Gameplay Rules

CodexGameplay Rules

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

  1. Advance — you declare your attacking Agents; each Commits.
  2. Counter — your opponent declares blockers (one per attacker, by default).
  3. Reactive window — either player may play Reactive Protocols.
  4. Impact — damage resolves simultaneously: attackers hit blockers (or Integrity, if unblocked); blockers hit back.
  5. 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.