How to play
- Everyone chooses one card, in secret. It goes face down. Nobody sees it until all the cards are down, or the clock runs out. If your clock runs out, you pass.
- All the cards turn over together and take effect in this order: Defend, healing, Priority, Second Actions, Actions, Passives, then Lag. In each step the dice roll first, and only then does anyone choose a target, so you always know what hit.
- After every turn you level up and gain the next card in your Class's path, up to level 10.
- At 0 Life Sparks you are out. The last Character standing wins. After turn 20, whoever has the most Life Sparks wins.
Reading a card
- Tactic, Magic
- Blinded stops your Tactic cards. Silenced stops your Magic cards. Attack still works, on a roll.
- Defend
- Nobody can target you with anything negative that turn. Playing your Defend card also switches your Passives off; a Defend from another card (Sprint, Gates of Eternity) does not.
- Passive
- Stays in play in front of you and works every turn.
- Instant
- Play it as your Action, or wait: when its moment comes you get a few seconds to take it.
- Recharge
- Out of your hand for that many turns after you play it.
- Discard
- One use. It is gone for the rest of the match.
- Dazed, Locked
- Dazed: you can only Defend or take No Action. Locked: you cannot act.
Hover a card, or press and hold it, to read it full size. The tags under each seat show what is affecting that player; hover those too.