Introduction · Quick Start · Factions · Cards · Checklist
Full canonical rules engine: rules/01-engine-spec.md, rules/02-card-anatomy.md, rules/03-singularity-events.md, rules/04-faction-matchups.md, rules/05-withdraw.md
The One-Sentence Version
Each turn you attach one Signal card to an Agent, charging its moves; you play Agents, Protocols, and Schemas freely; you fight with charged Agents — and every move you use brings the Singularity one step closer.
What You're Building With
Four card types, no exceptions:
| Type | What it does | How it enters play |
|---|---|---|
| Signal | Attaches to an Agent, charges its moves | One per turn, during Deploy |
| Agent | Fights for you on the Grid | Free to play, any number per turn, up to 5 in your Grid |
| Protocol | One-time effect, resolves and is gone | Free; one per turn |
| Schema | Persistent effect that stays in play | Free; one per turn |
There's no shared mana pool, and nothing costs a generic resource to play — Signal is the only cost in the game, and it only powers Agent moves.
Signal & Attachment
Signal is the game's resource, and it lives where you put it. Attach a Signal card to an Agent during your Deploy phase and it stays there — through combat, across turns — until that Agent leaves the Grid, at which point every Signal attached to it goes to the Void with it.
Seven factions, seven Signal types, plus Generic Signal that satisfies any cost:
| Faction | Signal |
|---|---|
| Resisters | Raw |
| Aligned | Accord |
| Augmented | Bio |
| Architects | Blueprint |
| Collective | Mesh |
| Navigators | Drift |
| Emergent | Surge |
A move's cost is printed in symbols: ● means one attached Signal of that Agent's own faction type; ○ means one attached Signal of any type. Nothing is spent when a move is used — the Signal stays attached.
Designation: Human, AI, Hybrid
Every Agent is also Human, AI, or Hybrid. It's not a deckbuilding restriction — mix freely — but it matters: several Singularity Events hit Human and AI Agents differently, some card effects reference designation directly, and it tells you at a glance what kind of board you're looking at.
The Turn — Six Phases
| Phase | What happens |
|---|---|
| Sync | Your Committed Agents become Ready. "Until end of turn" effects end. Damage does not reset. |
| Uplink | Draw one card. |
| Deploy | In any order: attach one Signal to an Agent; play any number of Agents (up to your Grid limit); play one Protocol; play one Schema; use Commit abilities. |
| Clash | Declare attackers, opponent declares blockers, Reactive Protocol window, damage and Surge resolve together. |
| Relay | If you haven't played a Protocol yet this turn, you may now. More Commit abilities. |
| Purge | Discard down to 7. Pass. |
Clash, step by step
- Advance — you declare your attacking Agents; each Commits.
- Counter — your opponent declares blockers (one per attacker, by default).
- Reactive window — either player may play Reactive Protocols.
- Impact — damage resolves simultaneously: attackers hit blockers (or Integrity, if unblocked); blockers hit back.
- Surge — every move used this Clash adds its Surge value to the Singularity Clock.
An Agent that just entered the Grid this turn can't attack or Commit — unless it has the Surge keyword — so racing onto an empty board still takes a full turn to spin up.
The Grid — Five Agents, No Bench
Your Grid holds up to 5 Agents. All of them can attack or block; there's no separate "active" slot. Play more than 5 and you have to send one to the Void first.
Damage, Resilience, and the Void
Damage accumulates on an Agent and doesn't reset between turns — tracked with counters, not "until end of turn." Once an Agent's accumulated damage meets or exceeds its Resilience, it's defeated: it and everything attached to it go to the Void.
Winning — Integrity
Both players start at 25 Integrity. Reach 0 and you lose. Unblocked attacks hit Integrity directly. You also lose if you're forced to draw from an empty Archive (deck).
The Singularity Clock
This is the game's second clock, and it only moves one direction.
Every move an Agent uses has a Surge value — 1, 2, or 3 — printed next to its damage. After Impact resolves each Clash, every Surge value from every move used that Clash (both players') is added to a shared running total. Passive actions — attaching Signal, deploying Agents or Schemas — don't move it. Only moves do.
When the total reaches the format's threshold, the Singularity fires — once, and the clock does not reset. The active player rolls a die; the result maps to one of six events (below); the event resolves fully and its effects last the rest of the game. Nobody wins or loses on the roll itself — every event changes the shape of the game going forward, not the win condition.
| Format | Deck size | Clock threshold | Die | Events available |
|---|---|---|---|---|
| Demo / Tutorial | 10–20 | No clock | — | none |
| Spark Starter | 40, preconstructed | 10 | d6 | 3 simplified |
| Constructed | 60+ | 20 | d6 | 6 core |
| Tournament | 60+ | 20 | d20 | expands with each set |
The Six Singularity Events (d6)
| Roll | Event | What fires |
|---|---|---|
| 1 | The Assimilation | All Human Agents take 3 damage now. AI Agents deal +1 damage on moves for the rest of the game. |
| 2 | The Inversion | Each player sends their highest-Resilience Agent to the Void. From now on, Agents with Resilience 3 or less deal +2 damage on moves. |
| 3 | The Merge | Hybrid Agents in play gain Shield. From now on, any attached Signal can satisfy ● (faction-specific) costs — Generic ○ costs are unaffected. |
| 4 | The Fragmentation | Every Agent with 3+ attached Signal loses it all to the Void. From now on, no Agent may hold more than 2 Signal — high-cost second moves become permanently unreachable. |
| 5 | The Transcendence | Each player picks one Agent they control: it gains Shield, +2 damage on its moves for the rest of the game, and — if it was Human — becomes Hybrid. A player with no Agent in play gets nothing. |
| 6 | Ghost Line | Each player draws 3 cards. From now on, all faction Strong/Weak bonuses are suspended — every Agent is treated as faction-neutral. |
No event is a coin-flip win. Each one rewards a different board state, which is why deck-building around your faction's favored roll is part of the game.
Faction Matchups — The Cycle
Every faction is strong against exactly one other and weak against exactly one other, in a single seven-beat directed circle:
Resisters → Collective → Architects → Navigators → Emergent → Augmented → Aligned → (back to Resisters)
Read left-to-right: Resisters are strong against Collective, weak against Aligned. Collective is strong against Architects, weak against Resisters. And so on around the circle. Full per-faction breakdown: The Seven Factions.
The bonus: when an Agent fights an Agent of the faction it's strong against, its moves deal +3 bonus damage. When it fights the faction it's weak against, it takes +3 bonus damage from that Agent's moves. This only applies to Agent-vs-Agent combat — never to direct Integrity damage. It's printed on the card as two small faction-color sigils, no text: an upward triangle for Strong, downward for Weak.
Withdraw — Pulling Back
Every Agent has a Withdraw cost, printed as a row of ○ symbols in its stat block. During your Deploy phase, you may Withdraw one Agent: pay its Withdraw cost by sending that many attached Signal to the Void (plus all the rest of its attached Signal, also to the Void), and the Agent returns to your hand with all damage removed.
Withdraw isn't a move — it doesn't trigger Surge, and an opponent can't play a Reactive Protocol in response to it. You can only Withdraw an Agent that's Ready (hasn't already moved this turn) and hasn't been Committed. One Withdraw per turn, full stop.
| Faction | Withdraw cost | Why |
|---|---|---|
| Aligned | ○ | Lowest in the game — nothing is truly non-negotiable to a diplomat |
| Navigators | ○ | They see the retreat coming before anyone else |
| Resisters | ○○ | Tactical disengagement, not surrender |
| Augmented | ○○ base, +○ per attached Implant | The enhancement is part of the Agent now — extracting it costs more |
| Architects | ○○○ | They were built to stay; they are the infrastructure |
| Collective | ○○○○ | Highest in the game — a withdrawn node degrades the whole mesh |
| Emergent | — (cannot Withdraw) | PERSIST replaces it. They don't retreat. They return. |
Withdraw and PERSIST look similar and are not the same mechanic:
| Withdraw | PERSIST | |
|---|---|---|
| Who decides | You, during Deploy | The game, when the Agent would be defeated |
| Damage | Reset to 0 | Kept — it returns already hurt |
| Cost | Signal, paid by you | None |
| Frequency | Once per turn, any eligible Agent | Once per card instance, ever |
Keyword Glossary
| Keyword | What it means |
|---|---|
| Surge X | Using this move adds X to the Singularity Clock. Every move has one. |
| Reactive | This Protocol can be played during Clash's Reactive window, or in response to anything on the Cascade. |
| Commit [cost] | Pay the cost, turn the Agent to the Committed state, get the effect. |
| Deploy: | Triggers the moment this card enters the Grid. |
| Shield | The first time this Agent would be defeated, remove a Shield counter instead — it survives with its current damage. |
| Link [type] | While in the Grid, this Agent counts as one attached Signal of [type] for cost purposes — it doesn't add a card, it counts as already-attached. |
| PERSIST (Emergent) | The first time this Agent would be defeated, it returns to your hand instead — with its damage intact. Fires once per card instance. Singularity Events override it. |
| SCAN X (Navigators) | Look at the top X cards of your Archive; return them in any order you like. Doesn't draw. |
| CALIBRATE (Architects) | This move's Surge is reduced by 1 per Schema you control, minimum 0. Schemas are counted at the moment the move resolves. |
| Adaptive (2+ Signal) (Augmented, printed effect) | While this Agent has 2 or more Signal attached, the stated bonus applies. |
| Signal Strip (Resisters, printed effect) | The target Agent loses one (or more, by rarity) attached Signal to the Void. |
| Mesh Scaling (Collective, printed effect) | The effect's size is set by how many Agents you control. |
| Absorb (Collective, printed effect) | When another Agent you control goes to the Void, this Agent gains +1 Resilience permanently. |
| ACCORD (Aligned, printed effect) | Your opponent may take a smaller version of this effect; if they do, you gain Integrity. |
| Partnership (Aligned, printed effect) | While you control at least one Human Agent and one AI Agent, a bonus applies. |
Deckbuilding
| Rule | Value |
|---|---|
| Minimum deck size (Constructed) | 60 cards |
| Max copies of any one card | 4 |
| Faction restriction | None — mix freely; your Signal base does the constraining |
| Designation restriction | None |
Nothing stops you running five factions. Signal economics will talk you out of it — five Signal types in one deck spreads your resource base thin. Most competitive decks settle on two or three.