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
Link Basics
Module Attachment System
Resource Network System
Module Mechanics
Strategic Examples
FAQ
Link Basics
What Are Links?
Links are connection points on cards that serve two purposes:
Resource Networks: Connect cards to share resources
Module Attachment: Allow Modules to attach to Units, Resources, and other Modules
Card Faces
Every card has 4 faces: Top, Bottom, Left, Right
Link Limits
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)
└─────────┘Link Connection Rules
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 linkModule 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 UnitModule 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)
Modules Become Anchors
Modules left behind become strategic placement points
Future units can deploy near abandoned modules
Creates persistent battlefield infrastructure
Modules Become Targets
Opponents actively target modules to disrupt your network
Defensive modules can protect resources
Module positioning is critical for defense
Risk/Reward Movement Decisions
Advance and lose module buffs
Stay back and maintain bonuses
Plan movement routes around module positions
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/attacksResource 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
Weapon Modules
Add attack damage
Provide special attack abilities
Range modifiers
Defensive Modules
Add HP to host card
Shield generation
Damage reduction
Utility Modules
Movement bonuses
Special abilities
Conditional triggers
Resource Modules
Modify resource generation
Resource conversion
Network efficiency bonuses
Module Hit Points
Modules are intentionally fragile to encourage strategic placement and protection:
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 attacksPlaytest Insight: Resources WILL be attacked by opponents, so defensive modules create meaningful tactical decisions.
What Can Be Linked?
Links connect three card types:
Units ↔ Modules
Units ↔ Resources
Modules ↔ Resources
Unit ↔ Module Links
[Unit] ←Link→ [Weapon Module]
Effect: Unit gains +3 DMG from Weapon ModuleUnit ↔ Resource Links
[Unit] ←Link→ [Energy Core]
Effect: Unit gains direct energy connection (bonus damage)Module ↔ Resource Links
[Defensive Module] ←Link→ [Energy Core]
Effect: Defensive Module protects Resource from attacksChain Linking
[Resource] ←Link→ [Module] ←Link→ [Unit]
Effect: Resource flows through Module network to UnitLink Use Cases by Card Type
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 movesExample 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 CoreExample 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 unitsExample 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 accordinglyExample 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 stationaryResource 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
General Link Questions
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:
Spatial Puzzles: Players must plan module placement around movement
Persistent Infrastructure: Modules create lasting battlefield presence
Target Priority: Opponents can disrupt your network by destroying modules
Risk/Reward Mobility: Advance and lose buffs, or stay and maintain power?
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."
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