Quick Players Guide (v1.0)

This is the authoritative quick-start guide for Phalanx Duel. For deep tactical analysis, see the Full Tactical Briefing.

1. Classic Setup

  • Players: 2 operatives.
  • Battlefield: 4 columns x 2 ranks (Front/Back).
  • Initial Hand: 12 cards each.
  • Deployment: Deploy alternately until all 8 slots are filled. 4 cards remain in hand.
  • Initiative: P2 deploys first. P1 attacks first.

2. Turn Lifecycle

  1. Start Turn: Resolve start-of-turn effects.
  2. Attack Phase: Choose ONE column to initiate an attack.
  3. Resolution: Calculate the cascade (Front -> Back -> Player).
  4. Cleanup: Remove destroyed cards from the grid.
  5. Reinforcement: Deploy ONE card from hand to an empty slot.
  6. Draw Phase: Draw until hand size is 4.
  7. End Turn: Pass initiative to the opponent.

3. The Cascade (Attack Logic)

Damage flows front-to-back in a deterministic sequence. Every column is a independent lane of combat.

4. Suit Timing & Mechanics

SuitTimingTactical Effect
♦ DiamondCard -> CardReduces carryover damage hitting your Back Rank.
♣ ClubCard -> CardDoubles carryover damage hitting the opponent's Back Rank.
♥ HeartCard -> PlayerReduces final damage reaching the Player LP.
♠ SpadeCard -> PlayerDoubles final damage reaching the Player LP.

Hearts and Spades only apply if the last card in the column was that suit when destroyed (or if attacking through an empty column in some formats).

5. Special Operatives

  • Ace: Front-rank Ace is only destroyable by another Ace. Overflow damage still passes through.
  • Face Cards: Can only be destroyed by Face Cards of equal or lower rank (J < Q < K).
  • Logic: Rank 10 cannot destroy a Jack, but it still deals damage to it and passes carryover.

6. Victory Conditions

  • Annihilation: Reduce the opponent's LP to 0.
  • Forfeit: Opponent passes more than 3 times consecutively or 5 times total.
  • Deck Out: An empty deck is NOT a loss, but limits reinforcement and draw options.
Launch Online Match Open Combat Lab