHA STRIKE and BARRAGE have their ability trigger and affect legal attackers, defenders, or sites.
  3. Any combatants or sites involved in the attack with the keyword value ALPHA STRIKE deal their damage accordingly. (See Damage Dealing step for resolution.)
  4. If a site becomes an illegal target before an attacker applies its ATK value, then the attacker will be removed from combat with the site.
  5. The attack phase proceeds to the next step.
  1. DAMAGE STEP
  1. Combatants that are either ATTACKER or DEFENDER become ACTIVATED.
  2. Any combatants with the keyword value BARRAGE, have their ability trigger and affect legal targets.
  3. Damage is applied in this order:
  1. Combatants
  2. Site
  3. Player
  1. If an attacking combatant is being defended by another combatant or combatants, the attacking combatants attack value is compared to the defending combatant(s) defense value. If the attacker has enough attack value to reduce the defender(s) defense value to zero, any remaining attack is passed through to the site, and defenders are placed into their owner’s damage pile at the end of the damage step. If the attack value is high enough to reduce the defense value of the site to zero then any remaining Attack value is applied directly to the player being attacked, and the site is placed into its owner’s damage pile at the end of the damage step.
  2. If the attacker is defended by multiple combatants the player controlling the DEFENDER combatants gets to decide in which order the attack value of the ATTACKER is applied to their combatants.
  3. The attack value must be applied to one combatant until its defense value is reduced to zero, and then the attack value must be applied to the second defending combatant until its defense value is equal to zero, and so on until all defending combatants have either absorbed the attack value completely or no additional defending combatants can absorb the remaining attack value.
  4. The attacking combatant is dealt damage equal to the total attack value of the defending combatant(s). If the attack value of the DEFENDER combatants is high enough to reduce the defense value of the ATTACKER to zero or less, then the ATTACKER will be placed into it’s owner’s damage pile at the end of the damage step.
  5. If the DEFENDER(S) attack value is not high enough to reduce the ATTACKER’S defense value to zero, then modify the defense value of the ATTACKER to the remaining defense value, until the end phase of the current turn.
  6. The site deals its attack value to all ATTACKER combatants attacking it. The player controlling the ATTACKER(s) gets to choose which ATTACKER(s) will absorb the attack value, and in what order.
  7. If the attack value of the site is high enough to reduce an ATTACKER’s defense value to zero, then the next attacking combatant is chosen to absorb the attack value of the site. This continues until all ATTACKER’s have taken all the attack value of the site.
  8. Place all ATTACKER and DEFENDER combatants with defense value modified to zero by this attack into the damage pile.
  9. If a site’s defense value was reduced to zero it is placed in the damage pile and the controlling player loses health equal to the influence cost of the site.
  10. Damage resolution repeats this above process until all attackers and defenders have resolved their damage.
  11. The attack phase proceeds to the next step.
  12. END OF ATTACK
  13. After all damage has been resolved the game steps into the discard phase.
  14. ATTACK EXAMPLE #1

Attack Example #1.jpg

  1. ATTACK EXAMPLE #2

Attack Example #2.jpg

  1. DISCARD PHASE

  1. The discard phase is where each player cleans up any actions from the round
  2. STEPS OF THE DISCARD PHASE:

  1. Resolve required triggered modifiers.
  2. Check hand size, if a player has more than seven cards in hand they must discard down to seven.
  3. Proceed to the End Phase
  1. END PHASE

  1. The end phase is where the player cleans up any actions from the round, removes any remaining modifiers that last until the end of turn and passes play to the player on the left.
  2. STEPS OF THE END PHASE:

  1. Reset the printed attack value and defense values of objects in play.
  2. Return any tactic or modifiers that state “until the end of turn to their original printed values in addition to any continuous modifiers that are in effect.
  3. If the player whose current turn it is is the initiative player, pass play to the next player on the left.
  4. If the player whose current turn it is is the last player in the round, check health of all players. Any player that is below zero health is removed from the game.
  1. If by the end of the last player’s turn in a round, and two or more players have health at or below zero, but are at the exact same health number, then the game proceeds into the next round exactly the same as if all were above zero health for a maximum of three more rounds.
  1. THE FIRST TURN

  1. The first turn for each player is slightly different than the rest of the game. During each player’s first turn of a game, that player skips the following steps:
  1. Reset Phase
  2. Draw Phase
  3. These phases are skipped, and the player only works with their opening hand of seven cards on the first turn.
  1. MAXIMUM HAND SIZE:

  1. During the discard step of the turn, the player whose turn it is checks the number of cards that they are holding in their hand. If that number exceeds seven cards, then that player must discard down to exactly seven cards. The discarded cards are placed into their owner’s damage pile.
  1. STARTING HEALTH POOL:

  1. Each player starts the game with exactly 25 Health.
  2. This number may increase or decrease throughout the game.
  3. Player’s do not immediately lose a game when their health is reduced to zero or below.
  4. At the end of the round during the final player’s end phase the health pools are checked.
  5. Any player at or below zero health at this point is removed from the game and loses the game.
  6. If all players are at or below zero health at this point then the player with the health total closest to zero is the winner.
  7. If all players are at or below zero health but have the same health amount then play will continue for another round.
  1. DETERMINING INITIATIVE AND OFF-INITIATIVE PLAYERS

  1. Before any player draws their opening hand of seven cards, players should determine who will be the Initiative Player, or first player in a round, and Off-Initiative Players.
  2. A random means such as rolling dice or flipping a coin should be used to determine initiative and off-initiative players, with the winner of the contest choosing to be the initiative or off-initiative player.
  3. There is one initiative player and one or more off initiative players.
  4. The initiative player takes the first turn in a round.
  5. A round is not over until all off-initiative players have taken their turn..
  1. FORMATS OF PLAY AND DECK BUILDING

  1. THE CONSTANTLY EVOLVING WORLD OF SULARIA

  1. Experienced players in the Battle for Sularia game will not be satisfied using their standard starter deck for long.
  2. We recommend for the first few games that players use the starter decks included inside a Battle Kit to familiarize themselves with not only the mechanics of the game, but also the individual cards.
  3. Many powerful combinations of cards exist just in the starter decks alone.
  4. Battle for Sularia will expand from time to time, and when it does, new cards will be added to the game that allow players to explore new and exciting card combinations.
  1. FORMATS OF PLAY

  1. STANDARD CONSTRUCTED

  1. Standard play is comprised of two players fielding a minimum 60 card deck.
  2. Deck construction cost may not exceed 90 points in total.
  3. A deck may not have more than four (4) of any one named card contained within it.
  4. Only up to one faction may be used in a standard constructed deck.
  1. The exception to this rule is the mercenary faction.
  1. 4 PLAYER DRAFT

  1. Draft play consists of three (3) rounds of drafting from a preconstructed pool of cards.
  2. Up to four (4) players may participate in the draft.
  3. The draft pool is composed of following items:
  4. 180 Cards from no more than two factions.
  5. Mercenary faction cards may be included in addition to the two other factions.
  6. The draft pool for each faction should contain approximately 1/3 sites, 1/3 combatants, and 1/3 tactic and condition cards.
  7. It is recommended to have the following draft pool:
  8. 84 Total cards from a faction: Jotune/Synthien/third/fourth factions/etc...
  9. 84 total cards from an additional faction not included from above.
  10. 12 total cards from the Mercenary faction.
  11. The first round of the draft deals 15 random cards from the draft pool to each participating player.
  1. Each player chooses one card and passes the remaining cards to the player on their left.
  2. Players continue drafting cards from the “15 card pack, until all cards have been chosen by players.
  3. The second round of the draft deals another 15 random cards from the draft pool to each participating player.
  4. Each player chooses one card and passes the remaining cards to the player on the right.
  5. Players continue drafting cards from the pack, until all cards have been chosen by the players.
  6. The final round of drafting deals another 15 random cards from the draft pool to each participating player.
  7. Each player chooses one card and passes the remaining cards to the player on the left.
  8. Players continue drafting cards from the pack, until all cards have been chosen by the players.
  9. Players may construct a deck of any size, but a deck must contain a minimum of 40 cards.
  1. Deck construction points are not used in draft play.
  2. Players may not include more than two factions in their deck.1
  3. The mercenary faction does not count towards the two faction limit.
  1. 5+ PLAYER DRAFT

  1. This format allows for a larger pool of players for draft play.
  2. For every 4 players in a draft you must add 180 cards to the Draft Pool.
  3. All factions are allowed in this format of Draft Play.
  4. The guidelines for 4 player draft apply here only add an additional 84 cards from the third and fourth factions as well as an additional 12 cards from the Mercenary faction.
  1. MULTIPLAYER:
  1. Battle for Sularia can be made into a multiplayer game.
  2. Multiplayer specific rules:
  1. If a player is removed from a multiplayer game, all objects they control, but do not own are placed into their owner’s damage piles.
  2. If a player is removed from a multiplayer game, and commands and abilities are on the Command Chain, then all commands and abilities they own are removed from the Command Chain and the game.
  1. Commands or abilities they control, but do not own, are removed from the Command Chain and placed into their owners’ respective damage piles, as applicable.
  1. FACTION WAR:
  1. Four players are needed for this mode of play.
  2. Each player brings a 60 card deck individually.
  3. Two players will play as Faction A,” and two players will play as Faction B.
  4. These two player pairs are now referred to as respective  teams.
  5. Only one faction is allowed in each player's deck and each “team” must have the same faction.
  1. The exception to this rule is the Mercenary faction.
  2. Deck Construction is limited to the 60/90 rules of constructed play.
  3. Each teams total health pool is set to 50 to start the game.
  1. One team is declared the initiative team, while the other is the off initiative team.
  1. The round is over once both teams have completed their turns.
  1. Players on a team perform their Influence, Site, Sularium, and Combatant Phases together.
  2. The Attack Phase may only proceed when the team is ready to declare attacks.
  3. JOINT STRIKE FORCE’s may occur with combatants from either player, and all players on a team declare their attacks together.
  4. After the Attack Phase is completed, each player does their Discard Phase and End Phase at the same time.
  5. A TYPE 1 in play for either player on a team is considered controlled by both players for the purposes of the Type 1 restriction rule.
  1. DECK SIZE

  1. DECKS MAY NOT HAVE LESS THAN 60 CARDS IN THEM.
  1. Players may construct decks with more than sixty cards, it is recommended to stay as near to 60 cards as possible.
  2. Each card will have a construction point value.
  1. This value represents a card’s deck construction value, and is used to meet the format requirements the player is constructing for.
  2. Cards may have a point value from one (1) point, and up to four (4) points.
  3. It is up to the player to determine how they would like to construct their deck.
  1. We have a few reminders to help new Battle Commanders construct the best deck possible.
  1. Remember that sites are established by using influence, and combatants are deployed from sularium generated by your sites.
  2. It is important to have enough sites to generate enough sularium to play all of your combatants.
  3. Sites are targets for your opponent, sometimes a strong defense is the most opportune strategy, but don’t forget you need to be able to strike back when the time is right.
  4. Condition cards are the best cards to place into your influence row. They can only provide continuous modifiers to the game if they are revealed from your influence row.
  1. DECKS MAY NOT CONTAIN MORE THAN FOUR COPIES OF ANY ONE GIVEN NAMED CARD.
  2. CARD RATIOS FOR DECK BUILDING:
  1. While the following card ratios for deck building are not required, these are simply the suggested construction guidelines to help create a play deck that performs consistently.
  1. 15 – 20 Tactic/Condition Cards
  2. 20 – 25 Site Cards
  3. 20 -25 Combatant Cards
  1. KEYWORDS

  1. GENERAL

  1. Some keywords are gained based on game states or actions that occur.
  2. Keywords allow other triggered modifiers to go on the command chain, or allow for certain declarations to be made legal.
  3. Keyword Values that are triggered due to game states or actions may stack.
  4. Each Keyword Value will be added to the card as a separate individual keyword value.
  1. Example:
  1. The Jotune condition card “Fire in the Sky has a continuous modifier that provides all Jotune combatants with FLIGHT, BARRAGE 1:2. If a player added a second Fire in the Sky then each Jotune would have two separate trigger modifiers for BARRAGE 1:2.
  1. For some Keyword values, multiple instances will not affect gameplay.
  1. Example:
  1. If an object had the keyword value ALPHA STRIKE, and it was affected by another object giving it ALPHA STRIKE, this would create two separate instances of ALPHA STRIKE on the object. This would not allow that object to deal its damage twice in the Alpha Strike Substep of the Attack Phase.
  2. However, if an action or object said to remove ALPHA STRIKE from an object that had two instances of ALPHA STRIKE, the object with two instances of ALPHA STRIKE would still have one remaining instance of ALPHA STRIKE.
  1. ACTIVATE

  1. Activate is a payment that is listed on site and combatant cards. Activation requires the player to rotate their card to the horizontal position to activate the effect. Activation effects are added to the command chain in the same fashion as other abilities and effects.
  2. Activate Cards will read: Activate: [Some Effect]
  3. Activate is a payment effect.
  1. EXAMPLE OF AN ACTIVATED CARD

Using Activated Abilities.jpg

  1. ALPHA STRIKE

  1. A Combatant or site with alpha strike gets to deal its attack value to a player, combatant object, and/or site object during the alpha strike sub-step of the attack.
  2. Only combatants and sites with Alpha Strike may deal their attack value in damage during the alpha strike step.
  3. During a “joint strike force a combatant with alpha strike must distribute all of its attack value into combatants, then/sites, and then/ players, in that order, before the attack substeps can proceed to the normal damage dealing step.
  1. ATTACKER

  1. The keyword value attacker applies to any combatant that has been declared in an attack during the attack declaration step.
  1. The combatant does not gain the value attacker until the keyword value step of the attack phase. Any effects looking for the keyword attacker cannot apply until after the keyword value step has finished.
  1. During the end phase of the turn a combatant who gained the keyword value attacker will lose the keyword value attacker.
  1. BARRAGE

  1. Cards that have the characteristic Barrage will read: BARRAGE N:X
  1. The N indicates the number of target sites that will be affected by the barrage.
  2. Barrage may target any site/s directly in front of, behind, to the side, or diagonal from the site being targeted for attack by the combatant with barrage.
  3. The X indicates the amount of damage that will be dealt to sites targeted by barrage.
  4. The attacking player chooses which adjacent sites are affected by barrage.
  5. BARRAGE triggers after attackers become activated, and before combatant damage is applied.
  6. The barrage damage applies during the normal damage step of the attack phase.
  7. Barrage damage cannot BLAST THROUGH to an opponent.
  1. Any damage that exceeds the defense value of a site targeted by barrage will not hit the opponent.
  2. If a combatant is also attacking a site that is affected by barrage the barrage damage applies to the site before the combatants normal attack damage (See Damage Sub-Step in Attack Phase)
  3. Any additional damage applied to the site by a combatant will Blast Through to the player controlling the targeted site.
  1. DEFENDER

  1. The keyword value DEFENDER applies to any combatant that has been declared to be defending an attacking combatant.
  2. The combatant does not gain the value of defender until the keyword value step of the attack phase.
  3. Any effects looking for the keyword DEFENDER cannot apply until after the keyword value step has finished.
  4. During the end phase of the turn a combatant who defended will lose the keyword value defender.
  1. DEFUSE

  1. A card with the keyword value defuse may be placed on the command chain.
  2. The defuse keyword value negates or cancels any effect that was played immediately before the defuse effect on the command chain.
  1. FACTION

  1. Faction is necessary in order for a player to reveal or play tactic or condition cards and/or deploy combatants.
  2. A source that would generate sularium only generates sularium to deploy combatants of the same faction.
  3. Tactic and/or condition cards may not be revealed from the influence row or played from a player’s hand unless a combatant and/or a site is in play with the same faction.
  4. Combatants of separate factions may not declare a joint strike force on the same target.
  5. Mercenary cards are an exception to the faction rule.
  1. Mercenary cards may have their costs paid by any faction.
  2. Mercenary tactic and condition cards may be revealed as long as there is any site/ and or combatant in the play zone.
  3. Mercenary Combatants are still of the faction “Mercenary, however they may joint strike force with combatants of a different faction.
  4. Mercenary combatants cannot not be affected by modifiers that specifically affect objects of a particular faction.
  1. FLIGHT

  1. Combatants with FLIGHT may target rear row sites for attacks.
  2. FLIGHT combatants may target protected rear row sites.
  3. Combatants with FLIGHT cannot be defended by other combatants unless:
  1. The defending combatant has FLIGHT.
  2. The defending combatant has SPECIALIST.
  1. FOCUS

  1. Objects in play that have the keyword value focus will read:
  1. FOCUS: X
  1. Objects with FOCUS gain +X/+0 when they gain the keyword value ATTACKER. In addition Objects with focus gain +0/+X when they gain the keyword value DEFENDER.
  1. JOINT STRIKE FORCE

  1. A Joint Strike Force is when two or more combatants from the same faction declare an attack into a legal site controlled by an opponent.
  2. When two or more combatants enter the keyword value step of the attack phase they gain the Keyword JOINT STRIKE FORCE.
  1. HARVEST

  1. HARVEST may only be activated once per round by a given object.
  2. HARVEST reads:
  1. Place a combatant from your damage pile into your destroy pile: Add one sularium counter to this object.
  1. This is an action and is placed on the command chain.
  2. The object with HARVEST must make a payment of targeting a combatant in its controller’s damage pile.
  3. The effect is put on the command chain, and if it resolves, the player who controls the harvest object will place a single sularium counter on the harvest object.
  4. Each sularium counter provides one sularium in addition to any sularium that the object in play generates.
  1. HIDDEN

  1. Objects with HIDDEN come into play in the hidden zone.
  2. Any object with the HIDDEN keyword cannot be targeted by effects controlled by their opponent.
  3. The only way a HIDDEN object can be targeted by an opponent is if a card effect allows it or it’s controller to target a hidden object.
  4. HIDDEN objects function the same as normal objects in play.
  5. Combatants with HIDDEN that become an ATTACKER or DEFENDER are considered to still have the HIDDEN keyword when they gain the ATTACKER or DEFENDER keyword.
  1. Combatants with HIDDEN may be the target of effects if they gain the keyword ATTACKER or DEFENDER.
  1. If an object with HIDDEN were to be moved out of the hidden zone, it would still retain the keyword value HIDDEN.
  1. Objects that have the HIDDEN keyword value, and are not in the hidden zone, may be targeted as a normal object.
  1. If a HIDDEN object is moved from the hidden zone to the visible zone, the player controlling the HIDDEN object gets to choose where to place the object in the visible zone.
  2. Players taking the action of playing a HIDDEN object may choose to play the card in the visible zones.
  3. If an action would place an object into the hidden zone, it is considered to have the HIDDEN keyword value.
  1. SPECIALIST

  1. SPECIALIST combatants may defend against combatants with the keyword value flight.