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Resonance CARD GAME

1.0 GAME OBJECTIVE

Reduce the opposing Player's Health Points (HP) from 10 to 0 by placing 10 or more damage markers on their Player Mat.

2.0 CORE MECHANICS & DEFINITIONS

2.1 Game Zones:

  • Personal Zones: A Player's Hand, their In-Play Units, their Personal Codex deck, and a designated Active Keyword Blocks Area on the Player Mat. (Note: The Player Mat contains the Player unit card, their active Codex Cards and their equipped Item Cards and any Tags. It also contains designated trackers for EN and Karma)
  • Communal Zones: The Main Deck and the Discard Pile are shared by all Players.

2.2 Unit:

A "Unit" is any entity in the game that can be targeted, damaged, and destroyed. This includes a Player (represented by their Player card placed on their Mat) and any Animation cards in play.

2.3 Keyword Structure:

Keywords are designated by a two-part number (e.g., `C.D` where `C` is Color and `D` is Category).
  • The first digit (C) represents the keyword's Color Code (0-9).
  • The second digit (.D) represents its Category, which defines its thematic role and often dictates its general function. The Categories are: * .0: Flaw (Typically detrimental or impose a cost/restriction) * .1: Gift (Often innate, beneficial passive or active abilities) * .2: Talent (Learned skills or proficiencies) * .3: Quirk (Unusual or specific minor abilities) * .4: Boost (Typically apply beneficial Boost Tags or positive effects) * .5: Status (Typically apply detrimental or conditional Status Tags) * .6: Form (Relate to the shape, area, or delivery method of an effect) * .7: Modifier (Alter how an effect or action works) * .8: Drive (Represent a style, approach, or potent offensive capability) * .9: Unique (Often powerful, signature, or reality-altering abilities) This numbering and Category association is consistent across all Colors.

2.4 Keyword Blocks:

The game features 50 unique Keyword Blocks. Each Color (0-9) has five (5) distinct Keyword Blocks. A Keyword Block consists of a specific pair of keywords from the same Color, based on their Category: Block Type 1 (keywords #.1 & #.2), Block Type 2 (#.3 & #.4), Block Type 3 (#.5 & #.6), Block Type 4 (#.7 & #.8), and Block Type 5 (#.9 & #.0). Each Keyword Block is represented by a physical Codex Card. When a Player unlocks a Keyword Block, they gain access to both keywords listed on that Codex Card for Player Keyword Augmentation.

2.5 The Guardian Precedence:

A Player cannot be targeted by an `Attack` or `Critical Strike` action if that Player controls one or more Animations.

2.6 The Action Economy:

Each Animation may take one (1) action per turn. Each Player can take two (2) actions per turn. An entity that has taken an action is considered "spent" for the turn.
  • A spent Animation is turned sideways.
  • A Player places one Player Spent Token on their Player Mat for each action they have taken. A Player with two Spent Tokens cannot take further actions this turn.
  • A Player may end their turn at any point except in the middle of resolving an action, this moves the game to the system refresh phase for that player.

2.7 The System Refresh:

At the end of each Player's turn, that Player's hand size is set to exactly 5 by either draw or discard.

2.8 The Perpetual Library:

If a Player must draw or reveal a card from the Main Deck and the deck is empty, the communal Discard Pile is immediately shuffled to become the new Main Deck. The action is then completed.

2.9 Damage & Destruction:

Damage is tracked by placing damage markers on a unit. A unit is destroyed when the number of damage markers on it is equal to or greater than its Power.

2.10 The Suppressed State:

A unit can become Suppressed. To show this, flip its card face down. A Suppressed unit has the following characteristics:
*   It cannot perform any actions.
*   Its printed keywords, and any keywords from equipped Items, are inactive.
*   It does not count for the purposes of the Guardian Precedence.
*   It can still be targeted but takes no damage.
*   It can still receive tags.
*   It does not ready during the Ready Phase. The Suppressed state can only be removed by spending 1 Karma to perform the `Re-engage` action on the unit (which flips it face up and readies the unit) or by using the `Liberate Tag`.

2.11 Unit Item Limits:

*   Animations: An Animation may have a maximum of one (1) Item equipped to it at any time.
*   Player: A Player may have a maximum number of Items equipped to them equal to their current Focus stat (e.g., Focus 1 allows 1 Item, Focus 3 allows 3 Items).

2.12 Command Limit:

A Player's Focus stat determines the maximum number of Animations they can command. A Player can control a number of Animations up to, but not exceeding, their current Focus stat. The primary way to field Animations is the Deploy action, which requires a Player to have fewer Animations in play than their Focus stat (see Rule 4.2.6).

2.13 Keyword Activation Principle:

Keywords are activated in two ways, depending on their source:
*   Innate Keywords: Keywords printed directly on an Animation's card are considered Innate. When an Animation performs an action, all of its Innate keywords that can apply to that action are automatically active. These do not require Focus and do not count towards any limit.
*   Augmented Keywords: Keywords gained from an external source, such as an equipped Item or a Player's Keyword Augmentation, are considered **Augmented**. The number of Augmented keywords a unit can use for a single action is limited by its own Focus stat. A Player's ability to augment is limited by the Player's Focus stat.

2.14 Deployment State:

An Animation that enters play is considered 'spent' for the turn it is deployed. It cannot perform any action on the turn it enters play unless an effect or keyword (e.g., Haste) specifically allows it to enter 'readied'.

2.15 First Turn Restriction:

During the first turn of the game, the starting player cannot perform the `Attack` or `Critical Strike` actions.

2.16 Defensive Sacrifice:

During the Defender Reaction step of an Opposed Roll, a player may choose to destroy one Item that is equipped to the defending unit. If they do, that Item's Power value is added to the defending unit's RV for this combat resolution The destroyed Item card is placed into the communal Discard Pile. This cannot be performed if the defending unit has no equipped Items.

2.17 Keyword Precedence & The Golden Rules

In a game with many interacting keywords, effects may occasionally appear to conflict. This section provides the core principles for resolving such situations. When interpreting card effects, these rules take precedence over all others.

  1. "Can't" Supersedes "Can" If an effect states that something cannot happen, it overrides any effect that says it can. A prohibition always wins against a permission. Example: A defending unit has the Hesitant (3.0) keyword ("controller cannot discard a card to add to its RV"). That unit is also affected by the Defensive (3.7) keyword ("controller may choose to discard one additional card"). The prohibition from Hesitant is absolute. The defender's controller cannot discard any cards for their RV.

  2. Specific Overrides General A keyword that defines a complete, alternative resolution process for an action (e.g., Snap, Reckless, Area) takes precedence over keywords that only modify a part of the standard process (e.g., Ranged, Aura).

    • Example 1: An attack is augmented with both Snap (2.6) and Ranged (7.7). Snap redefines the entire combat as "Attacker's Focus vs. Defender's Focus." Ranged only modifies the standard calculation by removing Focus. Because Snap is the more specific, all-encompassing rule, its effect is followed completely. The Ranged keyword is ignored, and the combat resolves using only Focus values.
    • Example 2: An attack uses the Reckless (2.9) keyword, which sets the defender's RV to 0. The defending unit has Hesitant (3.0), and the attack also has Indirect (0.6). The Reckless keyword's specific resolution process overrides all of these; the RV is simply 0, and neither Hesitant nor Indirect have any effect on the resolution.
  3. Absolute Effects & Redirection Keywords with definitive language (such as "cannot be prevented," "instead of," or "is unaffected by") create absolute exceptions that supersede standard rules and other effects.

    • Example: An attack with Phasing (1.7) says its damage "cannot be prevented." This effect overrides any form of damage prevention, including that from a Ward Tag (3.4) or the Survivor (4.1) keyword. The damage is dealt in full.
    • Example: An attack with Deadeye (6.2) successfully deals damage. The attacker chooses to destroy the defender's equipped Item "instead of" placing damage markers. Because the damage was redirected, the defending unit is not considered to have been damaged. Therefore, effects that trigger upon dealing damage to a unit, such as Piercing (4.6) or Spread (8.8), do not activate.
  4. Cumulative Effects Unless they directly contradict each other based on the rules above, multiple non-exclusive effects that trigger from the same event are cumulative. All such effects are applied.

    • Example: A Critical Strike augmented with Brutal (1.8) targets a unit that has the Vulnerable (6.0) keyword. Brutal adds 1 damage to the attack, and Vulnerable adds 1 damage when targeted by a Critical Strike. The effects are cumulative, so the attack deals a total of 2 additional damage (+1 from Brutal, +1 from Vulnerable).
  5. The Actor Principle (Source of an Action) The entity that becomes "spent" to perform an action is considered the primary actor. This entity is the one that pays all costs, is targeted by retaliatory effects, and is referenced by keywords that refer to "the attacker" or "the unit performing the action," even if another unit's stats were used for resolution.

    • Example: Unit A (the 'Channeler') uses Channel (9.9) to resolve an attack using Unit B's (the 'Source') stats. Unit A becomes spent. The defending unit has Martial (1.2), which deals 1 damage back to the "attacking unit." The retaliatory damage is dealt to Unit A, not Unit B, because Unit A was the entity that performed the action.
  6. The Principle of Action Sovereignty The entity performing an action (the 'actor') is the sole determinant of which and how many augmented keywords it can use, limited by its own Focus stat. A Player cannot lend their Focus or their personal keyword access to an Animation's action.

3.0 GAME COMPONENTS & SETUP

3.1 Components

  • Player Mat: For organization, tracking HP, Energy (EN), Focus, Karma, and an Active Codex Cards Area.
  • The Faction Pool: A library of twenty 10-card Faction Modules.
  • The Codex Pool: A central library containing all 50 Codex Cards.
  • Tokens: A supply of Damage, Karma, and named Tag Tokens.
  • Player Spent Tokens: Each Player provides two tokens to track their actions per turn. These can be standard markers or unique, personalized tokens to represent the Player.

3.2 The World Weaving Phase (Main Deck Creation)

  1. The Pool: Place all 20 Faction Module decks in the center of the table.
  2. The Player Draft: All Players roll a d10. The Player with the highest roll is first. Starting with the first Player and proceeding clockwise, each Player chooses one Faction Module. This continues until:
    • 2 Players: Each picks 5 modules.
    • 3 Players: Each picks 3 modules (9 total).
    • 4 Players: Each picks 2 modules (8 total).
  3. The Chaos Slot(s): Shuffle the remaining Faction Modules and draw randomly to complete the deck of 10.
  4. Final Assembly: Shuffle the 10 chosen Faction Modules together. This is your Main Deck for the game.

3.3 Player Setup

  1. Each Player takes a Player Mat. Set HP to max of 10, EN to max of 10, Focus to 1.
  2. Each Player chooses a Primary Color and takes that color's Codex Card for Keyword Block Type 1 (listing keywords #.1 and #.2 of that Color). This card is placed in their Active Keyword Blocks Area.
  3. Each Player chooses two Secondary Colors. From the Codex Pool, they select 10 Codex Cards to form their 10-card Personal Codex Deck. These 10 cards must be chosen from: the remaining four Keyword Blocks of their Primary Color (Types 2-5) and all five Keyword Blocks from each of their two chosen Secondary Colors (a pool of 4 + 5 + 5 = 14 available Codex Cards representing these blocks). This deck is shuffled and placed in their personal play area.
  4. Shuffle the Main Deck and deal 5 cards to each Player.

4.0 TURN STRUCTURE & ACTION SYSTEM

4.1 Turn Phases

  1. Ready Phase: Gain EN equal to your Focus. Ready all spent units. Remove any Player Spent Tokens from your Player Mat. The first turn of the game no EN is earned. EN cannot exceed the Max of 10.
  2. Action Phase: Your Player may take two actions. Each of your readied Animations may take one action.
  3. End Phase: Perform the System Refresh (hand size to 5). Check for any Tag triggers.

4.2 Action Menu

  • Universal Actions: Attack, Critical Strike, Support, Purge, Charge
  • Player-Only Actions: Deploy, Equip.

When an entity takes an action, it becomes spent. A spent Animation is turned sideways. A Player marks that they have taken an action by placing a Player Spent Token on their Player Mat, as per Rule 2.6.

4.2.1 Attack

An action that initiates an Opposed Roll (see 4.3) against a target unit. It is fueled by discarding cards from hand.

4.2.2 Critical Strike

To perform this action, the attacker's controller must discard two cards from their hand that have the same printed Power value. The Effect Value (EV) is calculated by adding the Power of both discarded cards together (EV = Power of Card 1 + Power of Card 2). The acting unit's Focus is not added to the EV for this action. If two cards with the same Power value cannot be discarded, this action cannot be taken. This action otherwise follows the general resolution steps of an Attack.

4.2.3 Support

Base Effect: Remove one damage marker from a friendly unit (Player or Animation). Keywords may augment this action to add other effects.

4.2.4 Purge

Primary Base Effect: Remove one damage marker from this unit (the unit performing the Purge action). Secondary Base Effect (Optional): After completing the primary effect, if this unit has one or more Status Tags on it, its controller may choose to remove one Status Tag from this unit.

4.2.5 Charge

Add 1 EN to the Player's pool.

4.2.6 Deploy

Choose an Animation card from your hand and pay its EN cost (equal to its Power) to play it. This action can only be taken if the number of Animations you currently control is less than your current Focus stat. * Example: If your Focus is 1, you can control 0 Animations and take the Deploy action to play your first one. You cannot Deploy a second Animation until your Focus increases to 2.

4.2.7 Equip

Play an Item from your hand paying its cost in EN. The Item's cost is its Power. The Item is attached to a target unit (Player or Animation) that has not reached its Item limit (see Rule 2.11). This action can also be used to move an Item from one unit to be reattached to another valid target. Keywords from Equipped Items: While an Item is equipped to a unit, that unit gains access to the keywords printed on the Item. These are Augmented Keywords. * If an Animation performs an action, its controller may choose to apply a number of keyword effects from its equipped Item up to a maximum equal to the Animation's Focus stat. * If a Player is the equipped unit, they may use the Item's keywords when performing Player Keyword Augmentation, subject to the Player's Focus limit. * Any Flaw keywords on an item are always applied to the equipped unit

4.3 Opposed Roll Resolution

The following steps are resolved in order:

4.3.1 Attacker Action & Fuel: The acting unit is spent and the Player discards card(s) from hand. 4.3.2 Calculate Initial Effect Value (EV): EV = Acting Unit's Focus + Power of Discarded Card(s). If the acting unit is a Player, the EV gains an additional +1 for each Item equipped to that Player.

4.3.3 Declare Augmented Keyword Use (Attacker): The attacker's controller declares which Augmented Keywords they are using for this action (from Items on an Animation), up to the acting unit's Focus limit. Innate keywords on an Animation are always active and do not need to be declared.

4.3.4 Player Keyword Augmentation: After calculating the initial EV, a Player performing an Attack or Support action may choose to augment that action with additional keyword effects. The Player may choose a number of keywords up to their current Focus stat. These keywords must be chosen from their Active Keyword Blocks or from Items equipped directly to the Player. This is separate from any keywords an Animation may be using from its own card or its equipped Item.

EXAMPLE A: A PLAYER ATTACKS

The Situation: * Your Player has Focus 2. * Your active Keyword Blocks include Brutal (1.8) and Splash (8.6).

The Action: Your Player spends one of their two actions to perform a Critical Strike.

Resolution: 1. You discard two cards of the same power to fuel the Critical Strike. 2. You calculate the initial EV. 3. Player Keyword Augmentation (Rule 4.3.4): Because your Player is performing the action, you can now augment it. Your Player's Focus is 2, so you may choose up to two keywords from your active Codex. You choose to augment the Critical Strike with Brutal and Splash.

Result: The Critical Strike resolves with the effects of both Brutal and Splash applied.

EXAMPLE B: AN ANIMATION ATTACKS

The Situation: * Your Player has Focus 2 and has the Splash (8.6) keyword active in their Codex. * Your Animation "Hunter" has Focus 1 and an Innate keyword of Martial (1.2). * Hunter is equipped with an Item that grants the keywords Piercing (4.6) and Ranged (7.7).

The Action: Your Animation "Hunter" spends its one action to Attack.

Resolution: 1. Innate Keywords: Hunter's Martial keyword is automatically active. 2. Declare Augmented Keyword Use (Rule 4.3.3): You check Hunter's equipped Item. Hunter's own Focus is 1, so you may choose only one keyword from its Item. You choose Piercing. 3. Player Keyword Augmentation (Rule 4.3.4): This step is skipped. The rule only applies when the Player themself is performing the action. You cannot use your Player's Focus to add Splash from your Codex to the Animation's attack.

Result: Hunter's Attack resolves with only the effects of Martial (innate) and Piercing (from its item, using its own Focus) applied.

4.3.5 Defender Reaction: The defending player may choose one of the following options. If they choose not to or cannot perform either, their RV is calculated without a bonus. 1. Discard one card from their hand to add its Power to the RV. 2. Perform a Defensive Sacrifice (see Rule 2.16) to add the destroyed Item's Power to the RV.

4.3.6 Calculate Resistance Value (RV): RV = Defender's Focus + (Power of Discarded Card or Sacrificed Item, if any).

4.3.7 Resolution: If EV > RV, the defender receives damage equal to EV - RV. Then, apply all active keyword effects from both Innate and chosen Augmented sources.

4.4 Tag Application from Keywords
  • A. Applying Boost Tags (from keywords ending in #.4):
    • During Attack or Critical Strike Actions: If a keyword ending in #.4 is used, the resulting Boost Tag is applied to the unit that performed the action (the attacker itself).
    • During Support Actions: If this action is augmented with a keyword ending in #.4, the controller may choose to apply the resulting Boost Tag to either the friendly unit targeted by the Support action OR to the unit that performed the Support action (itself).
  • B. Applying Status Tags (from keywords ending in #.5):
    • Status Tags are typically applied to the target of the effect or action that includes the keyword ending in #.5.

5.0 THE KARMA SYSTEM

5.1 Gaining Karma (Gain 1)

  • When one of your Attack or Critical Strike actions successfully deals 1 or more damage.
  • When you perform a Critical Strike.
  • When you destroy an enemy Animation or the enemy Player.

5.2 Spending Karma

Spending Karma does not use one of your two Player actions for the turn, but can only be done during your Action Phase. * Cost 1 Karma (System Tweak): Overclock (Draw one card), Re-engage (Ready one unit or remove the Suppressed state). * Cost 3 Karma (The Tactical Path): Acquire Codex (Draw one Codex Card from your Personal Codex Deck and place it into your Active Keyword Blocks Area). * The Strategic Path: Refine Focus * Effect: Permanently increase your Player's Focus stat by 1. * Cost: The Karma cost for this action is equal to your current Focus stat + 1. * Example Progression * To raise Focus from 1 -> 2 costs 2 Karma. * To raise Focus from 2 -> 3 costs 3 Karma. * To raise Focus from 3 -> 4 costs 4 Karma, and so on.

APPENDIX A: CARD ANATOMY & DESIGN

Animation Card:

1. Power (PWR): A value of 1-5 for EN Cost, HP, and discard value.

In the top left corner of the card beside the card name. 2. Focus (FCS): A value of 1-5 for combat skill and capacity for Augmented Keywords. In the center of the card separating the card art and the text box. 3. Keywords: A maximum of 3 keywords in the text box on the bottom half of the card. Each keyword should have a shorthand explanation of its function. Item Card: 1. Power (PWR) & EN Cost: An Item has a single printed value (from 1-3) that serves two functions: As EN Cost: This is the amount of EN you must pay to play the Item with an Equip action. As Power (PWR): This is the value used whenever the card is discarded from hand to fuel an action, or when the equipped Item is destroyed via Defensive Sacrifice. Located in the same position as an animations power

  1. Keywords: Rule-breaking abilities granted to an equipped unit. Listed in the cards text box with a shorthand explanation of its function An Item has a maximum of 3 total keywords. The number of non-Flaw keywords on an Item cannot exceed its EN Cost. Example 1: A Cost 3 Item can have up to 3 non-Flaw keywords and no Flaws. Example 2: A Cost 2 Item can have up to 2 non-Flaw keywords and 1 Flaw keyword. Example 3: A Cost 1 Item cannot have 2 non-Flaw keywords.

Codex Card:

A reference card listing the two specific keyword names from its keyword blocks with a description.

Player card:

Just a personal visual representation of the Player, it performs no function directly but creates visual cohesion between animations and the Player

APPENDIX B: FACTION MODULE MASTER LIST

Faction Module Templates

  1. Single-Color Faction: Paragon Template

  2. Animation (P1/F1): #.0 (Flaw), #.1 (Gift)

  3. Animation (P2/F2): #.2 (Talent)
  4. Animation (P3/F3): #.3 (Quirk), #.7 (Modifier)
  5. Animation (P4/F5):: (None)
  6. Animation (P4/F4):: #.4 (Boost), #.5 (Status), #.6 (Form)
  7. Animation (P5/F4):: #.8 (Drive), #.9 (Unique)
  8. Item (Cost 1): #.4 (Boost)
  9. Item (Cost 2):: #.5 (Status)
  10. Item (Cost 3):: #.1 (Gift), #.2 (Talent), #.3 (Quirk)
  11. Item (Cost 3):: #.6 (Form), #.7 (Modifier), #.8 (Drive)

  1. Single-Color Faction: Fallen Template

  2. Animation (P1/F1):: #.0 (Flaw), #.1 (Gift)

  3. Animation (P2/F2):: #.0 (Flaw), #.1 (Gift), #.2 (Talent)
  4. Animation (P3/F3):: #.3 (Quirk), #.4 (Boost)
  5. Animation (P4/F5):: (None)
  6. Animation (P4/F4):: #.6 (Form), #.7 (Modifier), #.8 (Drive)
  7. Animation (P5/F4):: #.5 (Status), #.9 (Unique)
  8. Item (Cost 1):: #.0 (Flaw), #.5 (Status)
  9. Item (Cost 2):: #.4 (Boost), #.1 (Gift)
  10. Item (Cost 3):: #.2 (Talent), #.3 (Quirk), #.4 (Boost)
  11. Item (Cost 3):: #.5 (Status), #.6 (Form), #.7 (Modifier)

  1. Single-Color Faction: Ascendant Template

  2. Animation (P1/F1):: #.0 (Flaw), #.2 (Talent)

  3. Animation (P2/F2):: #.8 (Drive)
  4. Animation (P3/F3):: #.3 (Quirk), #.6 (Form)
  5. Animation (P4/F5):: (None)
  6. Animation (P4/F4):: #.2 (Talent), #.7 (Modifier), #.8 (Drive)
  7. Animation (P5/F4):: #.1 (Gift), #.9 (Unique)
  8. Item (Cost 1):: #.7 (Modifier)
  9. Item (Cost 2):: #.0 (Flaw), #.8 (Drive)
  10. Item (Cost 3):: #.3 (Quirk), #.4 (Boost), #.5 (Status)
  11. Item (Cost 3):: #.1 (Gift), #.6 (Form), #.9 (Unique)

  1. Two-Color Faction: Complementary Template

  2. Note: C1 = Primary Color, C2 = Secondary Color

  3. Animation (P1/F1): C1.#.1 (Gift), C1.#.2 (Talent)
  4. Animation (P2/F2):: C2.#.3 (Quirk)
  5. Animation (P3/F3):: C1.#.4 (Boost), C2.#.7 (Modifier)
  6. Animation (P4/F5):: (None)
  7. Animation (P4/F4):: C1.#.5 (Status), C2.#.6 (Form), C1.#.8 (Drive)
  8. Animation (P5/F4):: C1.#.1 (Gift), C2.#.9 (Unique)
  9. Item (Cost 1):: C1.#.4 (Boost)
  10. Item (Cost 2):: C2.#.5 (Status)
  11. Item (Cost 3):: C1.#.2 (Talent), C2.#.3 (Quirk), C1.#.6 (Form)
  12. Item (Cost 3):: C2.#.7 (Modifier), C1.#.8 (Drive), C2.#.9 (Unique)

  1. Two-Color Faction: Opposed Template

  2. Note: C1 = Primary Color, C2 = Secondary Color

  3. Animation (P1/F1): C1.#.0 (Flaw), C2.#.1 (Gift)
  4. Animation (P2/F2):: C1.#.8 (Drive)
  5. Animation (P3/F3):: C2.#.3 (Quirk), C1.#.5 (Status)
  6. Animation (P4/F5):: (None)
  7. Animation (P4/F4):: C2.#.2 (Talent), C1.#.6 (Form), C2.#.7 (Modifier)
  8. Animation (P5/F4):: C1.#.0 (Flaw), C2.#.9 (Unique)
  9. Item (Cost 1):: C1.#.0 (Flaw)
  10. Item (Cost 2):: C2.#.7 (Modifier)
  11. Item (Cost 3):: C1.#.1 (Gift), C2.#.4 (Boost), C1.#.5 (Status)
  12. Item (Cost 3):: C2.#.3 (Quirk), C1.#.6 (Form), C2.#.8 (Drive)

Populated Faction Modules

Null Nexus (Color 0)

1. Module: Null Paragon * Animation (P1/F1): Restricted, Aura * Animation (P2/F2): Specialist * Animation (P3/F3): Alert, Adaptive * Animation (P4/F5): (None) * Animation (P4/F4): Liberate, Mark, Indirect * Animation (P5/F4): Gamble, Edit * Item (Cost 1): Liberate * Item (Cost 2): Mark * Item (Cost 3): Aura, Specialist, Alert * Item (Cost 3): Indirect, Adaptive, Gamble

2. Module: Null Fallen * Animation (P1/F1):: Restricted, Aura * Animation (P2/F2):: Restricted, Aura, Specialist * Animation (P3/F3):: Alert, Liberate * Animation (P4/F5):: (None) * Animation (P4/F4):: Indirect, Adaptive, Gamble * Animation (P5/F4):: Mark, Edit * Item (Cost 1):: Restricted, Mark * Item (Cost 2):: Liberate, Aura * Item (Cost 3):: Specialist, Alert, Liberate * Item (Cost 3):: Mark, Indirect, Adaptive

3. Module: Null Ascendant * Animation (P1/F1):: Restricted, Specialist * Animation (P2/F2):: Gamble * Animation (P3/F3):: Alert, Indirect * Animation (P4/F5):: (None) * Animation (P4/F4):: Specialist, Adaptive, Gamble * Animation (P5/F4):: Aura, Edit * Item (Cost 1):: Adaptive * Item (Cost 2):: Restricted, Gamble * Item (Cost 3):: Alert, Liberate, Mark * Item (Cost 3):: Aura, Indirect, Edit


Silver Nexus (Color 1)

4. Module: Silver Paragon * Animation (P1/F1):: Bane, Traveller * Animation (P2/F2):: Martial * Animation (P3/F3):: Attuned, Phasing * Animation (P4/F5):: (None) * Animation (P4/F4):: Augment, Impair, Reactive * Animation (P5/F4):: Brutal, Translocate * Item (Cost 1):: Augment * Item (Cost 2):: Impair * Item (Cost 3):: Traveller, Martial, Attuned * Item (Cost 3):: Reactive, Phasing, Brutal

5. Module: Silver Fallen * Animation (P1/F1):: Bane, Traveller * Animation (P2/F2):: Bane, Traveller, Martial * Animation (P3/F3):: Attuned, Augment * Animation (P4/F5):: (None) * Animation (P4/F4):: Reactive, Phasing, Brutal * Animation (P5/F4):: Impair, Translocate * Item (Cost 1):: Bane, Impair * Item (Cost 2):: Augment, Traveller * Item (Cost 3):: Martial, Attuned, Augment * Item (Cost 3):: Impair, Reactive, Phasing

6. Module: Silver Ascendant * Animation (P1/F1):: Bane, Martial * Animation (P2/F2):: Brutal * Animation (P3/F3):: Attuned, Reactive * Animation (P4/F5):: (None) * Animation (P4/F4):: Martial, Phasing, Brutal * Animation (P5/F4):: Traveller, Translocate * Item (Cost 1):: Phasing * Item (Cost 2):: Bane, Brutal * Item (Cost 3):: Attuned, Augment, Impair * Item (Cost 3):: Traveller, Reactive, Translocate


Yellow Nexus (Color 2)

7. Module: Yellow Paragon * Animation (P1/F1):: Anxious, Acrobatic * Animation (P2/F2):: Sentry * Animation (P3/F3):: Eidetic, Two-Handed * Animation (P4/F5):: (None) * Animation (P4/F4):: Haste, Slow, Snap * Animation (P5/F4):: Rapid, Reckless * Item (Cost 1):: Haste * Item (Cost 2):: Slow * Item (Cost 3):: Acrobatic, Sentry, Eidetic * Item (Cost 3):: Snap, Two-Handed, Rapid

8. Module: Yellow Fallen * Animation (P1/F1):: Anxious, Acrobatic * Animation (P2/F2):: Anxious, Acrobatic, Sentry * Animation (P3/F3):: Eidetic, Haste * Animation (P4/F5):: (None) * Animation (P4/F4):: Snap, Two-Handed, Rapid * Animation (P5/F4):: Slow, Reckless * Item (Cost 1):: Anxious, Slow * Item (Cost 2):: Haste, Acrobatic * Item (Cost 3):: Sentry, Eidetic, Haste * Item (Cost 3):: Slow, Snap, Two-Handed

9. Module: Yellow Ascendant * Animation (P1/F1):: Anxious, Sentry * Animation (P2/F2):: Rapid * Animation (P3/F3):: Eidetic, Snap * Animation (P4/F5):: (None) * Animation (P4/F4):: Sentry, Two-Handed, Rapid * Animation (P5/F4):: Acrobatic, Reckless * Item (Cost 1):: Two-Handed * Item (Cost 2):: Anxious, Rapid * Item (Cost 3):: Eidetic, Haste, Slow * Item (Cost 3):: Acrobatic, Snap, Reckless


Green Nexus (Color 3)

10. Module: Green Paragon * Animation (P1/F1):: Hesitant, Sturdy * Animation (P2/F2):: Brawler * Animation (P3/F3):: Stubborn, Defensive * Animation (P4/F5):: (None) * Animation (P4/F4):: Ward, Daze, Sculpt * Animation (P5/F4):: Impact, Shift * Item (Cost 1):: Ward * Item (Cost 2):: Daze * Item (Cost 3):: Sturdy, Brawler, Stubborn * Item (Cost 3):: Sculpt, Defensive, Impact

11. Module: Green Fallen * Animation (P1/F1):: Hesitant, Sturdy * Animation (P2/F2):: Hesitant, Sturdy, Brawler * Animation (P3/F3):: Stubborn, Ward * Animation (P4/F5):: (None) * Animation (P4/F4):: Sculpt, Defensive, Impact * Animation (P5/F4):: Daze, Shift * Item (Cost 1):: Hesitant, Daze * Item (Cost 2):: Ward, Sturdy * Item (Cost 3):: Brawler, Stubborn, Ward * Item (Cost 3):: Daze, Sculpt, Defensive

12. Module: Green Ascendant * Animation (P1/F1):: Hesitant, Brawler * Animation (P2/F2):: Impact * Animation (P3/F3):: Stubborn, Sculpt * Animation (P4/F5):: (None) * Animation (P4/F4):: Brawler, Defensive, Impact * Animation (P5/F4):: Sturdy, Shift * Item (Cost 1):: Defensive * Item (Cost 2):: Hesitant, Impact * Item (Cost 3):: Stubborn, Ward, Daze * Item (Cost 3):: Sturdy, Sculpt, Shift


Black Nexus (Color 4)

13. Module: Black Paragon * Animation (P1/F1):: Feeble, Survivor * Animation (P2/F2):: Stoic * Animation (P3/F3):: Ageless, Flux * Animation (P4/F5):: (None) * Animation (P4/F4):: Bless, Curse, Piercing * Animation (P5/F4):: Siphon, Animate * Item (Cost 1):: Bless * Item (Cost 2):: Curse * Item (Cost 3):: Survivor, Stoic, Ageless * Item (Cost 3):: Piercing, Flux, Siphon

14. Module: Black Fallen * Animation (P1/F1):: Feeble, Survivor * Animation (P2/F2):: Feeble, Survivor, Stoic * Animation (P3/F3):: Ageless, Bless * Animation (P4/F5):: (None) * Animation (P4/F4):: Piercing, Flux, Siphon * Animation (P5/F4):: Curse, Animate * Item (Cost 1):: Feeble, Curse * Item (Cost 2):: Bless, Survivor * Item (Cost 3):: Stoic, Ageless, Bless * Item (Cost 3):: Curse, Piercing, Flux

15. Module: Black Ascendant * Animation (P1/F1):: Feeble, Stoic * Animation (P2/F2):: Siphon * Animation (P3/F3):: Ageless, Piercing * Animation (P4/F5):: (None) * Animation (P4/F4):: Stoic, Flux, Siphon * Animation (P5/F4):: Survivor, Animate * Item (Cost 1):: Flux * Item (Cost 2):: Feeble, Siphon * Item (Cost 3):: Ageless, Bless, Curse * Item (Cost 3):: Survivor, Piercing, Animate


Orange Nexus (Color 5)

16. Module: Orange Paragon * Animation (P1/F1):: Gremlins, Sensor * Animation (P2/F2):: Improvisor * Animation (P3/F3):: Crafty, Material * Animation (P4/F5):: (None) * Animation (P4/F4):: Charge, Bind, Imbue * Animation (P5/F4):: Leverage, Manifest * Item (Cost 1):: Charge * Item (Cost 2):: Bind * Item (Cost 3):: Sensor, Improvisor, Crafty * Item (Cost 3):: Imbue, Material, Leverage

17. Module: Orange Fallen * Animation (P1/F1):: Gremlins, Sensor * Animation (P2/F2):: Gremlins, Sensor, Improvisor * Animation (P3/F3):: Crafty, Charge * Animation (P4/F5):: (None) * Animation (P4/F4):: Imbue, Material, Leverage * Animation (P5/F4):: Bind, Manifest * Item (Cost 1):: Gremlins, Bind * Item (Cost 2):: Charge, Sensor * Item (Cost 3):: Improvisor, Crafty, Charge * Item (Cost 3):: Bind, Imbue, Material

18. Module: Orange Ascendant * Animation (P1/F1):: Gremlins, Improvisor * Animation (P2/F2):: Leverage * Animation (P3/F3):: Crafty, Imbue * Animation (P4/F5):: (None) * Animation (P4/F4):: Improvisor, Material, Leverage * Animation (P5/F4):: Sensor, Manifest * Item (Cost 1):: Material * Item (Cost 2):: Gremlins, Leverage * Item (Cost 3):: Crafty, Charge, Bind * Item (Cost 3):: Sensor, Imbue, Manifest


White Nexus (Color 6)

19. Module: White Paragon * Animation (P1/F1):: Vulnerable, Tolerant * Animation (P2/F2):: Deadeye * Animation (P3/F3):: Immunized, Restore * Animation (P4/F5):: (None) * Animation (P4/F4):: Cure, Weaken, Sticky * Animation (P5/F4):: Exploit, Growth * Item (Cost 1):: Cure * Item (Cost 2):: Weaken * Item (Cost 3):: Tolerant, Deadeye, Immunized * Item (Cost 3):: Sticky, Restore, Exploit

20. Module: White Fallen * Animation (P1/F1):: Vulnerable, Tolerant * Animation (P2/F2):: Vulnerable, Tolerant, Deadeye * Animation (P3/F3):: Immunized, Cure * Animation (P4/F5):: (None) * Animation (P4/F4):: Sticky, Restore, Exploit * Animation (P5/F4):: Weaken, Growth * Item (Cost 1):: Vulnerable, Weaken * Item (Cost 2):: Cure, Tolerant * Item (Cost 3):: Deadeye, Immunized, Cure * Item (Cost 3):: Weaken, Sticky, Restore

21. Module: White Ascendant * Animation (P1/F1):: Vulnerable, Deadeye * Animation (P2/F2):: Exploit * Animation (P3/F3):: Immunized, Sticky * Animation (P4/F5):: (None) * Animation (P4/F4):: Deadeye, Restore, Exploit * Animation (P5/F4):: Tolerant, Growth * Item (Cost 1):: Restore * Item (Cost 2):: Vulnerable, Exploit * Item (Cost 3):: Immunized, Cure, Weaken * Item (Cost 3):: Tolerant, Sticky, Growth


Red Nexus (Color 7)

22. Module: Red Paragon * Animation (P1/F1):: Limited, Resilient * Animation (P2/F2):: Font * Animation (P3/F3):: Insulated, Ranged * Animation (P4/F5):: (None) * Animation (P4/F4):: Regen, Blight, Area * Animation (P5/F4):: Multiply, Split * Item (Cost 1):: Regen * Item (Cost 2):: Blight * Item (Cost 3):: Resilient, Font, Insulated * Item (Cost 3):: Area, Ranged, Multiply

23. Module: Red Fallen * Animation (P1/F1):: Limited, Resilient * Animation (P2/F2):: Limited, Resilient, Font * Animation (P3/F3):: Insulated, Regen * Animation (P4/F5):: (None) * Animation (P4/F4):: Area, Ranged, Multiply * Animation (P5/F4):: Blight, Split * Item (Cost 1):: Limited, Blight * Item (Cost 2):: Regen, Resilient * Item (Cost 3):: Font, Insulated, Regen * Item (Cost 3):: Blight, Area, Ranged

24. Module: Red Ascendant * Animation (P1/F1):: Limited, Font * Animation (P2/F2):: Multiply * Animation (P3/F3):: Insulated, Area * Animation (P4/F5):: (None) * Animation (P4/F4):: Font, Ranged, Multiply * Animation (P5/F4):: Resilient, Split * Item (Cost 1):: Ranged * Item (Cost 2):: Limited, Multiply * Item (Cost 3):: Insulated, Regen, Blight * Item (Cost 3):: Resilient, Area, Split


Blue Nexus (Color 8)

25. Module: Blue Paragon * Animation (P1/F1):: Awkward, Charismatic * Animation (P2/F2):: Leader * Animation (P3/F3):: Insightful, Lingering * Animation (P4/F5):: (None) * Animation (P4/F4):: Enhance, Silence, Splash * Animation (P5/F4):: Spread, Potent * Item (Cost 1):: Enhance * Item (Cost 2):: Silence * Item (Cost 3):: Charismatic, Leader, Insightful * Item (Cost 3):: Splash, Lingering, Spread

26. Module: Blue Fallen * Animation (P1/F1):: Awkward, Charismatic * Animation (P2/F2):: Awkward, Charismatic, Leader * Animation (P3/F3):: Insightful, Enhance * Animation (P4/F5):: (None) * Animation (P4/F4):: Splash, Lingering, Spread * Animation (P5/F4):: Silence, Potent * Item (Cost 1):: Awkward, Silence * Item (Cost 2):: Enhance, Charismatic * Item (Cost 3):: Leader, Insightful, Enhance * Item (Cost 3):: Silence, Splash, Lingering

27. Module: Blue Ascendant * Animation (P1/F1):: Awkward, Leader * Animation (P2/F2):: Spread * Animation (P3/F3):: Insightful, Splash * Animation (P4/F5):: (None) * Animation (P4/F4):: Leader, Lingering, Spread * Animation (P5/F4):: Charismatic, Potent * Item (Cost 1):: Lingering * Item (Cost 2):: Awkward, Spread * Item (Cost 3):: Insightful, Enhance, Silence * Item (Cost 3):: Charismatic, Splash, Potent


Purple Nexus (Color 9)

28. Module: Purple Paragon * Animation (P1/F1):: Mundane, Aware * Animation (P2/F2):: Stealthy * Animation (P3/F3):: Trickster, Natural * Animation (P4/F5):: (None) * Animation (P4/F4):: Obscure, Nullify, Chain * Animation (P5/F4):: Ambience, Channel * Item (Cost 1):: Obscure * Item (Cost 2):: Nullify * Item (Cost 3):: Aware, Stealthy, Trickster * Item (Cost 3):: Chain, Natural, Ambience

29. Module: Purple Fallen * Animation (P1/F1):: Mundane, Aware * Animation (P2/F2):: Mundane, Aware, Stealthy * Animation (P3/F3):: Trickster, Obscure * Animation (P4/F5):: (None) * Animation (P4/F4):: Chain, Natural, Ambience * Animation (P5/F4):: Nullify, Channel * Item (Cost 1):: Mundane, Nullify * Item (Cost 2):: Obscure, Aware * Item (Cost 3):: Stealthy, Trickster, Obscure * Item (Cost 3):: Nullify, Chain, Natural

30. Module: Purple Ascendant * Animation (P1/F1):: Mundane, Stealthy * Animation (P2/F2):: Ambience * Animation (P3/F3):: Trickster, Chain * Animation (P4/F5):: (None) * Animation (P4/F4):: Stealthy, Natural, Ambience * Animation (P5/F4):: Aware, Channel * Item (Cost 1):: Natural * Item (Cost 2):: Mundane, Ambience * Item (Cost 3):: Trickster, Obscure, Nullify * Item (Cost 3):: Aware, Chain, Channel


Two-Color Factions: Complementary

31. Faction: Green/Blue (C1-P/C2-S) Complementary * Animation (P1/F1): Sturdy (3.1), Brawler (3.2) * Animation (P2/F2):: Insightful (8.3) * Animation (P3/F3):: Ward (3.4), Lingering (8.7) * Animation (P4/F5):: (None) * Animation (P4/F4):: Daze (3.5), Splash (8.6), Impact (3.8) * Animation (P5/F4):: Sturdy (3.1), Potent (8.9) * Item (Cost 1):: Ward (3.4) * Item (Cost 2):: Silence (8.5) * Item (Cost 3):: Brawler (3.2), Insightful (8.3), Sculpt (3.6) * Item (Cost 3):: Lingering (8.7), Impact (3.8), Potent (8.9)

32. Faction: Red/Yellow (C1-P/C2-S) Complementary * Animation (P1/F1):: Resilient (7.1), Font (7.2) * Animation (P2/F2):: Eidetic (2.3) * Animation (P3/F3):: Regen (7.4), Two-Handed (2.7) * Animation (P4/F5):: (None) * Animation (P4/F4):: Blight (7.5), Snap (2.6), Multiply (7.8) * Animation (P5/F4):: Resilient (7.1), Reckless (2.9) * Item (Cost 1):: Regen (7.4) * Item (Cost 2):: Slow (2.5) * Item (Cost 3):: Font (7.2), Eidetic (2.3), Area (7.6) * Item (Cost 3):: Two-Handed (2.7), Multiply (7.8), Reckless (2.9)

33. Faction: Purple/Black (C1-P/C2-S) Complementary * Animation (P1/F1):: Aware (9.1), Stealthy (9.2) * Animation (P2/F2):: Ageless (4.3) * Animation (P3/F3):: Obscure (9.4), Flux (4.7) * Animation (P4/F5):: (None) * Animation (P4/F4):: Nullify (9.5), Chain (9.6), Ambience (9.8) * Animation (P5/F4):: Aware (9.1), Animate (4.9) * Item (Cost 1):: Obscure (9.4) * Item (Cost 2):: Curse (4.5) * Item (Cost 3):: Stealthy (9.2), Ageless (4.3), Chain (9.6) * Item (Cost 3):: Flux (4.7), Ambience (9.8), Animate (4.9)

34. Faction: Orange/Null (C1-P/C2-S) Complementary * Animation (P1/F1):: Sensor (5.1), Improvisor (5.2) * Animation (P2/F2):: Alert (0.3) * Animation (P3/F3):: Charge (5.4), Adaptive (0.7) * Animation (P4/F5):: (None) * Animation (P4/F4):: Bind (5.5), Imbue (5.6), Leverage (5.8) * Animation (P5/F4):: Sensor (5.1), Edit (0.9) * Item (Cost 1):: Charge (5.4) * Item (Cost 2):: Mark (0.5) * Item (Cost 3):: Improvisor (5.2), Alert (0.3), Imbue (5.6) * Item (Cost 3):: Adaptive (0.7), Leverage (5.8), Edit (0.9)

35. Faction: Blue/White (C1-P/C2-S) Complementary * Animation (P1/F1):: Charismatic (8.1), Leader (8.2) * Animation (P2/F2):: Immunized (6.3) * Animation (P3/F3):: Enhance (8.4), Restore (6.7) * Animation (P4/F5):: (None) * Animation (P4/F4):: Silence (8.5), Splash (8.6), Spread (8.8) * Animation (P5/F4):: Charismatic (8.1), Growth (6.9) * Item (Cost 1):: Enhance (8.4) * Item (Cost 2):: Weaken (6.5) * Item (Cost 3):: Leader (8.2), Immunized (6.3), Splash (8.6) * Item (Cost 3):: Restore (6.7), Spread (8.8), Growth (6.9)


Two-Color Factions: Opposed

36. Faction: Green/Black (C1-P/C2-S) Opposed * Animation (P1/F1):: Hesitant (3.0), Survivor (4.1) * Animation (P2/F2):: Impact (3.8) * Animation (P3/F3):: Ageless (4.3), Daze (3.5) * Animation (P4/F5):: (None) * Animation (P4/F4):: Stoic (4.2), Sculpt (3.6), Flux (4.7) * Animation (P5/F4):: Limited (7.0), Animate (4.9) * Item (Cost 1):: Hesitant (3.0) * Item (Cost 2):: Siphon (4.8) * Item (Cost 3):: Sturdy (3.1), Bless (4.4), Daze (3.5) * Item (Cost 3):: Ageless (4.3), Sculpt (3.6), Impact (3.8)

37. Faction: Red/White (C1-P/C2-S) Opposed * Animation (P1/F1):: Limited (7.0), Tolerant (6.1) * Animation (P2/F2):: Multiply (7.8) * Animation (P3/F3):: Immunized (6.3), Blight (7.5) * Animation (P4/F5):: (None) * Animation (P4/F4):: Deadeye (6.2), Area (7.6), Restore (6.7) * Animation (P5/F4):: Limited (7.0), Growth (6.9) * Item (Cost 1):: Limited (7.0) * Item (Cost 2):: Exploit (6.8) * Item (Cost 3):: Resilient (7.1), Cure (6.4), Blight (7.5) * Item (Cost 3):: Immunized (6.3), Area (7.6), Multiply (7.8)

38. Faction: Yellow/Purple (C1-P/C2-S) Opposed * Animation (P1/F1):: Anxious (2.0), Aware (9.1) * Animation (P2/F2):: Rapid (2.8) * Animation (P3/F3):: Trickster (9.3), Slow (2.5) * Animation (P4/F5):: (None) * Animation (P4/F4):: Stealthy (9.2), Snap (2.6), Natural (9.7) * Animation (P5/F4):: Anxious (2.0), Channel (9.9) * Item (Cost 1):: Anxious (2.0) * Item (Cost 2):: Natural (9.7) * Item (Cost 3):: Acrobatic (2.1), Obscure (9.4), Slow (2.5) * Item (Cost 3):: Trickster (9.3), Snap (2.6), Ambience (9.8)

39. Faction: Orange/Blue (C1-P/C2-S) Opposed * Animation (P1/F1):: Gremlins (5.0), Charismatic (8.1) * Animation (P2/F2):: Leverage (5.8) * Animation (P3/F3):: Insightful (8.3), Bind (5.5) * Animation (P4/F5):: (None) * Animation (P4/F4):: Leader (8.2), Imbue (5.6), Lingering (8.7) * Animation (P5/F4):: Gremlins (5.0), Potent (8.9) * Item (Cost 1):: Gremlins (5.0) * Item (Cost 2):: Splash (8.6) * Item (Cost 3):: Sensor (5.1), Enhance (8.4), Bind (5.5) * Item (Cost 3):: Insightful (8.3), Material (5.7), Spread (8.8)

40. Faction: Null/Silver (C1-P/C2-S) Opposed * Animation (P1/F1):: Restricted (0.0), Traveller (1.1) * Animation (P2/F2):: Translocate (1.9) * Animation (P3/F3):: Alert (0.3), Impair (1.5) * Animation (P4/F5):: (None) * Animation (P4/F4):: Martial (1.2), Indirect (0.6), Phasing (1.7) * Animation (P5/F4):: Restricted (0.0), Translocate (1.9) * Item (Cost 1):: Restricted (0.0) * Item (Cost 2):: Phasing (1.7) * Item (Cost 3):: Aura (0.1), Augment (1.4), Mark (0.5) * Item (Cost 3):: Attuned (1.3), Indirect (0.6), Brutal (1.8)


Two-Color Factions: Complementary (New Set)

41. Faction: Red/Blue (C1-P/C2-S) Complementary * Animation (P1/F1): Resilient (7.1), Font (7.2) * Animation (P2/F2):: Insightful (8.3) * Animation (P3/F3):: Regen (7.4), Lingering (8.7) * Animation (P4/F5):: (None) * Animation (P4/F4):: Blight (7.5), Splash (8.6), Multiply (7.8) * Animation (P5/F4):: Resilient (7.1), Potent (8.9) * Item (Cost 1):: Regen (7.4) * Item (Cost 2):: Silence (8.5) * Item (Cost 3):: Font (7.2), Insightful (8.3), Area (7.6) * Item (Cost 3):: Lingering (8.7), Multiply (7.8), Potent (8.9)

42. Faction: Yellow/Green (C1-P/C2-S) Complementary * Animation (P1/F1):: Acrobatic (2.1), Sentry (2.2) * Animation (P2/F2):: Stubborn (3.3) * Animation (P3/F3):: Haste (2.4), Defensive (3.7) * Animation (P4/F5):: (None) * Animation (P4/F4):: Slow (2.5), Sculpt (3.6), Rapid (2.8) * Animation (P5/F4):: Acrobatic (2.1), Shift (3.9) * Item (Cost 1):: Haste (2.4) * Item (Cost 2):: Daze (3.5) * Item (Cost 3):: Sentry (2.2), Stubborn (3.3), Snap (2.6) * Item (Cost 3):: Defensive (3.7), Rapid (2.8), Shift (3.9)

43. Faction: Purple/Orange (C1-P/C2-S) Complementary * Animation (P1/F1):: Aware (9.1), Stealthy (9.2) * Animation (P2/F2):: Crafty (5.3) * Animation (P3/F3):: Obscure (9.4), Material (5.7) * Animation (P4/F5):: (None) * Animation (P4/F4):: Nullify (9.5), Imbue (5.6), Ambience (9.8) * Animation (P5/F4):: Aware (9.1), Manifest (5.9) * Item (Cost 1):: Obscure (9.4) * Item (Cost 2):: Bind (5.5) * Item (Cost 3):: Stealthy (9.2), Crafty (5.3), Chain (9.6) * Item (Cost 3):: Material (5.7), Ambience (9.8), Manifest (5.9)

44. Faction: Black/White (C1-P/C2-S) Complementary * Animation (P1/F1):: Survivor (4.1), Stoic (4.2) * Animation (P2/F2):: Immunized (6.3) * Animation (P3/F3):: Bless (4.4), Restore (6.7) * Animation (P4/F5):: (None) * Animation (P4/F4):: Curse (4.5), Sticky (6.6), Siphon (4.8) * Animation (P5/F4):: Survivor (4.1), Growth (6.9) * Item (Cost 1):: Bless (4.4) * Item (Cost 2):: Weaken (6.5) * Item (Cost 3):: Stoic (4.2), Immunized (6.3), Piercing (4.6) * Item (Cost 3):: Restore (6.7), Siphon (4.8), Growth (6.9)

45. Faction: Null/Silver (C1-P/C2-S) Complementary * Animation (P1/F1):: Aura (0.1), Specialist (0.2) * Animation (P2/F2):: Attuned (1.3) * Animation (P3/F3):: Liberate (0.4), Phasing (1.7) * Animation (P4/F5):: (None) * Animation (P4/F4):: Mark (0.5), Indirect (0.6), Gamble (0.8) * Animation (P5/F4):: Aura (0.1), Translocate (1.9) * Item (Cost 1):: Liberate (0.4) * Item (Cost 2):: Impair (1.5) * Item (Cost 3):: Specialist (0.2), Attuned (1.3), Indirect (0.6) * Item (Cost 3):: Phasing (1.7), Gamble (0.8), Translocate (1.9)


Two-Color Factions: Opposed (New Set)

46. Faction: Blue/Red (C1-P/C2-S) Opposed * Animation (P1/F1):: Awkward (8.0), Resilient (7.1) * Animation (P2/F2):: Spread (8.8) * Animation (P3/F3):: Insulated (7.3), Silence (8.5) * Animation (P4/F5):: (None) * Animation (P4/F4):: Font (7.2), Area (7.6), Lingering (8.7) * Animation (P5/F4):: Awkward (8.0), Split (7.9) * Item (Cost 1):: Awkward (8.0) * Item (Cost 2):: Ranged (7.7) * Item (Cost 3):: Charismatic (8.1), Regen (7.4), Silence (8.5) * Item (Cost 3):: Insulated (7.3), Splash (8.6), Multiply (7.8)

47. Faction: Green/Yellow (C1-P/C2-S) Opposed * Animation (P1/F1):: Hesitant (3.0), Acrobatic (2.1) * Animation (P2/F2):: Impact (3.8) * Animation (P3/F3):: Eidetic (2.3), Daze (3.5) * Animation (P4/F5):: (None) * Animation (P4/F4):: Sentry (2.2), Sculpt (3.6), Two-Handed (2.7) * Animation (P5/F4):: Hesitant (3.0), Reckless (2.9) * Item (Cost 1):: Hesitant (3.0) * Item (Cost 2):: Snap (2.6) * Item (Cost 3):: Sturdy (3.1), Haste (2.4), Ward (3.4) * Item (Cost 3):: Eidetic (2.3), Defensive (3.7), Rapid (2.8)

48. Faction: Orange/Purple (C1-P/C2-S) Opposed * Animation (P1/F1):: Gremlins (5.0), Aware (9.1) * Animation (P2/F2):: Manifest (5.9) * Animation (P3/F3):: Trickster (9.3), Bind (5.5) * Animation (P4/F5):: (None) * Animation (P4/F4):: Stealthy (9.2), Imbue (5.6), Natural (9.7) * Animation (P5/F4):: Gremlins (5.0), Channel (9.9) * Item (Cost 1):: Gremlins (5.0) * Item (Cost 2):: Natural (9.7) * Item (Cost 3):: Sensor (5.1), Obscure (9.4), Bind (5.5) * Item (Cost 3):: Trickster (9.3), Material (5.7), Ambience (9.8)

49. Faction: White/Black (C1-P/C2-S) Opposed * Animation (P1/F1):: Vulnerable (6.0), Stoic (4.2) * Animation (P2/F2):: Exploit (6.8) * Animation (P3/F3):: Ageless (4.3), Weaken (6.5) * Animation (P4/F5):: (None) * Animation (P4/F4):: Survivor (4.1), Sticky (6.6), Flux (4.7) * Animation (P5/F4):: Vulnerable (6.0), Animate (4.9) * Item (Cost 1):: Vulnerable (6.0) * Item (Cost 2):: Siphon (4.8) * Item (Cost 3):: Tolerant (6.1), Bless (4.4), Weaken (6.5) * Item (Cost 3):: Ageless (4.3), Restore (6.7), Piercing (4.6)

50. Faction: Silver/Null (C1-P/C2-S) Opposed * Animation (P1/F1):: Bane (1.0), Aura (0.1) * Animation (P2/F2):: Translocate (1.9) * Animation (P3/F3):: Alert (0.3), Impair (1.5) * Animation (P4/F5):: (None) * Animation (P4/F4):: Martial (1.2), Indirect (0.6), Phasing (1.7) * Animation (P5/F4):: Restricted (0.0), Translocate (1.9) * Item (Cost 1):: Restricted (0.0) * Item (Cost 2):: Phasing (1.7) * Item (Cost 3):: Aura (0.1), Augment (1.4), Mark (0.5) * Item (Cost 3):: Attuned (1.3), Indirect (0.6), Brutal (1.8)

APPENDIX C: KEYWORD LIST

(Note: Not all keywords in this list may appear on cards in the base Faction Modules; some may only appear on Codex Cards or in future content.)

  • 0.0 Restricted: Your Player's Deploy and Equip actions cost +1 EN.
  • 0.1 Aura: Your Player's attack gains +1 EV.
  • 0.2 Specialist: After Your Player attacks with this keyword, you may draw one card.
  • 0.3 Alert: After Your Player attacks with this keyword, pay 1 EN to return one of Your Items to Your hand.
  • 0.4 Liberate: Apply the Liberate Tag.
  • 0.5 Mark: Apply the Mark Tag.
  • 0.6 Indirect: When defending against this attack, the defender reveals the top card of the Main Deck and adds its Power to the RV instead of discarding from hand.
  • 0.7 Adaptive: When Your Player's attack deals damage, you may have the target's controller discard a card instead of placing damage markers.
  • 0.8 Gamble: When Your Player performs an Attack action augmented with this keyword, after declaring the initial card(s) discarded from hand to fuel the attack: You may choose to reveal cards one at a time from the top of the Main Deck. For each card revealed this way:
  • Place one damage marker on Your Player.
  • This attack gains +1 EV.
  • The revealed card is placed into the communal Discard Pile. You may stop revealing cards at any time. This occurs before the Defender Reaction step.
  • 0.9 Edit: If this units attack is successful, you may pay 1 en to add any keyword that shares a color with the target’s faction.
  • 1.0 Bane: Choose a Color. When this unit is attacked, reduce its RV by 1 for each keyword of the chosen Color used in the attack.
  • 1.1 Traveller: Your Player's action can target a Player even if they control Animations.
  • 1.2 Martial: After an Opposed Roll targeting this unit is fully resolved, if this unit was not destroyed by the attack, it deals 1 damage to the attacking unit. This damage is not an attack and cannot be prevented or reduced.
  • 1.3 Attuned: Your Player's attack uses a chosen friendly Animation's Focus for its EV calculation instead of Your Player's.
  • 1.4 Augment: Apply the Augment Tag.
  • 1.5 Impair: Apply the Impair Tag.
  • 1.6 Reactive: As a reaction when one of Your units is targeted by an attack, you may discard a card from Your hand to add its Power to the defending unit's RV. This does not replace the normal discard option during the Defender Reaction step.
  • 1.7 Phasing: Your Player's attack's damage cannot be reduced or prevented by keyword effects.
  • 1.8 Brutal: A Critical Strike with this keyword deals 1 additional damage.
  • 1.9 Translocate: When Your Player augments an Attack action with this keyword, or when an Animation with this keyword performs an Attack action: Instead of performing an Opposed Roll, you may choose to return the target Animation or target Item to its owner's hand. If you do, the attack sequence ends.
  • 2.0 Anxious: This unit cannot perform Critical Strike.
  • 2.1 Acrobatic: After this unit attacks, it cannot be targeted by attacks until the start of Your next turn.
  • 2.2 Sentry: When Your Player attacks with this keyword, you may look at the defending Player's hand.
  • 2.3 Eidetic: The first time Your Player attacks an enemy unit with this keyword, the attack gains +1 EV.
  • 2.4 Haste: Apply the Haste Tag.
  • 2.5 Slow: Apply the Slow Tag.
  • 2.6 Snap: Resolve Your Player's attack as Attacker's Focus vs. Defender's Focus. No cards are discarded for Power.
  • 2.7 Two-Handed: If this unit has an Item equipped, its attacks gain +1 EV.
  • 2.8 Rapid: When Your Player performs an Attack action augmented with this keyword: After this attack resolves, you may spend 1 EN. If you do, this attack immediately triggers again against the same target. This entire sequence, including the potential second attack, counts as a single Attack action.
  • 2.9 Reckless: When this unit attacks, its controller discards one card from hand and reveals the top card of the Main Deck. They choose one of these two cards to set the attack's power.
    • EV = Power of chosen card.
    • RV = 0. (Focus is not used, and the defender cannot discard.) After resolution, place both the revealed and discarded cards into the Discard Pile.
  • 3.0 Hesitant: When this unit is defending, its controller cannot discard a card to add to its RV.
  • 3.1 Sturdy: This unit is unaffected by effects that would reduce its Focus.
  • 3.2 Brawler: When Your Player attacks with this keyword and deals damage, look at the defender's hand and choose a card for them to discard.
  • 3.3 Stubborn: When one of Your Animations is destroyed, you may draw one card.
  • 3.4 Ward: Apply the Ward Tag.
  • 3.5 Daze: Apply the Daze Tag.
  • 3.6 Sculpt: Your Player's attack gains +X EV, where X is the number of Animations you control.
  • 3.7 Defensive: When a unit with this keyword (or a unit controlled by Your Player with this keyword active) is defending, after potentially discarding one card as normal to add to its RV, its controller may choose to discard one additional card from their hand to add its Power to the RV.
  • 3.8 Impact: If Your Player's attack deals damage, the target becomes "spent" and does not ready during its controller's next Ready Phase.
  • 3.9 Shift:When this unit makes a support action, you may move any number of Items equipped to Your units to any other valid targets you control.
  • 4.0 Feeble: This unit has -1 Focus.
  • 4.1 Survivor: If this unit would be destroyed by damage, its controller may discard one card from their hand. If they do, prevent that damage and the unit becomes Suppressed.
  • 4.2 Stoic: When Your Player performs an Attack action and augments with Stoic (or when an Animation with Stoic performs an Attack action): This attack cannot be declared or resolved as a Critical Strike action. For each instance where a card would normally be discarded from hand to contribute its Power to the EV, you may choose to not discard that card. If you do, the attack's EV is calculated as Attacker's Focus + Attacker's Focus.
  • 4.3 Ageless: Your units are unaffected by the Blight Tag and the effects of the Growth keyword.
  • 4.4 Bless: Apply the Bless Tag.
  • 4.5 Curse: Apply the Curse Tag.
  • 4.6 Piercing: Your Player's attack deals damage to its target and the enemy Player simultaneously. The damage amount is the same as that dealt to the primary target (EV-RV).
  • 4.7 Flux: Your Player may place damage markers on themself to give their attack +X EV, where X is the number of markers placed.
  • 4.8 Siphon: If Your Player's attack deals damage, remove 1 damage marker from Your Player.
  • 4.9 Animate: When Your Player performs an Attack action and augments with this keyword: As part of this attack action's resolution (regardless of success), you may target an Animation card in the communal discard pile and put it into Your hand.
  • 5.0 Gremlins: If this unit is dealt 1 or more damage from an attack and its controller did not discard a card to add to the RV, destroy one Item equipped to this unit.
  • 5.1 Sensor: When you Deploy an Animation, look at the top card of the Main Deck. You may put it on the bottom.
  • 5.2 Improvisor: When a unit uses Improvisor as part of its action: Choose one keyword effect from any Item card currently in play and under Your control. This action gains the chosen keyword effect for its resolution. Using Improvisor as a Player augmentation counts as one augmentation choice; the gained keyword does not. Flaw keywords cannot be chosen.
  • 5.3 Crafty: Your Equip action costs 1 less EN (min 1).
  • 5.4 Charge: Apply the Charge Tag.
  • 5.5 Bind: Apply the Bind Tag.
  • 5.6 Imbue: When a unit uses Imbue as part of its action: Choose one additional keyword effect from any of Your Player's currently active Keyword Blocks. This action gains the chosen keyword effect for its resolution. Using Imbue as a Player augmentation counts as one augmentation choice; the gained keyword does not. A keyword cannot be chosen if it is already augmenting the action.
  • 5.7 Material: When Your Player performs an Attack action and augments with Material: During the 'Attacker Action & Fuel' step, you may choose to destroy one of Your equipped Items. If you do, the defender cannot discard a card to add its Power to their RV for this attack.
  • 5.8 Leverage: Your Player's attack gains +X EV, where X is the number of Items you control.
  • 5.9 Manifest: When Your Player performs an Attack action and augments with this keyword: As part of this attack's resolution (regardless of success), reveal the top card of the Main Deck. If it is an Item card, put it into Your hand. If it is not an Item card, place it into the communal Discard Pile.
  • 6.0 Vulnerable: Critical Strike actions targeting this unit deal 1 additional damage.
  • 6.1 Tolerant: For each of Your units with this keyword: While that unit has a number of Status Tags on it less than or equal to its current Focus, the game effects of those Status Tags are inactive for that unit. If the number of Status Tags on a unit exceeds its Focus, all Status Tags on it become active.
  • 6.2 Deadeye: Your Player may choose to target an Item on the defending unit. If the attack deals damage, destroy that Item instead of placing damage markers.
  • 6.3 Immunized: Choose a Status Tag when you acquire this block. For the remainder of the game, Your units cannot be affected by that Tag.
  • 6.4 Cure: Apply the Cure Tag.
  • 6.5 Weaken: Apply the Weaken Tag.
  • 6.6 Sticky: If Your Player's attack deals damage, the target becomes Suppressed.
  • 6.7 Restore: When this unit performs a Support action to remove a damage marker, the target removes 1 additional damage marker.
  • 6.8 Exploit: Your Player's attack gains +1 EV for each Status Tag on its target.
  • 6.9 Growth: When a unit possessing the Growth keyword becomes spent after completing an action: While that unit remains in a spent state, all other friendly Animations gain +1 Focus. This Focus bonus is lost if the Growth unit readies. An Animation can only benefit from one Growth bonus at a time.
  • 7.0 Limited: This unit's maximum HP is reduced by 1.
  • 7.1 Resilient: Your Player's maximum HP is increased by 1.
  • 7.2 Font: If you have gained at least 1 Karma this turn, Your Player's attacks gain +1 EV.
  • 7.3 Insulated: when this unit is attacked the attacking unit cannot use augmented keywords.
  • 7.4 Regen: Apply the Regen Tag.
  • 7.5 Blight: Apply the Blight Tag.
  • 7.6 Area: When an Attack action uses this keyword, it does not target a single unit and there is no Opposed Roll. Instead, this attack will deal 1 damage to each Animation the opponent controls. As this damage is dealt, the defending player may pay 1 EN to prevent the 1 damage that would be dealt to a single one of their Animations. They may repeat this payment for each Animation that would be damaged.
  • 7.7 Ranged: When a unit with Ranged performs an Attack or Critical Strike, neither the attacker's nor the defender's Focus is added to the EV/RV calculation.
  • 7.8 Multiply: When an Attack action uses this keyword: Choose two different enemy units as targets. Calculate the attack's EV once. Then, conduct two separate Opposed Roll Resolutions, one against each target, using the same full EV for both.
  • 7.9 Split: When this action is augmented with Split: Instead of the normal Support effect, you must choose one of Your friendly Animations (can be the unit performing the action) and destroy it. Then, deploy a number of 'Echo' tokens equal to the Power of the destroyed Animation. Each Echo is a Power 1 / Focus 1 Animation with no keywords. These Echoes enter play readied and do not count toward Your Command Limit as determined by Your Focus stat (Rule 2.12).
  • 8.0 Awkward: When this unit declares an attack, its controller must discard one additional card from their hand for no effect. If they cannot, the attack cannot be declared.
  • 8.1 Charismatic: When you Deploy an Animation, you may force an opponent to discard a card.
  • 8.2 Leader: When Your Player attacks with this keyword, all of Your Animations gain +1 Power until Your next turn.
  • 8.3 Insightful: whenever this unit makes a Support action, its controller may draw a card.
  • 8.4 Enhance: Apply the Enhance Tag.
  • 8.5 Silence: Apply the Silence Tag.
  • 8.6 Splash: If Your Player's attack deals damage, apply its keyword effects (but not damage) to one other enemy Animation.
  • 8.7 Lingering: If Your Player's attack applies a Status Tag, it cannot be removed until the end of the target's controller's next turn.
  • 8.8 Spread: If Your Player's attack deals damage, choose another enemy Animation. That Animation takes 1 damage.
  • 8.9 Potent: When resolving Your Player's attack, you may choose for it to deal no damage. If you do, its keyword effects apply even if the EV did not exceed the RV.
  • 9.0 Mundane: Your Player cannot augment this unit's attacks with their personal keywords (from Codex Blocks or Items).
  • 9.1 Aware: When an opponent plays an Item, you may pay 1 EN to draw one card.
  • 9.2 Stealthy: When an opponent declares an action targeting a unit that has this keyword, they must pay 1 additional EN as a cost. If they cannot pay this cost, the action cannot be declared.
  • 9.3 Trickster: As a reaction when an opponent declares an Attack action targeting one of Your units, you may discard a card from Your hand. If you do, the attacking player must also discard a card from their hand (for no effect). If they cannot, the Attack action fails and is cancelled.
  • 9.4 Obscure: Apply the Obscure Tag.
  • 9.5 Nullify: Apply the Nullify Tag.
  • 9.6 Chain: If this unit's Attack or Critical Strike destroys its target: You may immediately choose another enemy unit. Place 1 damage marker on that chosen unit. This is not an attack.
  • 9.7 Natural: Your Player may have one additional Item equipped to them beyond the maximum normally allowed by their Focus stat (Rule 2.11).
  • 9.8 Ambience: When this unit attacks with this keyword, its controller may choose to not discard a card from hand. If they do, search the communal discard pile for the card with the highest Power and add that value to this attack's EV (in addition to the attacker's Focus).
  • 9.9 Channel: When a unit ('the Channeler') performs an action with Channel: Choose another friendly unit ('the Source'). The Channeler becomes spent. The action resolves as if performed by the Source, using the Source's Focus and keywords. The Channeler's controller makes all decisions and discards cards from their hand.

APPENDIX D: TAG DEFINITIONS Tag Classifications (Based on Originating Keyword Number): A Tag's classification as "Boost" or "Status" is determined by the decimal number of the keyword that applies it. (See Rule 4.4 for how Tags are applied). * Keywords ending in #.4: Tags applied by these keywords are Boost Tags. * Keywords ending in #.5: Tags applied by these keywords are Status Tags. List of Defined Boost Tags: Liberate Tag (0.4), Augment Tag (1.4), Haste Tag (2.4), Ward Tag (3.4), Bless Tag (4.4), Charge Tag (5.4), Cure Tag (6.4), Regen Tag (7.4), Enhance Tag (8.4), Obscure Tag (9.4). List of Defined Status Tags: Mark Tag (0.5), Impair Tag (1.5), Slow Tag (2.5), Daze Tag (3.5), Curse Tag (4.5), Bind Tag (5.5), Weaken Tag (6.5), Blight Tag (7.5), Silence Tag (8.5), Nullify Tag (9.5).


Individual Tag Definitions:

  1. Liberate Tag: If a unit is Suppressed, its controller may remove this Tag to ready the unit (un-suppress it). This is not an action.

  2. Mark Tag: Attacks targeting this unit gain +1 EV.

  3. Augment Tag: The unit's controller may remove this Tag when the unit attacks to choose one of its controller’s active Codex Card keywords. The attack gains the chosen keyword effect for its resolution. This does not count towards the Unit's Focus limit for keyword augmentations.

  4. Impair Tag: This unit has -1 Focus (min 0).

  5. Haste Tag: If this unit is spent, its controller may remove this Tag to ready it. This is not an action.

  6. Slow Tag: This unit does not become “ready” during the Ready Phase. Its controller may spend 1 EN during the Ready Phase to remove this Tag.

  7. Ward Tag: The first time this unit would be dealt damage, prevent that damage and remove this Tag.

  8. Daze Tag: This unit cannot contribute Power from discarded cards when attacking or defending.

  9. Bless Tag: When this unit would be dealt damage from an attack, its controller may remove this Tag to prevent 1 of that damage.

  10. Curse Tag: Damage markers cannot be removed from this unit by any means.

  11. Charge Tag: When an Animation with this Tag takes the Charge action, gain an additional 1 EN. This Tag is then removed.

  12. Bind Tag: This unit cannot perform Attack or Critical Strike actions.

  13. Cure Tag: On gain, if the unit has Status Tags, remove one and then this Tag. If not, this Tag remains and prevents the next Status Tag that would be applied, then is removed.

  14. Weaken Tag: When this unit performs an Attack or Critical Strike, its EV is reduced by 1.

  15. Regen Tag: At the start of its controller's Ready Phase, this unit removes 1 damage marker from itself.

  16. Blight Tag: Whenever this unit performs any action, immediately after the action resolves, place 1 damage marker on it.

  17. Enhance Tag: When this unit is in an Opposed Roll, its controller may discard an additional card to add its Power to the EV or RV.

  18. Silence Tag: This unit's printed keywords are inactive. Keywords from equipped Items are not affected.

  19. Obscure Tag: When an opponent attacks this unit, they must discard two cards to fuel the attack and use the lower Power value for the EV.

  20. Nullify Tag: On gain, if the unit has Boost Tags, remove one and then this Tag. If not, this Tag remains and prevents the next Boost Tag that would be applied, then is removed.

APPENDIX E: TURN & ACTION FLOW This outline details the sequence of play for each player's turn, including the steps for resolving actions, particularly the Opposed Roll.

I. GAME START & SETUP Choose Starting Player (d10 roll, highest goes first). Perform Player & Main Deck Setup (World Weaving, Mat setup, Codex, Hand).

II. YOUR TURN STRUCTURE Each player's turn consists of three main phases: A. READY PHASE Gain EN: Gain Energy (EN) equal to your Player's current Focus stat. Note: Skip EN gain on the very first turn of the game. Note: EN cannot exceed Max of 10. Ready Units: Turn all your spent Animations upright. Remove Spent Tokens: Remove all Player Spent Tokens from your Player Mat. B. ACTION PHASE This is where the core gameplay happens. You choose which actions to take. Player Actions: Your Player can take two (2) actions per turn. Animation Actions: Each of your readied Animations can take one (1) action per turn. Mark Spent: When a unit (or Player) takes an action, it becomes "spent": Animation: Turn its card sideways. Player: Place a Player Spent Token on your Mat (up to 2). Order: You can choose the order of actions (Player, then Animation; or Animation, then Player, etc.). During your Action Phase, you can perform the following: Perform an Action (Universal or Player-Only): Universal Actions: Attack, Critical Strike, Support, Purge, Charge. Player-Only Actions: Deploy, Equip. Action Resolution Steps: Declare Actor & Target: Announce which unit/Player is acting and what they are targeting (if applicable). Pay Costs: Discard cards, pay EN, etc., as required by the action. Resolve Effects: If Attack or Critical Strike: Proceed to Section III: Opposed Roll Resolution. If Other Action: Resolve its specific effects (e.g., remove damage for Support, gain EN for Charge, play card for Deploy/Equip). Unit Becomes Spent: Mark the acting unit/Player as spent. Spend Karma (Any time during your Action Phase, NOT an action): Cost 1 Karma (System Tweak): Overclock: Draw one card. Re-engage: Ready one unit (turn upright) or remove its Suppressed state (flip face up). Cost 3 Karma (The Tactical Path): Acquire Codex: Draw one Codex Card from your Personal Codex Deck and place it into your Active Keyword Blocks Area. The Strategic Path: Refine Focus: Effect: Permanently increase your Player's Focus stat by 1. Cost: Equal to your current Focus stat + 1. (e.g., Focus 1 -> 2 costs 2 Karma; Focus 2 -> 3 costs 3 Karma). End Turn: You may end your turn at any point, except in the middle of resolving an action. Ending your turn moves the game to the System Refresh phase.

C. END PHASE System Refresh: Adjust your hand size to exactly 5 cards. Draw cards if you have fewer than 5, or discard cards if you have more than 5. Tag Triggers: Check for any Tags that trigger at the end of the turn.

III. OPPOSED ROLL RESOLUTION (For Attack / Critical Strike Actions) When an Attack or Critical Strike action is declared, follow these steps in order: Attacker Action & Fuel (Rule 4.3.1): The acting unit is immediately spent (marked sideways or Player Spent Token placed). The Player discards card(s) from hand to fuel the attack: Attack: Discard one card. Critical Strike: Discard two cards of the same Power value. Calculate Initial Effect Value (EV) (Rule 4.3.2): EV = Acting Unit's Focus + Power of Discarded Card(s). If Player is acting unit: EV gains an additional +1 for each Item equipped to that Player. If Critical Strike: Acting unit's Focus is not added to the EV. Declare Augmented Keyword Use (Attacker - Animation) (Rule 4.3.3): If Animation is acting unit: Its Innate keywords (printed on card) are automatically active. Its controller declares which Augmented keywords they are using from its equipped Item(s), up to the Animation's Focus limit. Player Keyword Augmentation (IF PLAYER IS ATTACKER) (Rule 4.3.4): If Player is acting unit: The Player may choose to augment the action with additional keyword effects from their Active Keyword Blocks or from Items equipped directly to the Player. The Player may choose a number of keywords up to their Player Focus stat. Note: This step is skipped if an Animation is performing the action. A Player cannot "lend" their personal keyword access or Focus to an Animation's action. Defender Reaction (Rule 4.3.5): The defending player may choose ONE of the following options: Discard one card from their hand to add its Power to the RV. Perform a Defensive Sacrifice: Destroy one Item equipped to the defending unit, adding its Power value to the RV. If they choose not to, or cannot perform either, their RV is calculated without this bonus. Calculate Resistance Value (RV) (Rule 4.3.6): RV = Defending Unit's Focus + (Power of Discarded Card or Sacrificed Item, if any). Resolution (Rule 4.3.7): Damage Check: If EV > RV: The defender receives damage equal to EV - RV. Place that many damage markers on the defending unit. No Damage: If EV <= RV: No damage is dealt. Apply Keyword Effects: Apply all active keyword effects from both the Attacker's (Innate and chosen Augmented) and Defender's sources.

APPENDIX F: QUICK START GUIDE

This guide will get you playing quickly. For detailed rules and advanced play, refer to the Complete Ruleset. 1.0 GAME OBJECTIVE Be the first Player to reduce your opponent's Health Points (HP) from 10 to 0 by placing 10 or more damage markers on their Player Mat. 2.0 WHAT'S ON YOUR PLAYER MAT? Your Player Mat helps you track everything. HP (Health Points): Starts at 10. EN (Energy): Your primary resource for playing cards. Starts at 10. Focus: Your combat skill and command capacity. Starts at 1. Karma: A special resource to boost your game. Starts at 0. Active Keyword Blocks Area: Where your unlocked Keyword Codex Cards go. In-Play Units Area: Where your Animations are placed. Equipped Items Area: Where your Items are attached. Player Spent Tokens: Two tokens you place on your mat to track actions. 3.0 BASIC SETUP (Pre-Built Decks for First Play) For your first game, let's use pre-built Faction Modules for the Main Deck to simplify setup. Player Mats: Each Player takes a Player Mat. Set HP to 10, EN to 10, Focus to 1. Set Karma to 0. Codex Cards: Each Player chooses a Primary Color (e.g., Green 3) and takes its Keyword Block Type 1 Codex Card (e.g., 3.1 Sturdy & 3.2 Brawler). Place this in your Active Keyword Blocks Area. Each Player takes a pre-selected 10-card Personal Codex Deck (from remaining Primary and two Secondary Colors). Shuffle it and place it face down on your Mat. Main Deck & Hand: Take the pre-built Main Deck (shared by all players). Shuffle it and deal 5 cards to each player. Discard Pile: Designate a central area for the communal Discard Pile. Tokens: Keep Damage, Karma, and Tag tokens ready. Each player provides two Player Spent Tokens. 4.0 KEY CONCEPTS Units: Anything that can be attacked (your Player or your Animations). Animations: Your creatures or combatants. They have Power (P), Focus (F), and Keywords. Power (P): Their HP, their EN cost to Deploy, and their value when discarded for actions. Focus (F): Their combat skill and how many of their equipped Item keywords they can use. Items: Equipment for your Units (Player or Animations). They have a Power/EN Cost and grant keywords. Keywords: Special abilities (e.g., Brutal for more damage). They come in Colors (0-9) and Categories (.0-.9). Innate Keywords: Printed directly on an Animation card. Always active. Augmented Keywords: From Items or your Active Codex Blocks. You choose which to use, limited by Focus. Guardian Precedence: Your Player cannot be attacked if you control any Animations. They must be destroyed first! 5.0 YOUR TURN (Simplified) Your turn has 3 main phases: Ready Phase: Gain EN equal to your current Focus. (Skip on first turn of game). Ready all your spent units (turn them upright). Remove your Player Spent Tokens. Action Phase: Your Player can take two (2) actions. Each of your readied Animations can take one (1) action. Mark yourself (Player Spent Token) or turn your Animation sideways when they act. You can also spend Karma during this phase for special benefits (not an action). End Phase: System Refresh: Draw or discard cards until you have exactly 5 cards in hand. 6.0 YOUR FIRST ACTIONS The most common actions are Attack and Deploy. 6.1 Deploying Animations (Player-Only Action) Purpose: Get a unit onto the battlefield. When: During your Action Phase. Cost: Pay the Animation's Power value in EN. Limit: You can only Deploy if you have fewer Animations in play than your current Focus stat. (e.g., Focus 1 means you can only control 1 Animation. If you have 1, you can't Deploy another unless your Focus increases.) Result: The Animation enters play spent (turned sideways). It cannot act this turn unless an effect says otherwise. 6.2 Attacking (Universal Action) This is how you deal damage! Declare: Choose an attacking unit (your Player or an Animation) and an enemy unit to target. If you control Animations, you must target them first due to Guardian Precedence. Fuel: Discard a card from your hand. Its Power value will be used in the calculation. Calculate Initial EV (Effect Value): Animation Attacking: EV = Attacking Animation's Focus + Power of Discarded Card. Player Attacking: EV = Your Player's Focus + Power of Discarded Card + (1 for each Item equipped to your Player).

Declare Keywords: Animation: Its Innate keywords (printed on card) are always active. If it has an equipped Item, you can choose to use keywords from it, up to the Animation's Focus stat. Player: You can choose keywords from your Active Keyword Blocks or equipped Items, up to your Focus stat.

Defender Reaction: The defending player can choose to: Discard a card from their hand to add its Power to their RV. Destroy one of their defending unit's equipped Items to add its Power to their RV. They can only do one of these, or neither.

Calculate RV (Resistance Value): RV = Defending Unit's Focus + (Power from discarded card/sacrificed Item, if any).

Resolution: If EV > RV: Deal damage equal to EV - RV. Place that many damage markers on the defending unit. If EV <= RV: No damage is dealt. Apply any keyword effects that trigger (e.g., Brutal adds more damage, Piercing deals damage to the enemy Player too). 6.3 Other Actions (Briefly) Critical Strike (Universal): A powerful attack. Discard two cards of the same Power. EV is sum of their Power. Doesn't add Focus. Support (Universal): Remove 1 damage from a friendly unit. Purge (Universal): Remove 1 damage from yourself, then optionally remove a Status Tag. Charge (Universal): Gain 1 EN. Equip (Player-Only): Pay EN to attach an Item to a unit (Player or Animation), granting keywords. 7.0 SPENDING KARMA (ANY TIME IN YOUR ACTION PHASE) Overclock (1 Karma): Draw 1 card. Re-engage (1 Karma): Ready a unit or un-suppress it. Acquire Codex (3 Karma): Draw a Codex Card from your Personal Codex Deck and add it to your Active Keyword Blocks. Refine Focus (Current Focus + 1 Karma): Permanently increase your Player's Focus by 1. This is a powerful long-term investment! 8.0 WINNING & LOSING The game ends immediately when a Player reaches 0 HP (has 10 or more damage markers). That Player loses. Resonance Core Principle: The Actor Principle (Rule 2.17.5) The entity performing an action (the 'actor') is the one that pays all costs, is targeted by retaliatory effects, and determines which augmented keywords it can use (limited by its Focus) Example: If your Animation attacks using Channel (9.9) to use another Animation's stats, your attacking Animation is still the one that became spent, pays costs, and gets hit by counter-effects.

— Future ideas —

Tcg style deckbuilding, 4 factions no duplicates,1 premade codex deck, cannot contain factions that dont share a color with any of their codex cards, each players deck and graveyard become personal, anything that targets the discard now targets your discard, but all other play stays the same

-paragon only -Fallen only