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Choose a card, then a highlighted lane. Resolve Turn attacks and lets Atlas respond.

Field manual & card library

Win: reduce the opposing headquarters from 30 health to zero. Both fall together: draw.

Your turn: gain one maximum energy (start at 2; cap 10), refill energy, and draw one card. Play as many cards as you can afford. Energy does not carry over.

Three lanes: each side holds one unit per lane. Units cannot change lanes. When you resolve your turn, your ready units attack from left to right. A defender deals its attack back simultaneously. An empty opposing lane exposes headquarters.

Deployment: new units defend immediately, but wait until your next turn to attack. Rapid units attack immediately. Armour 1 prevents 1 damage per hit. Jam skips the unit’s next attack, not its retaliation. Breach sends excess damage after armour to headquarters.

Cards: 20 per deck; at most two copies of a card. Start with 4, then draw at the start of your first turn. Maximum hand is 7; additional draws go to discard. An empty-deck draw deals escalating fatigue (1, then 2, then 3…). Damage persists. Healing cannot exceed maximum health.

Basic AI: scores affordable plays using its own hand and the public board. It cannot inspect your hand or deck order. All starter cards are available; no purchases or random packs.

Your deck · 20 / 20

RIASTRAD and source artwork by Stephen Stobie. Card names, statistics and gameplay roles are prototype adaptations. Atlas variants are gameplay designations, not new story canon.