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:
Units ↔ Modules
Units ↔ Resources
Modules ↔ Resources
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
No Summoning Sickness: Units act immediately, no waiting a turn
Clear Phase Structure: Each phase has ONE job, reducing decision paralysis
2-Minute Learn Time: Players grasp phase flow rapidly
Single Win Condition: No tracking multiple victory paths
Simultaneous Utility Play: Both players stay engaged each phase
Emergent Module Gameplay: Unit movement creates dynamic battlefield states without complex rules
Simple Movement Values: Only 0, 1, or 2 - easy to remember
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
Module Anchoring creates emergent spatial gameplay - playtest validated
Modules as Targets creates offensive/defensive tension - playtest validated
Face-Only Linking creates clear puzzle-solving without diagonal ambiguity
Resource Deployment Cap prevents early snowball, maintains game balance
Simple Movement Values (0/1/2) easy to learn and remember
Resource Destruction directly impacts pool - clear cause/effect
Defensive Modules create meaningful protection strategies for resources
Commander Mobility allows aggressive plays and comebacks
Mix of Active/Passive Commander Abilities creates varied playstyles
2d12 Dice System provides variety without excessive randomness
No Splash Damage by Default prevents complex chain calculations unless keyword present
Single Mulligan keeps game start quick and fair
Clear Visual Linking eliminates tracking confusion
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
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
Face-Only Linking Restrictions: Could limit creative network building
Counter: This is intentional design - creates puzzle-solving depth
Playtest: Ensure benefits outweigh restrictions
Commander Vulnerability on Opponent's Board: High risk for advancing
Mitigation: Commander abilities should reward aggressive play
Playtest: Track Commander survival rates when advancing
Module Cleanup Common Card: Could trivialize module destruction strategies
Playtest: Monitor how often cleanup card is used, balance accordingly
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
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
Linking Deep Dive (Face-only mechanics, link breaking/re-establishing, damage bonuses, visual indicators)
Resource System Specification (Pool calculation details, direct linking bonuses, resource card types, defensive module strategies)
Module Mechanics (Module types, buff ranges, interaction with unit movement, cleanup mechanics, anchor strategies)
Commander Deep Dive (Active vs. passive abilities, Commander mobility strategies, deckbuilding restrictions)
Combat Resolution (2d12 dice mechanics, damage calculation, stack examples, linked resource bonuses)
Card Types Reference (Units, Modules, Resources, Utilities - comprehensive breakdown)
Keywords Reference (Activation, Resolution, Cleanup, Splash, and all other keywords)
Deckbuilding Guide (Resource ratios, archetype guides, first turn strategies)
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