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
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:
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: 2Tier 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.
Link System (Optional Bonuses)
Resource Cores have no inherent keywords or abilities. All bonuses come from:
Links to Modules
Generator Module: Increases Core output by +X
Storage Module: Banks resources for future turns
Converter Module: Changes resource type
Links to Structures
Refinery Structure: Boosts output of adjacent Cores
Harvester Structure: Generates additional resources
Links to Units
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 turnRules:
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 turnsHow it works:
Link Storage Module to a Resource Core
During Resolution Phase, choose to store resources
Stored resources have a Reserve counter (decreases by 1 each turn)
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 CoresQuick 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
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 UnspentVersion 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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