Overview

Two combatants clash in a psychic arena, wielding customizable arsenals of supernatural skills. Use movement, timing, and synergy to outplay your opponent before your Vitality runs out!

Components

The Three Zones

Combat happens across three abstracted distance zones:

Zone Description

Close Melee range. High-risk, high-reward.
Mid Balanced range. Most versatile.
Long Safe distance. Harder to hit, harder to be hit.

At game start, both players begin in Mid Range.

Turn Structure

Each turn has 3 Phases:

  1. Refresh Phase

    Draw up to 5 cards (max hand size = 5).

    Reset any “once per turn” abilities.

  2. Action Phase

    You get 2 Actions. On each action, choose one:

    1. Play a Skill Card
    2. Shift Zone: Move 1 step closer or farther

    From Long ↔ Mid ↔ Close

    Cannot skip zones (e.g., Long → Close costs 2 actions)

    Some cards say “Quick Action”—these can be played as a free action but still count toward hand limits.

  3. End Phase

    Discard down to 5 cards if needed. Check for win/loss (Vitality ≤ 0).

Resources

This version uses no mana or energy. Balance comes from:

Skill Card Types

Every card belongs to one of five Attributes:

  1. Optical - Precision, control, debuffs
  2. Restoration - Healing, shields, support
  3. Kinetic - Raw damage, knockback, aggression
  4. Nuclear - AoE, delayed explosions, risk/reward
  5. Meteor - Elemental, status effects, terrain-like powers

Keywords

Defense & Counters

When an opponent plays an offensive skill:

You may discard a Reaction card to negate it. “Unblockable” attacks cannot be reacted to. If no reaction is used, the attack resolves immediately.

Example: Opponent plays Photon Lance (5 dmg). You discard Mirror Shield: “Negate projectile and deal 2 damage back.”

Vitality & Winning

Start with 20 Vitality. Reduce opponent's Vitality to 0 or below to win. No draws—first to eliminate the other wins!

Building Your Arsenal

Before playing:

At game start, draw 1 (or agree on one):

(Skip for your first few games!)

Quick Start Guide

  1. Build a 15-20 cards deck.
  2. Set Vitality to 20. Place Zone markers at Mid.
  3. Draw 5 cards.
  4. Roll a dice or toss a coin to see who goes first.
  5. Play 2 Actions per turn—attack, move, or react.
  6. Reduce opponent's Vitality to 0 to win.

Example deck

Sample Starter Deck (Kinetic/Rush - 15 cards)

Blitz Strike (Melee, 6 dmg) ×2 Shockwave (AoE, push to Mid, 3 dmg) ×2 Afterimage (Dash + draw 1) ×2 Adrenaline Surge (Move + ready Melee from discard) ×1 Iron Guard (Reaction: reduce next damage by 4) ×2 Flame Jet (Projectile, 4 dmg, unblockable if in Close) ×2 Pulse Mine (AoE trap: 3 dmg when opponent enters your zone) ×2 Resonance Field (Restore 2 Vitality when you play 3+ Kinetic) ×2

Design Notes

Zones are shared: if you're in Close, so is your opponent.

Reactions are powerful—don't hoard them!