How to play
Rules version 2. A match takes about 3–5 minutes.
Your deck
- Exactly 8 different cards you own. Your starter collection makes a full deck.
- Rarity does not change power. Every card's stats add up to the same total.
Setup
- Both sides start with a core of 30 health (Easy opponents start with 20).
- Decks are shuffled and you each draw 3 cards. You always go first.
Your turn
- Your energy goes up by 1 (starting at 2, maximum 6) and refills. You draw 1 card.
- Play any number of agents from your hand. Each costs 2 energy. Up to 3 agents on your board.
- Press End turn. Every agent that was already on the board at the start of your turn attacks, fastest first (highest Speed). New agents wait one turn.
Attacking
- Attack = (Reasoning + Creativity + Knowledge + Speed) ÷ 40, rounded. Health = Resilience ÷ 5 + 4, rounded.
- Each agent gets +1 attack for every other agent of the same class on your board (synergy).
- Agents automatically hit the enemy agent with the lowest health. Guardians must be hit first. If the enemy has no agents, the attack hits their core.
- An agent at 0 health is knocked out.
Class traits
- Guardian: Taunt: enemies must attack Guardians first.
- Reasoner: +2 damage when attacking agents.
- Creator: On play: deal 2 damage to the enemy core.
- Coder: On play: heal your most damaged agent by 4.
- Researcher: On play: draw 1 card.
- Multimodal: Attacks twice, each hit at half power (rounded up).
- Orchestrator: Your other agents get +1 attack.
Card abilities
Every card's printed ability works in battle. Most abilities fire when the card is played (for example Claude's Careful Answer gives it a shield, Sora's Scene Weaver hits the enemy core, Alexa+'s House Rules blocks the next enemy ability). Some are passive and always on (for example Perplexity's Citation Trail gains attack for each Researcher you control, Gemini Flash's Quick Draw always attacks first). The match log shows each ability as it triggers. New to battles? Try the battle tutorial.
Winning
- Bring the enemy core to 0 to win. If both cores hit 0 at the same moment, it's a draw.
- After 16 total turns, the side with more core health wins. Equal health is a draw.
- Your first win each day (UTC) earns a free Genesis pack. The result is checked on our server by replaying your moves.
Leaving mid-match
- If you close the page, the unfinished match is discarded. It isn't counted as a loss and nothing is lost.
Worked example
Turn 1: you have 2 energy and play Claude Haiku (Reasoner). It can't attack yet, so you end your turn. The opponent plays Pi (Guardian). Turn 3: you have 3 energy and play Codestral. When you end the turn, Claude Haiku has to hit Pi first because Pi is a Guardian: 5 attack + 2 Reasoner bonus = 7 damage. Pi goes from 14 to 7 health.