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
- Your Arsenal: A personal deck of 15–20 Skill Cards (built before the match)
- Vitality Tracker: Track HP from 20 down to 0 (use dice, tokens, or a notepad)
- Zone Indicator: A simple marker showing your current Range Zone (Close / Mid / Long)
- (Optional: Battlefield Card for environmental effects)
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:
-
Refresh Phase
Draw up to 5 cards (max hand size = 5).
Reset any “once per turn” abilities.
-
Action Phase
You get 2 Actions. On each action, choose one:
- Play a Skill Card
- 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.
-
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:
- 2 Actions per turn
- Max 5-card hand
- Reaction costs (discard to use)
Skill Card Types
Every card belongs to one of five Attributes:
- Optical - Precision, control, debuffs
- Restoration - Healing, shields, support
- Kinetic - Raw damage, knockback, aggression
- Nuclear - AoE, delayed explosions, risk/reward
- Meteor - Elemental, status effects, terrain-like powers
Keywords
- Melee: Only usable in Close range.
- Projectile: Usable from Mid/Long; hits unless reacted.
- AoE: Affects both players or multiple zones.
- Reaction: Discard to respond to an opponent's skill.
- Dash: Play as a movement action—move 1 zone + draw 1.
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:
- 15–20 cards total
- Max 3 copies of any card
- Max 12 cards from one Attribute
- Must include at least 2 Reaction cards
- Mix short-range finishers, long-range pressure, and mobility!
- Optional: Battlefield Effects
At game start, draw 1 (or agree on one):
- Battlefield Effect: Shattered Plaza, Both start in Long range.
- Gravity Core: Moving into Close deals 1 self-damage.
- Echo Chamber: All Optical skills gain +1 effect.
(Skip for your first few games!)
Quick Start Guide
- Build a 15-20 cards deck.
- Set Vitality to 20. Place Zone markers at Mid.
- Draw 5 cards.
- Roll a dice or toss a coin to see who goes first.
- Play 2 Actions per turn—attack, move, or react.
- 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) ×2Design Notes
Zones are shared: if you're in Close, so is your opponent.
Reactions are powerful—don't hoard them!