Quick Reference (v1.0)

Classic Setup

  • Two players.
  • Battlefield: 4 columns x 2 ranks (front/back).
  • Initial draw: 12 cards each (Classic default).
  • Deploy alternately until all 8 slots are filled and 4 cards remain in hand.
  • Classic initiative: P2 deploys first, P1 attacks first.

Turn Lifecycle (7 Phases)

  1. Start Turn
  2. Attack Phase
  3. Attack Resolution
  4. Cleanup Phase
  5. Reinforcement Phase
  6. Draw Phase
  7. End Turn

Attack Path & Boundary Order

Suit Timing (Canonical)

SuitWhen It AppliesEffect
♦ DiamondCard -> Card boundaryReduces carryover before the next card.
♣ Club (attacker)First eligible Card -> Card boundary after first destructionDoubles carryover once per attack.
♥ HeartCard -> Player boundaryIf the last destroyed card before player is Heart, reduce final player damage.
♠ Spade (attacker)Card -> Player boundaryDoubles damage that reaches the player.

Hearts do not stack. Clubs apply at most once per attack.

Classic Special Cards

  • Ace: Front-rank Ace is destroyable only by a direct Ace attack (Classic Aces).
  • Jack: Destroys Jack.
  • Queen: Destroys Jack or Queen.
  • King: Destroys Jack, Queen, or King.

Pass & Draw Rules

  • More than 3 consecutive passes = forfeit.
  • More than 5 total passes by one player = forfeit.
  • Draw until hand size reaches 4 or deck is empty.
  • Empty deck alone is not an automatic loss.

Formation

Front row

F1
F2
F3
F4

Target chain / carryover path: Front -> Back -> Player

Back row

B1
B2
B3
B4

Use this page at the table. Use Rules v1.0 Summary for fuller explanations and Suits & Strategy for mastery patterns.