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SideEdit

Every Player belongs to exactly one Side. Each Side must have at least one Player.

All Sides are competing with one another; there are never cooperative Sides. There are never neutral Sides. A Player on one Side is always

We colloquially use the adjectives Friendly Allies and Hostile Foes.

OutcomeEdit

At the end of every Game each Player and Side has one Outcome Declared:

  • Win - All Players on the winning Side Win. Only zero or one Side may Win.
  • Loss - All Players on a losing Side Lose. Any number of Sides may Lose.
  • Tie - All Players on Sides that neither Win nor Lose are Tied. All Sides that haven't Lost when one Side Wins are considered Tied. Any number of Sides may Tie.

A Game may end in a Stalemate where no Side can Win. In this case, all non-Losing Sides Tie.

At any time during the Game, a Player may:

Players sometimes Concede because of real life concerns or a Rout, where it becomes clear early on that one Side will Win.

ObjectiveEdit

The Outcome of a Game is determined by succeeding or failing at Objectives. There are two Types of Objectives:

Primary Objectives are ordered, and each one either makes you Win or Lose. In the standard 1-Commander 3x3 Field Format, the Primary Objectives are:

  1. Dominate - If Your Units Occupy 7 Field Spots, you Win
  2. Defeat - If you have 7 Chuted Cards, you Lose
  3. Deplete - If your HQ is Empty, you Lose
  4. Exhaust - If you run out your Player Clock, you Lose (in Competition games)

Mission ObjectiveEdit

Cooperative Missions have a much greater variety of Objectives than competitive Games. Here are some examples of Mission Objectives:

  • Specific units removed
  • Clear a column (or specific column)
  • Clear a row (or specific row)
  • X damage done
  • Specific damage done
  • Survive X turns
  • Defend Card(s) for X turns
  • Determine enemy objective
  • “before Turn T” clause
  • “before opponent objective” clause
  • Random Objective

Each of these conditions is described in more detail later in the rules once we have the framework for them.

FrameworkEdit

AI Owner Ally Foe Player Human
ArrowMiniBlueRight User
Side Team
own RedArrowDL control choose RedArrowDown target RedArrowDR interact
Card Zone Spot Element Operation
Display Application Interface
move RedArrowUp place RedArrowDown has
Action Activated Ability Passive
ArrowMiniBlueRight Syntax Instructions
attach RedArrowUp detach do RedArrowDown trigger
Parameter Effect Resolution
ArrowMiniBlueRight Program Procedure
create RedArrowDL destroy RedArrowDown modify RedArrowDR alter
Equipment Element Site
ArrowMiniBlueRight
Dynamic Attribute Persistent
Attachment Relation Control
RedArrowDR RedArrowDown change RedArrowDL
Derived State Formation
OvalArrowUR check succeed RedArrowDown fail RedArrowUL
Trigger Condition Status
ArrowMiniBlueRight
Mission Objective Format
ArrowMiniBlueLeft
Tournament Event Script
RedArrowDown declare RedArrowUp matchmake
Win Loss Tie Outcome
ArrowMiniBlueRight
Match Game Round
gain RedArrowDL earn RedArrowDown affect
Expertise Prize Commendation
Level Items Component
Rating Ranking Standing
ArrowMiniBlueRight
League Team Roster
 

ObjectEdit

Every part of the Application is an Object. There are three broad classes of Objects:

NavigationEdit

Official Rules
ArrowMiniBlueUp
Glossary ArrowMiniBlueLeft Objective ArrowMiniBlueRight Elements

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