Activations
Activation are interactions that are cost-based.
⚡ 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 → High: Area damage
Defense
Shield generation, damage prevention
Low: Shield 2 → High: Army-wide protection
Support
Buffs, healing, stat boosts
Low: Single target → High: All allies
Control
Disruption, lockdown, disable
Low: Stun 1 → High: Zone disable
Resource
Generation boosts, network scaling
Low: +1 resource → High: Double output
Utility
Movement, draw, special abilities
Low: Draw 1 → High: Draw 3 + effect
Cross-Type Examples:
Unit (Combat Class):
⚡ [3 Energy]: Gain Strike and +2 DMG
Structure (Support Class):
⚡ [4 Signal]: All linked allies gain +1/+1
Commander (Multiple Classes):
⚡ [5 Matter]: Deploy a 4/4 token (Combat/Resource)
Resource (Resource Class):
⚡ [3 Energy]: Generate +2 Energy this turn
Action (Utility Class):
⚡ [2 Signal]: Target unit gains Flying until end of turnDesign 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
[CARD NAME]
Cost: X [Resource Type]
Type: [Unit/Structure/Commander/Action]
HP: X | DMG: X (if applicable)
[Base stats and keywords]
ACTIVATIONS:
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [2 Energy]: [Effect 1]
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [5 Energy]: [Effect 2]
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [9 Energy]: [Effect 3]
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━Syntax Rules:
Use ⚡ 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
Plasma Berserker
Cost: 4 Energy
Type: Unit - Infantry
HP: 6 | DMG: 3
Keywords: Rush
ACTIVATIONS:
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [2 Energy]: Gain Strike this turn
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [4 Energy]: Gain +2 DMG and Pierce
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [8 Energy]: Gain Frenzy. On Hit: Apply Burning 3 to all adjacent enemies
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━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
Quantum Nexus
Cost: 5 Signal
Type: Structure
HP: 8
Keywords: Immobile, Link 3
ACTIVATIONS:
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [3 Signal]: All linked allies gain +1/+1 until end of turn
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [6 Signal]: All linked allies gain Shield 2 and "On Attack: Draw 1 card"
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [10 Signal]: All linked allies gain Adaptive 3. Draw 2 cards.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━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
Admiral Voss - Commander (Vehicle)
Cost: 7 Energy
HP: 18 | DMG: 4
Links: 2 | Ports: 2 (3 Sockets each)
Keywords: Command Aura (+1/+1 to allied Vehicles)
ACTIVATIONS:
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [2 Energy]: Target allied Vehicle gains Rush this turn
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [5 Energy]: Deploy a 3/3 Scout Drone token with Flying
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
⚡ [9 Energy]: All allied Vehicles gain +2/+2 and Strike. On Hit: Apply Jammed to target.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━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:
Turn 1: Use [2 Energy] tier
Turn 2: Can use ANY tier again (2, 4, or 8)
Turn 3: Can use ANY tier againException 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:
Your pool: 7 Energy, 3 Signal
Plasma Berserker Activations:
✅ Can use: [2 Energy] tier
✅ Can use: [4 Energy] tier
❌ Cannot use: [8 Energy] tier (insufficient resources)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:
Your board:
- Plasma Berserker (Activations: 2/4/8 Energy)
- Quantum Nexus (Activations: 3/6/10 Signal)
- Shield Generator (Activations: 2/5/7 Energy)
Your pool: 10 Energy, 6 Signal
Valid same-turn sequence:
1. Plasma Berserker [4 Energy] → Pool: 6 Energy, 6 Signal
2. Quantum Nexus [6 Signal] → Pool: 6 Energy, 0 Signal
3. Shield Generator [5 Energy] → Pool: 1 Energy, 0 Signal
Total: 3 activations across 3 different cards ✅Activation Design Principles
1. Flexibility Over Power
Activations prioritize player choice and board adaptability
Good Design:
⚡ [2 Energy]: Heal 3 HP
⚡ [5 Energy]: Heal 6 HP to target and 3 HP to all adjacent allies
⚡ [9 Energy]: Full heal all allies. Gain Shield 3.Scales from single-target to army-wide
Bad Design:
⚡ [2 Energy]: Heal 3 HP
⚡ [5 Energy]: Heal 6 HP
⚡ [9 Energy]: Heal 9 HPJust linear scaling, no strategic differentiation
2. Keywords + Auras + Triggers Combination
Activations should combine mechanics for rich gameplay
Example Breakdown:
⚡ [8 Energy]: Gain Frenzy. On Hit: Apply Burning 3 to all adjacent enemies
│ │ │
KEYWORD TRIGGER AURAMechanics 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):
⚡ [2 Energy]: Gain Strike this turnAlways helps in combat, even on curve
Avoid:
⚡ [2 Energy]: Gain +1 HPWeak impact, feels bad to use
4. High Tier Game-Ending
The most expensive activation should justify the cost with dramatic impact
Example:
⚡ [10 Signal]: All linked allies gain Adaptive 3. Draw 2 cards.Army enhancement + card advantage = game-swinging
Avoid:
⚡ [10 Signal]: Gain +3/+3Expensive but underwhelming
Activation vs. Other Mechanics
Activation vs. Triggered Abilities
Player Control
✅ Player chooses when
❌ Automatic on condition
Resource Cost
✅ Always required
❌ Free (no cost)
Flexibility
✅ Choose which tier
❌ Fixed effect
Frequency
Once per turn (default)
Every time condition met
Example Comparison:
ACTIVATION:
⚡ [4 Energy]: Deal 3 DMG to target
(You choose when and what to target)
TRIGGERED ABILITY:
On Attack: Deal 1 DMG to target
(Fires automatically every attack)Activation vs. Keywords
Always On
❌ Requires activation
✅ Passive or condition-based
Scalable
✅ Multiple tiers
❌ Fixed value
Resource Hungry
✅ Costs resources
❌ Typically free
Example:
Unit with BOTH:
Keywords: Rush, Strike
Activations:
⚡ [3 Energy]: Gain Pierce
Rush/Strike = Always available
Pierce = Only when you pay 3 EnergyStrategic 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)
Low: Combat trick (Strike, +1 DMG)
Mid: Damage boost (+2-3 DMG, Pierce)
High: Area damage (Frenzy, Splash, Burning)Support Activations (Structures)
Low: Single ally buff (+1/+1)
Mid: Area buff (all linked allies)
High: Army-wide enhancement + card drawControl Activations (Signal-based)
Low: Disrupt single target (Stun, Slow)
Mid: Area control (Jam multiple targets)
High: Full lockdown (disable zone, draw advantage)Resource Activations (Cores)
Low: Generate +1-2 extra resources
Mid: Boost linked network output
High: Double generation, grant buffs to networkDesign 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:
2 → 5 → 9 (gaps of 3 and 4)Bad:
2 → 3 → 4 (too incremental)Faction Resource Alignment
Activations should use the card's primary resource type
Energy Unit → Energy Activations
Signal Structure → Signal ActivationsException: Multi-resource cards (Rare+ only)
Changelog
Version 1.0 - October 23, 2025
Initial Document Creation:
✅ Defined Activation mechanics fundamentals
✅ Established 3-tier cost structure
✅ Created syntax and formatting standards
✅ Provided design principles and constraints
✅ Distinguished Activations from Triggers and Keywords
✅ Added strategic timing guidance
✅ Included comprehensive examples across card types
✅ 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: ✅ 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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