Activations
Activation are interactions that are cost-based.
β‘ Activation Mechanics
Document Type: Core Gameplay Reference Version: 1.0 Last Updated: October 23, 2025
Overview
Activations are cost-based interactions that create dynamic, escalating gameplay experiences similar to Planeswalkers in MTG. Cards with Activation abilities offer multiple strategic options at different resource investment levels, allowing players to scale their impact based on board state and available resources.
What Are Activations?
Activations are abilities that:
Require resource payment to activate (cannot activate without paying cost)
Offer multiple tiers of effects at different costs
Can be used once per turn (unless stated otherwise)
Can combine Keywords, Auras, and Triggers in their effects
Provide strategic choice between efficiency and power
Exist across all card types (Units, Structures, Commanders, Resources, Actions)
Key Distinction: Unlike triggered abilities (which activate automatically when conditions are met), Activations are player-controlled decisions that require spending resources from your pool.
Activations Across Card Classes
Activations are universal and appear across all card types and the 6-Box Framework:
Combat
Damage scaling, attack buffs
Low: +1 DMG β High: Area damage
Defense
Shield generation, damage prevention
Low: Shield 2 β High: Army-wide protection
Support
Buffs, healing, stat boosts
Low: Single target β High: All allies
Control
Disruption, lockdown, disable
Low: Stun 1 β High: Zone disable
Resource
Generation boosts, network scaling
Low: +1 resource β High: Double output
Utility
Movement, draw, special abilities
Low: Draw 1 β High: Draw 3 + effect
Cross-Type Examples:
Design Principle: Any card type can have Activations. The card's base type determines where it lives on the grid, but its Activation abilities can span multiple functional classes.
Activation Cost Structure
Standard Activation Tiers
Most Activation cards feature 3 cost tiers offering escalating power:
Low
2-3 resources
Efficient, consistent
Early game, value plays
Mid
4-6 resources
Moderate impact
Mid-game tempo swings
High
7-10+ resources
Game-changing
Late game finishers
Design Philosophy:
Low tier = Always accessible, never a dead card
Mid tier = Competitive choice vs. deploying new cards
High tier = Reward for resource dominance
Activation Syntax
Card Template Format
Syntax Rules:
Use β‘ symbol to denote Activation
List costs in ascending order (cheapest first)
Separate tiers with divider lines for readability
Include resource type in brackets:
[X Energy],[X Signal], etc.Each tier stands independently (choosing one doesn't lock out others next turn)
Example Activation Cards
Example 1: Unit with Combat Activations
Strategic Breakdown:
2 Energy: Cheap combat trick for reliable trades
4 Energy: Strong mid-game pressure option
8 Energy: Board-wipe potential with area damage
Example 2: Structure with Support Activations
Strategic Breakdown:
3 Signal: Flexible stat boost for aggressive plays
6 Signal: Defensive stance with card advantage engine
10 Signal: Full army enhancement for decisive push
Example 3: Commander with Mixed Activations
Strategic Breakdown:
2 Energy: Enable immediate pressure from newly deployed units
5 Energy: Generate board presence and aerial advantage
9 Energy: Army-wide combat boost with control elements
Activation Rules & Timing
When Can You Activate?
Primary Window: Activation Phase (Phase 4)
This is the default phase for using Activations
After Movement and Range phases, before Combat
Optimal timing for buffing units before attacks
Secondary Windows (Card-Specific): Some cards may specify alternative timing:
"Activate only during Combat Phase"
"Activate only at turn start"
"Activate any time" (instant-speed)
Activation Frequency
Default Rule: Once per turn per card
Each Activation card can use one of its Activation tiers per turn.
Example:
Exception Keywords:
Multicast X: Can activate up to X times per turn
Cooldown X: Must wait X turns between activations
Sacrifice: One-time use, destroy card after activation
Resource Payment
Payment Rules:
Resources must be available in your resource pool
Resources are spent immediately when activated
You cannot partially pay for an activation
You can use resources from any source (cores, links, internal cores)
Example Resource Pool:
Multiple Activations in One Turn
Scenario: You control 3 cards with Activations
Rule: Each card can activate once, but you can activate multiple different cards in the same turn if you have sufficient resources.
Example:
Activation Design Principles
1. Flexibility Over Power
Activations prioritize player choice and board adaptability
Good Design:
Scales from single-target to army-wide
Bad Design:
Just linear scaling, no strategic differentiation
2. Keywords + Auras + Triggers Combination
Activations should combine mechanics for rich gameplay
Example Breakdown:
Mechanics Synergy:
Frenzy (Keyword) = Attack all adjacent enemies
On Hit (Trigger) = Effect fires after damage dealt
Burning 3 (Aura) = Condition applied to hit targets
3. Low Tier Always Useful
The cheapest activation should never feel like a waste
Design Goal: Even when you're resource-starved, the low-tier activation provides value
Example (Unit with Rush):
Always helps in combat, even on curve
Avoid:
Weak impact, feels bad to use
4. High Tier Game-Ending
The most expensive activation should justify the cost with dramatic impact
Example:
Army enhancement + card advantage = game-swinging
Avoid:
Expensive but underwhelming
Activation vs. Other Mechanics
Activation vs. Triggered Abilities
Player Control
β Player chooses when
β Automatic on condition
Resource Cost
β Always required
β Free (no cost)
Flexibility
β Choose which tier
β Fixed effect
Frequency
Once per turn (default)
Every time condition met
Example Comparison:
Activation vs. Keywords
Always On
β Requires activation
β Passive or condition-based
Scalable
β Multiple tiers
β Fixed value
Resource Hungry
β Costs resources
β Typically free
Example:
Strategic Depth: When to Activate
Early Game (Turns 1-3)
Resource Pool: 2-5 total Best Activations: Low-tier (2-3 cost) Strategy: Use cheap activations to establish board control
Mid Game (Turns 4-7)
Resource Pool: 6-10 total Best Activations: Mid-tier (4-6 cost) Strategy: Balance activations with deploying new threats
Late Game (Turns 8+)
Resource Pool: 10+ total Best Activations: High-tier (7-10+ cost) Strategy: Use high-tier activations for game-ending plays
Common Activation Patterns by Type
Combat Activations (Units)
Support Activations (Structures)
Control Activations (Signal-based)
Resource Activations (Cores)
Design Constraints & Balance
Activation Count per Card: 3 Maximum
Why: Prevents choice paralysis and keeps cards readable
Cost Gaps: 2-3 resource minimum
Why: Ensures meaningful distinction between tiers
Good:
Bad:
Faction Resource Alignment
Activations should use the card's primary resource type
Exception: Multi-resource cards (Rare+ only)
Changelog
Version 1.0 - October 23, 2025
Initial Document Creation:
β Defined Activation mechanics fundamentals
β Established 3-tier cost structure
β Created syntax and formatting standards
β Provided design principles and constraints
β Distinguished Activations from Triggers and Keywords
β Added strategic timing guidance
β Included comprehensive examples across card types
β Clarified activation requirements across all card classes
Next Steps:
Playtest validation of cost curves
Faction-specific Activation patterns
Digital implementation specifications
Activation animation/visual design
Document Status: β CANONICAL REFERENCE GUIDE Purpose: Define player-controlled resource-based abilities Relationship: Activations work alongside Keywords, Triggers, and Auras Web-searchable: Yes - players can reference Activation rules
Last updated: October 23, 2025
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