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:

  1. Combat - Offensive damage and destruction

  2. Defense - Protection and damage prevention

  3. Support - Buffs, healing, and enhancement

  4. Control - Disruption and denial

  5. Resource - Economy and cost efficiency

  6. 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

Class
Primary Function
Commander
Unit
Module
Action
Pet
Resource

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

Last updated