Links & Modules

How cards are connected in Starcore

Version: 3.0 | Last Updated: October 18, 2025


Overview

Every card can have Links that enable network connections for resource distribution and module attachment. The Link system creates deep strategic gameplay around resource management, board positioning, and tactical customization.

Key Change from v2.0: The Ports system has been removed and simplified into the Link system. Modules now attach directly via Links.


Table of Contents

  1. Link Basics

  2. Module Attachment System

  3. Resource Network System

  4. Module Mechanics

  5. Strategic Examples

  6. FAQ


Links are connection points on cards that serve two purposes:

  1. Resource Networks: Connect cards to share resources

  2. Module Attachment: Allow Modules to attach to Units, Resources, and other Modules

Card Faces

Every card has 4 faces: Top, Bottom, Left, Right

  • Maximum Links per card: 4 (one per face)

  • Link Direction: Face-adjacent only (orthogonal: up/down/left/right)

  • Diagonal Links: NOT allowed

Visual Identification

Links: ▲ Triangle symbols on card edges

    ┌─────────┐
    │    △    │  ← Link (top)
    │◁   X   ▷│  ← Links (left/right)
    │    ▽    │  ← Link (bottom)
    └─────────┘

Face-Adjacent Only (CRITICAL)

Links can ONLY connect when cards share a face.

Valid Connection:
        [Card A]
           △ (Link down)
           |
           ▽ (Link up)
        [Card B]
        
Cards are face-adjacent = Link forms ✅
Invalid Connection:
[Card A]  [Card B]
      \△  ▽/
       Diagonal
       
Cards are diagonal = NO Link ❌

Adjacency Rule

Cards must be placed orthogonally adjacent (sharing a face):

  • Up/Down/Left/Right: Valid

  • Diagonal: Invalid

        [✓]
    [✓] [X] [✓]
        [✓]
        
Face-adjacent tiles = Can link

    [✗] [ ] [✗]
    [ ] [X] [ ]
    [✗] [ ] [✗]
    
Diagonal tiles = Cannot link

Module Attachment System

How Modules Attach

Modules attach to cards via Links (no separate "Ports" system).

When a Module is placed adjacent to a card with matching Link positions:

  • The Module attaches to that card

  • The Link is consumed for that attachment

  • The Module provides its effects to the host card

Module Attachment Rules

Rule 1: Adjacent Placement Required

  • Module must be placed face-adjacent to host card

  • Links must align (Module's Link faces host's Link)

Rule 2: One Module Per Link

  • Each Link can hold ONE Module

  • Maximum 4 Modules per card (one per face)

Rule 3: No Module Stacking

  • Only one Module per tile (per Grid v2.0 rules)

  • Cannot stack multiple Modules on same Link

Rule 4: Modules Stay When Units Move

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

  • Links break when cards are no longer adjacent

  • Modules become "anchors" for future deployments

  • Creates emergent tactical gameplay

Module Attachment Example

Before Deployment:
    Lane:  3    4    5
         ┌────┬────┬────┐
    B    │    │ U  │    │  U = Unit (has Links on all 4 faces)
         └────┴────┴────┘

After Deploying Module:
    Lane:  3    4    5
         ┌────┬────┬────┐
    B    │    │ U  │ M  │  M = Module (linked to Unit's right face)
         └────┴────┴────┘

Link formed: U ←Link→ M
Effect: Module buffs Unit

Module Types and Placement

Any Module can attach to any Link position:

  • Weapon Modules: Add combat capabilities

  • Defensive Modules: Add HP, shields, armor

  • Utility Modules: Add special abilities

  • Resource Modules: Modify resource generation

Strategic Tip: Module placement matters! Position determines:

  • Which adjacent cards can benefit from Aura effects

  • How vulnerable the Module is to enemy attacks

  • Future movement paths for the host unit


Module Movement Mechanics

The Critical Rule: Modules Stay Put

When a Unit moves, its Modules stay in their original tiles.

BEFORE Unit Movement:
    Lane:  3    4    5
         ┌────┬────┬────┐
    B    │ M  │ U  │    │  M = Module, U = Unit
         └────┴────┴────┘
Link: M ←→ U (active)

AFTER Unit Moves Right:
    Lane:  3    4    5
         ┌────┬────┬────┐
    B    │ M  │    │ U  │  Module stays, Unit moves
         └────┴────┴────┘
Link: BROKEN (no longer adjacent)

Tactical Implications (Playtest Validated)

  1. Modules Become Anchors

    • Modules left behind become strategic placement points

    • Future units can deploy near abandoned modules

    • Creates persistent battlefield infrastructure

  2. Modules Become Targets

    • Opponents actively target modules to disrupt your network

    • Defensive modules can protect resources

    • Module positioning is critical for defense

  3. Risk/Reward Movement Decisions

    • Advance and lose module buffs

    • Stay back and maintain bonuses

    • Plan movement routes around module positions

  4. Network Topology Planning

    • Pre-plan where modules will anchor

    • Consider future unit movement paths

    • Build networks that persist through movement


Resource Network System

What Are Resource Networks?

Resource Networks are formed when cards with Links connect to Resource cards (Energy Cores, Matter Generators, etc.).

Network Formation

Adjacency Rule: Cards must share a face (up/down/left/right) with Links aligned.

Valid Network:
[Energy Core]
    Link: ↓
      |
    Link: ↑
[Unit]

Core and Unit are face-adjacent with Links aligned = Network formed ✅

Resource Pooling

All resources in a network are SUMMED and available to all connected cards.

Example Network:
[Energy Core A]     [Energy Core B]
Generates: +2       Generates: +3
     ↓                   ↓
     └─────[Unit]────────┘
           Links: ↑ ↑
           
Total Available Energy: 2 + 3 = 5 Energy
Unit can use all 5 Energy for abilities/attacks

Resource Pool Calculation (from Gameplay Basics)

Resources contribute to a pooled total calculated from all Resource cards on the board:

Example:

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

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

Direct Linking (Optional Risk/Reward)

Linking Resources directly to Units is NOT required but provides bonuses:

Risk:

  • Linked resources can be targeted and destroyed

  • Destroys the network topology

  • Unit loses connection if it moves away

Reward:

  • Higher damage output through direct connection

  • Bonus abilities when networked

  • Enhanced combat performance


Module Mechanics

Module Categories

  1. Weapon Modules

    • Add attack damage

    • Provide special attack abilities

    • Range modifiers

  2. Defensive Modules

    • Add HP to host card

    • Shield generation

    • Damage reduction

  3. Utility Modules

    • Movement bonuses

    • Special abilities

    • Conditional triggers

  4. Resource Modules

    • Modify resource generation

    • Resource conversion

    • Network efficiency bonuses

Module Hit Points

Modules are intentionally fragile to encourage strategic placement and protection:

Tier
Module HP

T1-T2

1-2 HP

T3-T4

2-3 HP

T5+

3-4 HP (rare)

Module Destruction

When a Module is destroyed:

  • Module is removed from the battlefield

  • Link becomes available again (can attach new Module)

  • Host card loses Module's benefits immediately

  • No splash damage to adjacent cards unless keyword Splash is present

Defensive Modules for Resources

Strategic Defense: Modules can be linked to Resources for protection

Setup:
    Lane:  3    4    5
         ┌────┬────┬────┐
    C    │    │ R  │ D  │  R = Resource Core, D = Defensive Module
         └────┴────┴────┘

Link: R ←→ D

Effect: Defensive Module protects Resource from attacks

Playtest Insight: Resources WILL be attacked by opponents, so defensive modules create meaningful tactical decisions.


What Can Be Linked?

Links connect three card types:

  • UnitsModules

  • UnitsResources

  • ModulesResources

[Unit] ←Link→ [Weapon Module]

Effect: Unit gains +3 DMG from Weapon Module
[Unit] ←Link→ [Energy Core]

Effect: Unit gains direct energy connection (bonus damage)
[Defensive Module] ←Link→ [Energy Core]

Effect: Defensive Module protects Resource from attacks

Chain Linking

[Resource] ←Link→ [Module] ←Link→ [Unit]

Effect: Resource flows through Module network to Unit

Units

  • Links: 1-4 Links

  • Use: Connect to Modules for buffs

  • Use: Connect to Resources for direct power bonuses

  • Strategy: Balance module buffs vs. movement freedom

Resources (Cores/Generators)

  • Links: 2-4 Links

  • Use: Distribute resources across network

  • Use: Attach defensive modules for protection

  • Strategy: Placement in back rows (safety)

Modules

  • Links: 1-4 Links

  • Use: Attach to Units for buffs

  • Use: Attach to Resources for protection

  • Strategy: Position for maximum effect and minimal vulnerability

Commanders

  • Links: 1-4 Links

  • Use: Anchor large networks

  • Use: Connect to critical resources

  • Strategy: Balance offense (advance) vs. network hub (stay back)


Strategic Examples

Example 1: Basic Module Attachment

Goal: Buff a Unit with a Weapon Module

Setup:
    Lane:  4    5
         ┌────┬────┐
    B    │ U  │ W  │  U = Infantry Unit, W = Laser Rifle Module
         └────┴────┘

Link: U ←→ W (face-adjacent, right link)

Effect:
- Infantry gains +3 DMG from Laser Rifle
- Laser Rifle stays at B5 when Infantry moves

Example 2: Resource Network with Module Protection

Goal: Protect Energy Core with Defensive Module

Setup:
    Lane:  3    4    5
         ┌────┬────┬────┐
    C    │ D  │ R  │ U  │  
         └────┴────┴────┘
         
D = Defensive Module (+3 HP)
R = Energy Core (+2 Energy)
U = Unit

Links: D ←→ R ←→ U

Effects:
- Energy Core generates +2 Energy for network
- Defensive Module gives +3 HP to Energy Core
- Unit gets +2 damage bonus from direct energy link
- Opponent must destroy Defensive Module before reaching Core

Example 3: Module Anchoring After Movement

TURN 1 - Deploy and Link:
    Lane:  3    4    5
         ┌────┬────┬────┐
    B    │ M  │ U  │    │  M = Shield Module, U = Unit
         └────┴────┴────┘
Link: M ←→ U
Effect: Unit has +2 DEF from Shield

TURN 2 - Unit Advances:
    Lane:  3    4    5
         ┌────┬────┬────┐
    A    │    │    │ U  │  Unit moved forward (2 movement)
         ├────┼────┼────┤
    B    │ M  │    │    │  Module stays as anchor
         └────┴────┴────┘
Link: BROKEN
Effect: Unit loses +2 DEF but advanced position

TURN 3 - Deploy New Unit at Anchor:
    Lane:  3    4    5
         ┌────┬────┬────┐
    A    │    │    │ U1 │  First unit still advanced
         ├────┼────┼────┤
    B    │ M  │ U2 │    │  New unit deployed near module anchor
         └────┴────┴────┘
Link: M ←→ U2 (re-established)
Effect: New unit gains +2 DEF from abandoned module!

Strategic Lesson: Modules become deployment anchors for future units

Example 4: Resource Pool Network

Goal: Maximize energy generation for expensive abilities

Setup:
    Lane:  2    3    4    5    6
         ┌────┬────┬────┬────┬────┐
    C    │ R1 │ R2 │ R3 │ U  │    │
         └────┴────┴────┴────┴────┘

R1 = Small Energy Core (+2)
R2 = Small Energy Core (+2)
R3 = Small Energy Core (+2)
U = Heavy Unit (needs 5 Energy for special ability)

Links: R1 ←→ R2 ←→ R3 ←→ U

Resource Pool: 2 + 2 + 2 = 6 Energy total
Effect: Heavy Unit can activate 5-Energy ability!

Note: If ANY Core is destroyed, pool reduces accordingly

Example 5: Multi-Module Unit (Maximized)

Goal: Create fully-upgraded unit with 4 modules

Setup:
    Lane:  3    4    5
         ┌────┬────┬────┐
    A    │    │ M1 │    │  M1 = Targeting Module
         ├────┼────┼────┤
    B    │ M4 │ U  │ M2 │  U = Elite Unit, M2 = Weapon Module
         ├────┼────┼────┤
    C    │    │ M3 │    │  M3 = Armor Module, M4 = Shield Module
         └────┴────┴────┘

Links:
- U ←→ M1 (top)
- U ←→ M2 (right)
- U ←→ M3 (bottom)
- U ←→ M4 (left)

Effects: Unit gains ALL 4 module bonuses simultaneously

Risk: If Unit moves, ALL 4 links break, losing all bonuses
Reward: Massive power while stationary

Resource Deployment Limits (from Gameplay Basics)

Maximum 2 Resource cards PLAYED per turn

  • Prevents early-game resource snowball on the board

  • Strategic decision: which resources to deploy each turn

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


FAQ

Q: Can Links connect diagonally? A: No. Only orthogonal adjacency (up/down/left/right) counts. Face-adjacent only.

Q: Can a card have 4 Links? A: Yes. One Link per face (top, bottom, left, right) = 4 maximum.

Q: Do Links have direction (input/output)? A: No. Links are bidirectional. Resources pool across entire network.

Q: What happens if I lose connection to a Resource Core? A: You lose access to that Core's resources from your pool. Direct link bonuses are also lost.


Module Attachment Questions

Q: Can I attach multiple Modules to the same Link? A: No. One Module per Link. Maximum 4 Modules per card (one per face).

Q: Can Modules stack on the same tile? A: No. Only one Module per tile (Grid v2.0 rule). No module stacking.

Q: What happens to Modules when a Unit moves? A: Modules stay in their original tiles. Links break. Modules become anchors.

Q: Can I re-link a Module after movement? A: No, unless the Unit moves back adjacent to the Module. Otherwise, the Module stays where it is.

Q: Can I move a Module? A: Modules have Movement 0 (Immobile) unless specified otherwise on the card.

Q: Can I attach enemy Modules to my Units? A: No. You can only attach your own Modules to your own cards.

Q: Can Modules attach to other Modules? A: Generally no, unless the card specifically states it can.


Resource Network Questions

Q: If my network has 3 Energy Cores generating 2, 3, 4 Energy, what's my total? A: 2 + 3 + 4 = 9 Energy available to all connected cards.

Q: Can I have multiple separate networks? A: Yes. Networks are formed by connected cards. Unconnected groups are separate networks.

Q: Do Resources pool even if not directly linked to a Unit? A: Yes. All Resources in a connected network contribute to the pool. Any connected Unit can use the entire pool.

Q: What happens when a Resource is destroyed? A: You LOSE that Resource's quantity from your pool immediately. No splash damage unless keyword Splash is present.

Q: Can I deploy more than 2 Resources per turn? A: No. Maximum 2 Resource cards can be PLAYED per turn (Gameplay Basics rule).


Module Combat Questions

Q: Can I target enemy Modules directly? A: Yes. Resources and Modules can be attacked.

Q: What happens when a Module is destroyed? A: Module is removed. Link becomes available. Host loses Module bonuses immediately.

Q: Do Defensive Modules protect adjacent cards? A: Only if the Module specifically has an Aura ability that grants defensive bonuses to adjacent cards.

Q: Can Modules have range and attack? A: Yes. Weapon Modules can have their own attack values and range.


Strategic Questions

Q: Should I always attach Modules before moving Units? A: Usually yes, if you want the buffs. But sometimes leaving Modules as anchors is strategic (marks safe deployment zones).

Q: Is it better to link Resources directly to Units or pool them? A: Direct Linking: Higher damage bonus, but risky (vulnerable to attack, lost on movement) Pooling: Safer, more flexible, but no bonus damage

Q: How do I protect my Resources? A: Deploy defensive Modules adjacent to Resources. Place Resources in back rows (Row C). Use Units as bodyguards.

Q: Should I place Resources early or late? A: Early is generally better (compound resource generation), but remember 2/turn limit. Don't overcommit turn 1.


Design Philosophy

Why Remove the Ports System?

Problem with Ports (v2.0):

  • Two separate systems (Links + Ports) created confusion

  • Port stacking added tracking complexity

  • "Top module radiates" rule was unintuitive physically

  • Difficult to visualize on physical playmat

Benefits of Links-Only (v3.0):

  • Single unified system (easier to learn)

  • No stacking = clearer board state

  • Face-adjacent rule is consistent across all mechanics

  • Physical implementation is straightforward

  • Module anchoring creates emergent gameplay without extra rules

Why Modules Stay When Units Move?

This creates emergent tactical depth without complex rules:

  1. Spatial Puzzles: Players must plan module placement around movement

  2. Persistent Infrastructure: Modules create lasting battlefield presence

  3. Target Priority: Opponents can disrupt your network by destroying modules

  4. Risk/Reward Mobility: Advance and lose buffs, or stay and maintain power?

  5. Playtest Validated: Modules naturally become anchors and targets

Balance Philosophy

Modules are intentionally fragile (low HP) to create strategic trade-offs:

  • Offensive Modules: High damage but vulnerable

  • Defensive Modules: Protect resources but can be destroyed

  • Utility Modules: Powerful abilities but require protection

Resource Deployment Cap (2/turn) prevents snowballing:

  • Cannot flood the board with resources turn 1-2

  • Strategic decisions about which resources to deploy

  • Maintains balanced resource scaling throughout game


Future Expansion Ideas

Potential mechanics for future development:

  • Module Movement: Special cards that allow modules to relocate

  • Link Amplifiers: Boost resources flowing through specific links

  • Module Shields: Protect modules from targeted destruction

  • Shared Links: Adjacent allies can benefit from your modules

  • Link Breakers: Abilities that sever enemy network connections

  • Mobile Modules: Rare modules with Movement >0


Version History

v3.0 - October 18, 2025

  • ✅ Removed Ports system entirely

  • ✅ Simplified to Links-only system

  • ✅ Removed module stacking mechanics

  • ✅ Added "modules stay when units move" rule

  • ✅ Integrated with Gameplay Basics v2.4

  • ✅ Added resource deployment limit (2/turn)

  • ✅ Updated all examples for new system

  • ✅ Added module anchoring strategic examples

  • ✅ Removed "StarCore" references (game name TBD)

v2.0 - October 14, 2025 (SUPERSEDED)

  • Had Ports + Links dual system

  • Module stacking with TOP/MID/BOT positions

  • "TOP module radiates" rule

v1.0 - October 13, 2025 (SUPERSEDED)

  • Initial documentation (basic Links & Ports only)


Document Status: ✅ Aligned with Gameplay Basics v2.4 Next Review: After 10+ playtest sessions with new module system


"Links aren't just connections. They're the strategic skeleton of your army."

Last updated