Gameplay Basics

This section covers the fundamental game systems that form the foundation of StarCore gameplay

Version: 2.4 | Last Updated: October 18, 2025 - Grayfenix


🎲 Core Game Setup

Deck Construction

  • Deck Size: 60 cards

  • Commander: 1 Commander card (separate from the 60-card deck)

  • Total Cards: 61 cards (60 + 1 Commander)

Starting the Game

  • Starting Hand: 8 cards

  • Mulligan Rule: 1 full mulligan allowed (shuffle all 8 cards and redraw 8)

  • First Turn Special Rule: Place ONLY 2 cards on your first turn

  • First Turn Draw: 2 cards (standard turn draws happen at Resolution phase)

  • Ongoing Draw: 2 cards per turn (during Resolution phase)

Required Components

  • 2d12 Dice: Two twelve-sided dice for combat resolution

  • 1 Life Counter: Track your Commander's life (starts at 30)

  • Link Indicators: Visual markers for establishing connections between cards

Resource Management

  • Resource Placement Cap: Maximum of 2 Resource cards PLAYED per turn

    • Prevents early-game resource snowballing on the board

    • Strategic decision: which resources to deploy each turn

    • Can hold more than 2 resources in hand, but can only play 2 per turn


🗺️ Board Configuration

Grid Setup

  • Grid Size: 8x3 (8 columns × 3 rows)

  • Board Connection: Shared battlefield - players face each other across the board

  • Territory: Each player controls one half of the board (their side of 3 rows)

  • Movement Freedom: Units AND Commanders can move onto opponent's board territory

Placement Rules

  • Initial Deployment: Cards must start on your half of the board (your 3 rows)

  • First Turn Limit: Only 2 cards can be placed on turn 1

  • No Summoning Sickness: Units can act immediately on the turn they are placed

  • No Module Stacking: Only one module per tile


🏃 Movement System

Movement Values

Base Movement Stats:

  • 0 = Immobile (cannot move)

  • 1 = Standard (move 1 space)

  • 2 = Fast (move 2 spaces)

Movement Types

  • Orthogonal Movement: Up, down, left, right (4 directions)

  • Diagonal Movement: All 4 diagonal directions

  • Combined Total: 8-directional movement system

Movement Modification

  • Base Stats: Each card has inherent movement values (0, 1, or 2)

  • Utility - Movement Cards: Modify movement capabilities during Movement phase

  • Cross-Territory Movement: Units AND Commanders can advance onto opponent's board half

Movement & Modules: Emergent Gameplay

CRITICAL RULE: When a Unit moves, its Modules stay in their original tiles

Playtest-Validated Tactical Implications:

  • Modules become anchors for future deployments

  • Modules become key targets for opponents seeking to disrupt networks

  • Units can move away from their support modules

  • Creates risk/reward decisions: stay buffed or advance?

  • Opponent can exploit gaps between units and their modules

  • Encourages network planning and spatial awareness


🔗 The Linking System

What Can Be Linked

Links connect three card types:

  • UnitsModules

  • UnitsResources

  • ModulesResources

Note: "Ports" system has been removed - simplified to direct Linking

Linking Rules

Link Direction: Face Only (No Diagonals)

  • Links can ONLY be established on the four FACE directions (orthogonal)

  • Up, Down, Left, Right = Valid link directions

  • Diagonal = NOT valid for linking

  • Creates puzzle-solving challenges for optimal network placement

Visual System:

  • Clear linking indicators provided with physical game

  • Easy to track connections visually on the board

  • No ambiguity about what is linked to what

Link Range:

  • Adjacent cards only (1 space away on face)

  • Links break if cards move out of range

Linking Resources to Units (Optional Risk/Reward)

Core Rule: Linking Resources directly to Units is NOT required

Risk/Reward Mechanic:

  • Risk: Direct connection to power cores creates vulnerabilities

    • Linked resources can be targeted and destroyed

    • Destroys the network topology when resources are eliminated

    • Unit must maintain proximity to linked resources (or lose connection when moving away)

  • Reward: Higher damage output through direct power connection

    • Bonus damage when directly linked to energy cores

    • Enhanced abilities when networked properly

    • Strategic power-up opportunities

Strategic Defense:

  • Defensive Modules: Can be linked to Resources for protection

    • Resources WILL be attacked by opponents

    • Defensive modules act as bodyguards for critical resources

    • Creates meaningful module placement decisions


⚡ Resource System

Resource Pool Calculation

Resources generate a pool calculated from all Resource cards on the board

Example:

  • 3× Small Energy Core (+2 energy each)

  • Pool = 2 + 2 + 2 = 6 total energy available

Resource Mechanics

  • Pooled by Default: All resources contribute to a shared pool

  • Optional Direct Linking: Can link specific resources to specific units for bonuses

  • Board-Based: Resource availability depends on what's currently on the battlefield

  • Dynamic Destruction: When a resource is destroyed, you LOSE its quantity from your pool

    • If Small Energy Core (+2) is destroyed: Pool reduces by 2

    • No splash damage to nearby units unless Splash keyword present

  • Resource Cleanup: Common card available for module cleanup actions

Resource Deployment Limit

  • Maximum 2 Resource Cards PLAYED per turn

  • Prevents early-game resource snowball on the board

  • Creates meaningful decisions about which resources to deploy

  • Can hold unlimited resources in hand, but deployment is capped at 2 per turn


👑 The Commander (The King)

Core Rules

  • Life Total: All Commanders start with 30 life

  • Life Tracking: Use 1 life counter to track Commander life

  • Placement: Can be placed anywhere on your half of the grid (your 3 rows)

  • Movement Freedom: Commanders CAN advance to the opponent's side of the board

  • Unique Attributes: Each Commander provides unique attributes/abilities to the playing field

  • Player Identity: Defines your deck strategy and playstyle

Commander Abilities

  • Mix of Actives and Passives: Each Commander has both types

    • Passive Abilities: Always-on effects that modify the game state

    • Active Abilities: Require activation (resource cost, timing requirements, etc.)

Win Condition

  • ONLY Win Condition: Reduce opponent's Commander to 0 life

  • Game End: When a Commander reaches 0 life, that player loses immediately

  • No Deck-Out: Running out of cards does NOT cause a loss

  • No Alternative Wins: Commander elimination is the singular victory path


⚔️ The Eight Combat Phases "Mr. Pacire" (Pa-Seer-E)

Phases are designed to be learned in ~2 minutes - each has a single clear purpose We have a fun way for you to remember the order a pnuemonic - "Mr. Pacire" M = Movement R = Range P = Placement A = Activation C = Combate (Attack and Defend) I = Interactions R = Resolution E = End


Phase 1: Movement

Purpose: Reposition units on the battlefield

Actions:

  • Move units based on card base stats (0, 1, or 2 movement)

  • Move Commander (can advance to opponent's board)

  • Apply Utility - Movement cards to modify movement capabilities

  • Both players can play phase-specific utility cards

Key Mechanics:

  • Movement values: 0 (Immobile), 1, or 2

  • 8-directional movement freedom

  • Interactive phase - both players can respond with utilities

  • IMPORTANT: Modules do NOT move with units - they stay in their tiles

  • Playtest Validated: Modules become anchors for future deployments


Phase 2: Range

Purpose: Range checking and establishing attack distances

Actions:

  • Check range values on all cards

  • Apply Utility - Range cards to modify range values

  • Trigger any "on Range Phase" abilities

  • Both players can play phase-specific utility cards

Key Mechanics:

  • Every card has a range value (inherent stat)

  • Range determines which enemy units can be targeted in Combat phase

  • Range modifiers apply here before combat

  • Tactical positioning from Phase 1 matters here

  • "On Range Phase" triggered abilities activate


Phase 3: Placement

Purpose: Deploy new cards to the battlefield

Actions:

  • Place Units onto your half of the board

  • Place Modules onto the board (often as anchors or near existing networks)

  • Place Resources onto the board (Max 2 resources per turn)

  • Play Utility - Placement cards

Key Mechanics:

  • No Summoning Sickness: Newly placed units can act this turn

  • All placements restricted to your board half

  • First Turn: Only 2 cards total can be placed

  • Resource Cap: Maximum 2 resources played per turn

  • Both players can play Placement utility cards

  • Modules placed adjacent to units for optimal linking (face-only)

  • Strategic placement around anchored modules from previous turns


Phase 4: Activation

Purpose: Pay costs, establish links, and activate abilities

Actions:

  • Execute Linking actions between Units, Modules, and Resources (face-only)

  • Pay costs for Auras using resource pool

  • Activate Commander active abilities

  • Activate any resource-costing actions (marked with Activation keyword)

  • Play Utility - Activation cards

Key Mechanics:

  • Linking: Establish face-only connections between cards for bonuses/networks

  • Activation Keyword: Denotes actions requiring resource payment

  • Resource Pool Usage: Spend from pooled resources OR use direct links

  • Commander Actives: Trigger Commander active abilities here

  • Strategic resource allocation


Phase 5: Combat

Purpose: Execute attacks and resolve combat damage

Actions:

  • Declare attack targets (within range)

  • Build the interaction "stack"

  • Play Combat Utility cards

  • Play Combat Dice cards

  • Roll 2d12 for combat resolution

  • Resolve stack from top to bottom

Key Mechanics:

  • Range Matters: Can only target enemies within your range value

  • Target Declaration: Must occur before stack building

  • The Stack: First-in, last-out resolution (like MTG)

  • 2d12 Dice: Two twelve-sided dice for combat calculations

  • Combat Utilities: Phase-specific tactical cards

  • Combat Dice Cards: Modify dice outcomes

  • Interactive priority system for stack responses

  • Linked resources may provide damage bonuses


Phase 6: Interactions

Purpose: Resolve non-combat triggered abilities and responses

Actions:

  • Resolve triggered abilities from combat

  • Play response utilities

  • Handle chain reactions from combat results

  • Trigger any "after combat" abilities

Key Mechanics:

  • Catches abilities that trigger "after combat"

  • Allows counterplay before final resolution

  • Stack-based resolution continues

  • Commander passive abilities may trigger here


Phase 7: Resolution

Purpose: Finalize all effects and end-of-turn triggers

Actions:

  • Combat damage/effects finalize

  • Trigger Resolution-keyword abilities

  • Remove temporary effects

  • Check win conditions (Commander at 0 life?)

  • Draw 2 cards (standard turn draw)

Key Mechanics:

  • Resolution Triggers: Abilities that activate when effects finalize

  • Final damage calculation

  • State-based actions checked

  • Standard 2-card draw occurs here


Phase 8: End

Purpose: Prepare battlefield for next turn

Actions:

  • Trigger Cleanup-keyword abilities

  • Use Module Cleanup common card if needed

  • Remove "until end of turn" effects

  • Discard down to hand size (if limit exists)

  • Reset temporary modifiers

Key Mechanics:

  • Cleanup Triggers: True end-of-turn effects

  • Module Cleanup: Common card available for module management

  • Board state reset for next player's turn

  • Turn ends, priority passes to opponent


💡 Fast-Paced Gameplay

Why This Game Plays Quickly

  1. No Summoning Sickness: Units act immediately, no waiting a turn

  2. Clear Phase Structure: Each phase has ONE job, reducing decision paralysis

  3. 2-Minute Learn Time: Players grasp phase flow rapidly

  4. Single Win Condition: No tracking multiple victory paths

  5. Simultaneous Utility Play: Both players stay engaged each phase

  6. Emergent Module Gameplay: Unit movement creates dynamic battlefield states without complex rules

  7. Simple Movement Values: Only 0, 1, or 2 - easy to remember

  8. Resource Cap: 2-resource deployment limit prevents analysis paralysis

Playtest Validation

  • Phase complexity: Players learn the 8 phases in ~2 minutes

  • Turn speed: Games move quickly due to no summoning sickness

  • Grid size: 8x3 has proven optimal in testing

  • Win clarity: Single Commander-kill condition keeps focus sharp

  • Module anchoring: Modules become strategic anchors and opponent targets

  • Linking clarity: Face-only linking creates clear visual puzzle-solving

  • Resource targeting: Resources as valid targets creates meaningful defensive decisions


🎯 Design Considerations

Strengths

  1. Module Anchoring creates emergent spatial gameplay - playtest validated

  2. Modules as Targets creates offensive/defensive tension - playtest validated

  3. Face-Only Linking creates clear puzzle-solving without diagonal ambiguity

  4. Resource Deployment Cap prevents early snowball, maintains game balance

  5. Simple Movement Values (0/1/2) easy to learn and remember

  6. Resource Destruction directly impacts pool - clear cause/effect

  7. Defensive Modules create meaningful protection strategies for resources

  8. Commander Mobility allows aggressive plays and comebacks

  9. Mix of Active/Passive Commander Abilities creates varied playstyles

  10. 2d12 Dice System provides variety without excessive randomness

  11. No Splash Damage by Default prevents complex chain calculations unless keyword present

  12. Single Mulligan keeps game start quick and fair

  13. Clear Visual Linking eliminates tracking confusion

  14. First Turn Limit (2 cards) prevents explosive early game advantage

Emergent Gameplay Highlights (Playtest Validated)

  • The Advancing Unit Problem: Push forward and lose module buffs, or stay back and maintain bonuses?

  • The Stranded Module: Now becomes an ANCHOR for future deployments

  • Modules as Targets: Opponents actively target your modules to disrupt networks

  • Network Topology: Face-only linking creates spatial puzzle challenges

  • Direct Link Vulnerability: High-risk, high-reward power cores become targets

  • Resource Defense: Plugging defensive modules into resources creates mini-fortresses

  • Commander Aggression: Commanders can lead the charge into enemy territory

Potential Issues to Monitor

  1. Resource Deployment Cap Timing: Could slow down mid-game resource scaling

    • Mitigation: Ensure resource generation cards exist for scaling

    • Playtest: Track resource availability curve throughout game

  2. Face-Only Linking Restrictions: Could limit creative network building

    • Counter: This is intentional design - creates puzzle-solving depth

    • Playtest: Ensure benefits outweigh restrictions

  3. Commander Vulnerability on Opponent's Board: High risk for advancing

    • Mitigation: Commander abilities should reward aggressive play

    • Playtest: Track Commander survival rates when advancing

  4. Module Cleanup Common Card: Could trivialize module destruction strategies

    • Playtest: Monitor how often cleanup card is used, balance accordingly

  5. 2d12 Variance: High and low rolls could feel swingy

    • Mitigation: Dice modifier cards, abilities that mitigate variance

    • Playtest: Track game-deciding dice rolls vs. strategic decisions

  6. First Turn 2-Card Limit: Could feel restrictive for aggressive strategies

    • Counter: Prevents first-player advantage snowballing

    • Playtest: Monitor first-player win rates


📋 Quick Reference

Starting Components

  • 60-card deck + 1 Commander

  • 2d12 dice

  • 1 life counter (starts at 30)

  • Link indicator tokens

Key Limits

  • First Turn: Only 2 cards placed

  • Resource Deployment: Max 2 per turn

  • Mulligan: 1 full redraw (8 cards)

  • Movement: 0, 1, or 2

  • Links: Face-only (no diagonals)

  • Module Stacking: Not allowed

Core Rules

  • No summoning sickness

  • Modules stay when units move

  • Resources can be attacked

  • No splash damage (unless keyword)

  • Commander is only win condition

  • Commanders can advance to opponent's board


📚 Version History

  • v2.4 (Oct 18, 2025): Added first turn 2-card limit, clarified resource deployment cap (2 per turn, not hand limit), reduced emoji usage to main section headers only

  • v2.3 (Oct 18, 2025): Added deck construction (60+1), 2d12 dice, life counter, movement values (0/1/2), module cleanup, resource defense, Commander mobility, active/passive mix, range phase clarification, playtest validations

  • v2.2 (Oct 18, 2025): Added Linking system, removed Ports, added resource pooling, added "modules stay when units move" mechanic

  • v2.1 (Oct 18, 2025): 8 phases, Commander rules (30 life, only win condition), no summoning sickness

  • v2.0 (Oct 18, 2025): Complete overhaul - combat phases, 8x3 grid, movement system

  • v1.x (Pre-Oct 14, 2025): Previous iteration with "Orders" system


🔜 Next Documentation Needed

  1. Linking Deep Dive (Face-only mechanics, link breaking/re-establishing, damage bonuses, visual indicators)

  2. Resource System Specification (Pool calculation details, direct linking bonuses, resource card types, defensive module strategies)

  3. Module Mechanics (Module types, buff ranges, interaction with unit movement, cleanup mechanics, anchor strategies)

  4. Commander Deep Dive (Active vs. passive abilities, Commander mobility strategies, deckbuilding restrictions)

  5. Combat Resolution (2d12 dice mechanics, damage calculation, stack examples, linked resource bonuses)

  6. Card Types Reference (Units, Modules, Resources, Utilities - comprehensive breakdown)

  7. Keywords Reference (Activation, Resolution, Cleanup, Splash, and all other keywords)

  8. Deckbuilding Guide (Resource ratios, archetype guides, first turn strategies)

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