Resources

Version: 4.0 | Last Updated: October 27, 2025

Overview

Resources are the economy of StarCore - you spend them to deploy cards and activate abilities. Resource Cores generate resources each turn, pooling automatically for your use.

Key Principle: Resources are pure stat blocks with no keywords or special abilities. All bonuses come from Modules, Structures, and Links.


Core Rules

  • Global Pool: All resources automatically combine into one shared pool

  • No Network Required: Resources generate without needing Links

  • Deployment Limit: Max 2 cards deployed per turn (including Resources)

  • Generation Phase: Resources generate during Resolution Phase

  • Expiration: Unspent resources expire at end of turn (unless stored via Storage Module)


The Five Resource Types

Type
Symbol
Theme

Energy

Technology, speed

Matter

🔨

Durability, mass

Signal

📡

Control, precision

Life

💚

Healing, growth

Omni

Wildcard (any type)

Note: Resource type is determined by faction or deployment choice. The core mechanics are identical regardless of type.


Standardized Resource Cores

All Resource Cores follow this universal structure:

Size
Cost
Output (RPT)
Links Available

Small Core

0-2

+2-3

1-2

Medium Core

3-4

+4-6

2-3

Large Core

5-7

+7-10

3-4

Example:

Medium Energy Core
Cost: 4 Energy
Output: +5 Energy per turn
HP: 6
Links: 2

Tier and Quality determine exact stats within each size category.


How Resources Work

1. Generate (Resolution Phase)

All Resource Cores on your grid generate their output automatically.

Example:

  • You control: Small Core (+3 Energy), Medium Core (+5 Energy)

  • Total generated this turn: 8 Energy


2. Pool Globally

All resources of the same type combine automatically into one pool.

No linking required! Resources pool regardless of position or connections.


3. Spend (Throughout Turn)

Use your pooled resources to:

  • Deploy cards (Placement Phase)

  • Activate abilities (Activation Phase)

  • Play Actions (any phase)

  • Activate Commander abilities


4. Expire (Cleanup Phase)

Unspent resources disappear at end of turn.

Exception: Storage Module allows banking resources for future turns.


Resource Cores have no inherent keywords or abilities. All bonuses come from:

  • Generator Module: Increases Core output by +X

  • Storage Module: Banks resources for future turns

  • Converter Module: Changes resource type

  • Refinery Structure: Boosts output of adjacent Cores

  • Harvester Structure: Generates additional resources

  • Power Transmission: Cores link to Units to provide resources for abilities

  • Network Support: Units can extend link range via Relay cards


Internal Core Units

Some Units (Vehicles, Spaceships) have built-in resource generation:

Battle Tank (Vehicle)
Cost: 6 Energy
HP: 10 | DMG: 2
Links: 3
Internal Core: Generate +1 Energy per turn

Rules:

  • Internal Core generates automatically each turn

  • Energy pools globally (can use for any cards)

  • Can link to Modules to boost output further


Storage Module (Banking Resources)

The Storage Module allows saving resources between turns:

Storage Module
Links to: Resource Core
Effect: Store up to 5 resources for 3 turns

How it works:

  1. Link Storage Module to a Resource Core

  2. During Resolution Phase, choose to store resources

  3. Stored resources have a Reserve counter (decreases by 1 each turn)

  4. When Reserve = 0, stored resources expire

Example Timeline:

  • Turn 1: Generate 5, store 5 (Reserve 3)

  • Turn 2: Generate 5, store 3 more (8 total stored, Reserve 3)

  • Turn 3: Reserve ticks to 2

  • Turn 4: Reserve ticks to 1

  • Turn 5: Reserve ticks to 0 → Stored resources expire


Omni Resource

Omni is a wildcard resource that can substitute for any type:

Omni Core (Medium)
Cost: 4 Omni
Output: +1 Omni per turn
HP: 6
Rarity: Epic+

Rules:

  • Can pay for ANY resource type requirement

  • Only from Omni Cores (Epic+ rarity)

  • Very rare - typically 1-2 per deck maximum

  • Does not convert other resources (only generates as Omni)


Resource Deployment Strategy

Early Game (Turns 1-3)

  • Deploy 2 Cores per turn to build economy

  • Start: Small Core (0-2 cost) → Small/Medium Cores

  • Establish resource foundation

Turn 1 Example:

  • Deploy: Small Core (+3 Energy), Small Core (+3 Matter)

  • Next turn resources: 6 total


Mid Game (Turns 4-6)

  • Continue deploying Cores if needed

  • Balance resource deployment vs unit deployment

  • Add Medium/Large Cores for scaling

Turn 5 Example:

  • Have: 4 Small Cores, 2 Medium Cores

  • Generate: ~20 resources per turn

  • Can afford expensive units or multiple cheap units


Late Game (Turns 7+)

  • Resource base established (6-8 Cores typical)

  • Focus primarily on units and Actions

  • Replace destroyed Cores as needed


Protecting Your Resources

Resources WILL be targeted! Defend them:

Positioning

  • Deploy in Back Row (safer from attacks)

  • Spread across lanes (limits AOE damage)

  • Don't cluster all Cores together

Module Defense

  • Link Armor Modules to Cores (+HP)

  • Link Shield Modules to Cores (damage reduction)

Unit Screen

  • Deploy Units in front of Cores

  • Use Defense Units (Bunkers, Guardians) as walls

  • Block line of sight with Structures

Redundancy

  • Run multiple Cores of same type

  • Losing 1 Core doesn't collapse economy

  • Can recover if some Cores destroyed

Example Grid Layout:

    Lane:  3    4    5    6
         ┌────┬────┬────┬────┐
    A    │    │ U  │ U  │    │  Front Row
         ├────┼────┼────┼────┤
    B    │ U  │ S  │ S  │ U  │  Mid Row (U = Units, S = Structures)
         ├────┼────┼────┼────┤
    C    │ R  │ R  │ R  │ R  │  Back Row (R = Resource Cores)
         └────┴────┴────┴────┘

Units form defensive line in front of Resource Cores

Quick Strategy Tips

Deploy Resources When:

  • Turns 1-3 (building economy foundation)

  • After opponent destroys your Cores (replacing losses)

  • Hand has expensive cards you can't currently afford

  • Behind on board but ahead on card quality

Deploy Units Instead When:

  • Resource base established (15+ resources/turn)

  • Need board presence NOW

  • Opponent threatening your Commander

  • Opportunity for game-winning attack

Use Storage Module When:

  • Building toward expensive combo turn

  • Have more resources than current needs

  • Planning burst turn deployment

  • Opponent has removal threats (bank before they strike)

Spend Immediately When:

  • Can deploy key threats now

  • Commander in danger (need defense)

  • Enemy threatening your Storage Core

  • Opponent overextended (punish with units)


Key Limits and Rules Summary

Rule
Limit

Cards per turn

Max 2 deployed

Resource generation

Automatic, no network required

Resource pooling

Global, all same-type combine

Link bonuses

Optional via Modules/Structures

Resource expiration

End of turn (unless stored)

Storage capacity

Varies by Storage Module tier

Omni rarity

Epic+ only, very limited


Resource Flow Diagram

Resolution Phase

All Cores Generate → Pool Globally
      ↓                    ↓
Optional: Store    →  Spend on Cards/Abilities
      ↓                    ↓
Reserve Counter    →  Deployment/Activation

Cleanup Phase: Expire Unspent

Version History

v4.0 - October 27, 2025

  • Standardized to pure stat blocks (no keywords on Cores)

  • Clarified Link system as optional bonus source

  • Integrated Module/Structure economy bonuses

  • Removed complex network requirements

  • Aligned with final card type taxonomy

  • Added Storage Module mechanics

  • Simplified for competitive play

v3.0 - October 18, 2025 (Superseded)

  • Game guide format

  • Removed network requirements

  • Added standardized core costs

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