Card Class
Last Updated: October 22, 2025
📋 What Are Card Class?
Card Class defines the functional role that a card fulfills in gameplay. While Card Types (Commander, Unit, Module, Action, Resource, Pet) tell you what a card is, Card Class tells you what a card does.
StarCore uses six functional classes to organize card roles:
Combat - Offensive damage and destruction
Defense - Protection and damage prevention
Support - Buffs, healing, and enhancement
Control - Disruption and denial
Resource - Economy and cost efficiency
Utility - Special mechanics and flexibility
🧩 Why These Six Classes?
The six functional classes provide coverage over all game play combinations and allow for simple as well as complex 'crunchy' and emergent gameplay
✅ Consistency - Every card type has options in all six roles
✅ Balance - Equal representation of offensive, defensive, and utility effects
✅ Clarity - Players can quickly identify what a card does
✅ Strategy - Natural deck archetypes emerge from combinations
✅ Simplicity - Six categories are easy to learn and remember
Which Card Types Use Classes?
All card types use the six functional classes
⚔️ 1. Combat Class
What It Does: Deals damage, destroys cards, applies offensive pressure
Key Functions:
Deal direct damage to units or Commanders
Destroy enemy cards
Trade favorably in battle
Push aggressive strategies
Examples:
Commanders: General Striker, Assault Leader, Offensive Tactician
Units: Assault Infantry, Main Battle Tank, Fighter, Attack Drone, Plasma Turret
Modules: Laser Rifle, Plasma Cannon, Missile Launcher, Combat Blade
Actions: Strike, Blast, Explosion, Ambush, Power Surge
Pets: War Hound, Attack Falcon, Battle Cat, Combat Drone Companion
Resources: Weapon Foundry (Unit - Structure - Resource class)
🛡️ 2. Defense Class
What It Does: Protects, prevents damage, increases survivability
Key Functions:
Prevent or absorb damage
Increase HP and durability
Block enemy attacks
Heal and repair allies
Examples:
Commanders: Bastion Prime, Fortress Commander, Shield Marshal
Units: Guardian Infantry, Shield Tank, Interceptor, Shield Drone, Reinforced Bunker
Modules: Heavy Armor, Energy Shield, Reactive Plating, Barrier Generator
Actions: Shield, Heal, Barrier, Emergency Repair, Sanctuary
Pets: Guard Dog, Shield Companion, Protective Owl, Armored Bear
Resources: Medical Bay (Unit - Structure - Resource class)
💚 3. Support Class
What It Does: Buffs allies, enables combos, enhances team performance
Key Functions:
Boost ally stats (DMG, HP, Movement)
Heal damaged units
Grant keywords and special abilities
Enable synergies and combos
Examples:
Commanders: Network Coordinator, Enhancement Leader, Synergy Commander
Units: Combat Medic, Repair Vehicle, Medical Ship, Repair Drone, Supply Depot
Modules: Auto-Repair System, Targeting Computer, Stat Booster, Rally Beacon
Actions: Empower, Fortify, Resource Surge, Battle Fury
Pets: Medical Monkey, Healing Dove, Buff Parrot, Morale Hound
Resources: Supply Hub (Unit - Structure - Resource class)
🎛️ 4. Control Class
What It Does: Disrupts opponents, denies actions, manipulates the board
Key Functions:
Disable enemy abilities
Prevent attacks or movement
Drain or steal resources
Counter opponent plays
Manipulate positioning
Examples:
Commanders: Lockdown Strategist, Disruption Commander, Tempo Master
Units: EMP Specialist, Jammer Vehicle, EW Ship, Disruptor Drone, Control Tower
Modules: ECM Suite, Jammer, Signal Disruptor, Suppression Field
Actions: Stun, Jam, Drain, Counter, Bounce, Disable
Pets: Stunning Snake, Jammer Raven, Disruption Fox, Control Ferret
Resources: EMP Station (Unit - Structure - Resource class)
💰 5. Resource Class
What It Does: Generates economy, accelerates production, reduces costs
Key Functions:
Generate Matter, Energy, Life, Signal, or Universal resources
Reduce deployment costs
Accelerate resource production
Convert resource types
Examples:
Commanders: Generator Prime, Efficiency Leader, Economic Overlord
Units: Scavenger, Harvester Vehicle, Mining Ship, Worker Drone, Factory
Modules: Fusion Cell, Solar Panel, Power Optimizer, Energy Battery
Actions: Windfall, Salvage, Efficiency Boost, Recycle
Pets: Collector Rat, Mining Mole, Scavenger Crow, Resource Beetle
Resources: Energy Core, Matter Refinery, Signal Hub (All are Unit - Structure - Resource class)
Note: Resource cards are a type of Unit with the Structure physical type and Resource functional class. They use a size system (Tiny/Small/Medium/Large/Huge) to determine output.
🔧 6. Utility Class
What It Does: Special mechanics, mobility, intel, flexibility, unique effects
Key Functions:
Reposition units (movement)
Reveal hidden information (scouting/intel)
Modify network connectivity
Provide card advantage
Enable unique strategies
Examples:
Commanders: Scout Commander, Mobility Master, Intel Specialist
Units: Scout, Recon Vehicle, Probe Ship, Sensor Drone, Relay Station
Modules: Thrusters, Scanner, Cloaking Device, Link Booster, Teleporter
Actions: Draw cards, Reveal, Scout, Transform, Network Repair
Pets: Scout Eagle, Spy Cat, Network Bat, Sensor Owl
Resources: Relay Hub (Unit - Structure - Resource class)
🎯 How Classes Work Together
Commanders: Leader Cards with Classes
Every Commander belongs to one of the six functional classes:
Combat Commanders = Aggressive damage dealers (General Striker)
Defense Commanders = Protective tanky leaders (Bastion Prime)
Support Commanders = Enhancement and synergy leaders (Network Coordinator)
Control Commanders = Disruption and tempo leaders (Lockdown Strategist)
Resource Commanders = Economic advantage leaders (Generator Prime)
Utility Commanders = Special mechanics leaders (Scout Commander)
Units: Physical Type + Functional Class
Units combine their Physical Type with their Functional Class:
Combat Infantry = Assault Trooper
Support Vehicle = Mobile Repair Bay
Defense Structure = Reinforced Bunker
Resource Construct = Worker Drone
Utility Spaceship = Recon Vessel
Resources: Unit - Structure - Resource Class
Resources are a special type of Unit card:
Card Type: Unit
Physical Type: Structure (immobile)
Functional Class: Resource
Size System: Tiny/Small/Medium/Large/Huge determines output
Examples: Energy Core (Resource - Structure), Matter Refinery (Resource - Structure)
Pets: Companion Cards with Classes
Pets are companion cards that follow their Commander and use the same six classes:
Combat Pets = Attack companions (War Hound, Battle Cat)
Defense Pets = Protective companions (Guard Dog, Shield Companion)
Support Pets = Healing/buffing companions (Medical Monkey, Morale Hound)
Control Pets = Disruption companions (Stunning Snake, Jammer Raven)
Resource Pets = Economy companions (Collector Rat, Mining Mole)
Utility Pets = Special ability companions (Scout Eagle, Spy Cat)
Modules: Enhance Units by Class
Combat Modules = Weapons (add damage)
Defense Modules = Armor (add HP/protection)
Support Modules = Systems (grant buffs/abilities)
Control Modules = Disruptors (disable enemies)
Resource Modules = Generators (produce resources)
Utility Modules = Special Systems (unique effects)
Actions: Instant Effects by Class
Provide immediate effects in their functional role
Can be played at different speeds (Instant/Fast/Slow)
Three special Tactical Classes (Movement, Coordination, Deployment) only during Orders Step
📊 Quick Reference Table
Combat
Deal damage
General Striker
Assault Infantry
Laser Rifle
Strike
War Hound
Weapon Foundry
Defense
Prevent damage
Bastion Prime
Guardian
Heavy Armor
Shield
Guard Dog
Medical Bay
Support
Buff allies
Network Coordinator
Medic
Repair System
Empower
Medical Monkey
Supply Hub
Control
Disrupt enemies
Lockdown Strategist
EMP Specialist
Jammer
Stun
Stunning Snake
EMP Station
Resource
Generate economy
Generator Prime
Worker Drone
Fusion Cell
Windfall
Collector Rat
Energy Core
Utility
Special mechanics
Scout Commander
Scout
Scanner
Draw
Scout Eagle
Relay Hub
Last updated: October 22, 2025 Version: 1.0
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