Conditions

Version: 4.0 | Last Updated: October 27, 2025

Overview

Conditions are temporary or persistent effects applied to cards as the result of Keywords, abilities, or game effects.

When a Keyword or ability resolves, it applies a Condition to its target. The Condition then modifies that card's stats, behavior, or interactions for a specified duration.

Key Principle:

  • Keywords = What's printed on cards (the cause)

  • Conditions = What gets applied to targets (the effect)

Total Conditions: 20 Categories: Combat (4), Defense (4), Support (3), Control (4), Resource (2), Utility (3)


How It Works

The Keyword → Condition Flow

1. CARD TEXT (Keyword)
   "First Strike, Stun"
   
2. COMBAT RESOLVES
   Unit attacks and hits target
   
3. CONDITION APPLIED
   Target gains "Stunned" condition
   
4. CONDITION TRACKED
   Duration: 1 turn
   Effect: Cannot move or attack
   
5. CONDITION EXPIRES
   Removed at end of turn

Example Card

Shock Trooper (Infantry)
Cost: 3 Energy
HP: 5 | DMG: 3
Keywords: First Strike, Stun

When this Unit deals combat damage, 
apply Stunned to the target.

Result: Target gains the "Stunned" Condition (cannot move/attack for 1 turn)


The 20 Essential Conditions

COMBAT CONDITIONS (4)

Condition
Effect
Duration
Stack
Applied By

Stunned

Cannot move or attack

1 Turn

No

Stun keyword

Marked

Takes double damage

2 Turns

Overwrites

Mark abilities

First Strike

Attacks before opponent in combat

Until Used

No

First Strike keyword

Enraged

+3 ATK, -1 DEF

1 Turn

No

Berserk effects


DEFENSE CONDITIONS (4)

Condition
Effect
Duration
Stack
Applied By

Shielded

Blocks next damage instance

Until Used

No

Shield keyword

Reinforced

+X Defense

Fixed

Additive

Armor keyword

Regenerating

Restore X HP per turn

Permanent

Refresh

Regen keyword

Protected

Cannot be targeted

1-2 Turns

No

Ward abilities


SUPPORT CONDITIONS (3)

Condition
Effect
Duration
Stack
Applied By

Boosted

Temporary +X/+X stats

1 Turn

Additive

Buff abilities

Synced

+1/+1 per linked ally

Fixed

Additive

Synchronize keyword

Barrier

Blocks ranged damage

1 Turn

Refresh

Defensive abilities


CONTROL CONDITIONS (4)

Condition
Effect
Duration
Stack
Applied By

Suppressed

Cannot attack

1 Turn

No

Suppress keyword

Jammed

Cannot use abilities

1 Turn

No

Jam keyword

Hijacked

Controlled by opponent temporarily

1-2 Turns

Overwrites

Control abilities

Locked

Cannot act or move

1 Turn

Overwrites

Lockdown abilities


RESOURCE CONDITIONS (2)

Condition
Effect
Duration
Stack
Applied By

Overcharged

Double output, 1 self-damage/turn

1 Turn

No

Overload keyword

Isolated

Severed from network

1-2 Turns

Overwrites

Sever abilities


UTILITY CONDITIONS (3)

Condition
Effect
Duration
Stack
Applied By

Linked

Shares buffs across connections

Fixed

Additive

Link keyword

Phase Shifted

Untargetable by everything

1 Turn

No

Blink/Phase abilities

Stabilized

Removes all negative conditions

Instant

N/A

Cleanse abilities


Condition Mechanics

Application Rules

When a Keyword/ability resolves:

  1. Check if target is valid (not immune, not untargetable)

  2. Apply Condition to target

  3. Set duration counter

  4. Track on target card

Stacking Rules:

  • Same Condition from same source → Refresh duration

  • Same Condition from different source → Stack if rules allow

  • Conflicting Conditions → Later overwrites earlier


Duration Types

Duration Type
Behavior
Examples

1 Turn

Expires at end of target's next turn

Stunned, Boosted, Enraged

2 Turns

Expires after 2 turns

Marked, Protected (varies)

Until Used

Expires when triggered

Shielded, First Strike

Fixed

Lasts until removed

Reinforced, Linked, Synced

Permanent

Never expires naturally

Regenerating

Instant

Applies and resolves immediately

Stabilized


Stack Behavior

Stack Type
Behavior
Examples

Does Not Stack

Only one instance active

Stunned, Shielded, First Strike

Additive

Multiple instances add together

Reinforced (+2, +2 = +4), Boosted

Overwrites

New replaces old

Marked, Hijacked, Locked

Refresh

Resets duration to max

Regenerating, Barrier


Removal Priority

Conditions are removed in this order:

  1. Explicit removal - Stabilized effect, cleanse abilities

  2. Condition met - Shielded (after blocking damage), First Strike (after combat)

  3. Duration expiry - Turn counter reaches 0

  4. Card leaves play - All Conditions removed


Condition Immunity

Some Keywords grant immunity to Conditions:

Immunity Type
Effect
Source

Ward

Immune to next Condition

Ward keyword

Aegis

Immune to first negative Condition

Aegis keyword

Stabilize

Cannot be Stunned or Suppressed

Stabilize keyword

If target is immune: Condition application fails, no effect.


Detailed Condition Descriptions

COMBAT CONDITIONS

Stunned

Effect: Cannot move or attack Duration: 1 Turn Applied By: Stun keyword, control abilities Strategy: Hard disable for offensive units, creates tempo advantage


Marked

Effect: Takes double damage from all sources Duration: 2 Turns Applied By: Mark abilities, target priority effects Strategy: Focus fire target, enables burst damage strategies


First Strike

Effect: This unit attacks before opponent in combat resolution Duration: Until Used (one combat) Applied By: First Strike keyword Strategy: Win trades, kill enemy before they can retaliate


Enraged

Effect: +3 ATK, -1 DEF Duration: 1 Turn Applied By: Berserk keyword, rage abilities Strategy: High-risk offensive burst, vulnerable to counterattack


DEFENSE CONDITIONS

Shielded

Effect: Blocks the next instance of damage completely Duration: Until Used Applied By: Shield keyword, defensive abilities Strategy: Protects key units from removal, negates single big hits


Reinforced

Effect: +X Defense permanently Duration: Fixed (until removed) Applied By: Armor keyword, fortification effects Strategy: Stacks from multiple sources, creates durable units


Regenerating

Effect: Restore X HP at start of each turn Duration: Permanent Applied By: Regen keyword Strategy: Sustain strategy, wins attrition wars, outlasts opponent


Protected

Effect: Cannot be targeted by any abilities or Actions Duration: 1-2 Turns Applied By: Ward keyword, protection abilities Strategy: Safeguards key cards from removal, forces indirect counterplay


SUPPORT CONDITIONS

Boosted

Effect: Temporary +X/+X to stats Duration: 1 Turn Applied By: Buff Actions, support abilities Strategy: Enables surprise trades, creates combat tricks


Synced

Effect: Gain +1/+1 for each linked ally Duration: Fixed (while linked) Applied By: Synchronize keyword, network effects Strategy: Rewards network building, scales with board presence


Barrier

Effect: Blocks all ranged damage this turn Duration: 1 Turn Applied By: Barrier keyword, defensive structures Strategy: Forces melee engagement, protects from ranged threats


CONTROL CONDITIONS

Suppressed

Effect: Cannot attack (can still move and use non-attack abilities) Duration: 1 Turn Applied By: Suppress keyword Strategy: Neutralizes threats without full disable, softer control


Jammed

Effect: Cannot use any abilities (can still move/attack) Duration: 1 Turn Applied By: Jam keyword, interference effects Strategy: Disables combo pieces, prevents activated abilities


Hijacked

Effect: Opponent controls this card temporarily Duration: 1-2 Turns Applied By: Hijack keyword, control abilities Strategy: Turn enemy's strength against them, temporary swing


Locked

Effect: Cannot act, move, or use abilities Duration: 1 Turn Applied By: Lockdown abilities, hard control Strategy: Complete shutdown, most powerful disable effect


RESOURCE CONDITIONS

Overcharged

Effect: Double resource output, take 1 damage per turn Duration: 1 Turn Applied By: Overload keyword Strategy: High-risk economy boost, enables explosive turns


Isolated

Effect: Severed from network, loses all Link bonuses Duration: 1-2 Turns Applied By: Sever keyword, isolation abilities Strategy: Disrupts synergies, collapses network strategies


UTILITY CONDITIONS

Linked

Effect: Shares buffs and effects across connections Duration: Fixed (while connected) Applied By: Link keyword, network cards Strategy: Foundation of network play, enables synergies


Phase Shifted

Effect: Untargetable by all effects (friendly and enemy) Duration: 1 Turn Applied By: Phase Shift keyword, Blink abilities Strategy: Emergency protection, enables repositioning safely


Stabilized

Effect: Immediately removes all negative Conditions Duration: Instant Applied By: Cleanse Actions, purification abilities Strategy: Counterplay to control strategies, emergency cleanse


Condition Statistics

By Class

  • Combat: 4 (20%)

  • Defense: 4 (20%)

  • Support: 3 (15%)

  • Control: 4 (20%)

  • Resource: 2 (10%)

  • Utility: 3 (15%)

  • Total: 20

By Duration

  • 1 Turn: 8 (40%)

  • 2 Turns: 3 (15%)

  • Until Used: 2 (10%)

  • Fixed: 4 (20%)

  • Permanent: 1 (5%)

  • Instant: 1 (5%)

By Stack Behavior

  • Does Not Stack: 9 (45%)

  • Additive: 4 (20%)

  • Overwrites: 4 (20%)

  • Refresh: 2 (10%)

  • N/A (Instant): 1 (5%)


Common Condition Combos

Aggressive Burst

Boosted → Enraged → Marked (on enemy)
Result: Massive damage spike for finishing blow

Layered Defense

Shielded → Reinforced → Regenerating → Barrier
Result: Extremely durable unit that sustains through combat

Network Amplification

Linked → Synced → Overcharged
Result: Maximum network throughput with scaling bonuses

Total Lockdown

Stunned → Jammed → Isolated → Locked
Result: Target completely disabled and cut off from support

Emergency Recovery

Stabilized → Protected → Regenerating
Result: Remove negative effects, prevent targeting, begin healing

Design Examples

Example 1: Simple Stun

Stun Baton (Action - Combat)
Cost: 2 Energy

Apply Stunned to target Unit.
(Target cannot move or attack for 1 turn)

Example 2: Buff Support

Battle Cry (Action - Support)
Cost: 1 Matter

Apply Boosted (+2/+2) to all friendly Units in Front Row.
(Lasts until end of turn)

Example 3: Self-Buff with Drawback

Overcharge Core (Resource Module)
Cost: 3 Energy

When linked: Apply Overcharged to connected Resource Core.
(Double output, take 1 DMG per turn)

Example 4: Network Synergy

Neural Link (Program Module)
Cost: 2 Signal

Linked Unit gains Synced.
(+1/+1 per linked ally)

Example 5: Cleanse Effect

System Purge (Action - Utility)
Cost: 3 Signal

Apply Stabilized to target.
(Removes all negative Conditions immediately)

Balance Guidelines

Condition Strength by Rarity

Common (Low Impact):

  • Boosted +1/+1

  • Shielded (blocks 1-2 DMG)

  • Stunned (1 turn)

  • Suppressed

Uncommon (Medium Impact):

  • Regenerating 1-2 HP/turn

  • Reinforced +2 Defense

  • Jammed

  • Barrier

Rare (High Impact):

  • Marked (double damage)

  • Protected (untargetable)

  • Overcharged (double output)

  • Enraged (+3 ATK)

Epic/Legendary (Very High Impact):

  • Hijacked (temporary control)

  • Phase Shifted (complete untargetable)

  • Locked (total disable)


Duration Guidelines

  • 1 Turn: Standard for most combat/control Conditions

  • 2 Turns: Stronger effects like Marked, strategic setup

  • Fixed: Network-based Conditions (Linked, Synced, Reinforced)

  • Permanent: Rare, only Regenerating

  • Until Used: Protection mechanics (Shielded, First Strike)

  • Instant: Cleanse effects only


Player Guidelines

Tracking Conditions

Physical Play:

  • Use tokens/markers for each Condition

  • Track duration with dice/counters

  • Keep tokens organized by class/type

Digital Play:

  • Icons appear on cards

  • Hover for details

  • Duration countdown visible

  • Color-coded by class


Strategic Considerations

When Applying Conditions:

  • Check for immunity (Ward, Aegis)

  • Consider duration vs opponent's turn order

  • Stack Conditions for combos (Marked + Boosted)

  • Target high-value cards with control effects

When Receiving Conditions:

  • Prioritize removing Control Conditions (Locked, Hijacked)

  • Use Stabilized to cleanse multiple negatives at once

  • Protected prevents future Conditions

  • Wait out short-duration effects if removal is expensive

When Building Decks:

  • Include 2-4 Condition removal Actions (Stabilized effects)

  • Consider immunity options (Ward, Protected)

  • Plan Condition combos (buff stacking, control chains)

  • Balance offensive and defensive Conditions


Faction Condition Patterns

Neurals (Signal)

Primary Conditions: Jammed, Hijacked, Linked, Phase Shifted Theme: Digital control and network manipulation Strategy: Control denial, signal disruption, temporary takeover


Stellari (Life)

Primary Conditions: Regenerating, Synced, Protected, Barrier Theme: Biological harmony and mutual defense Strategy: Sustain, network teamwork, outlast opponents


Sparkforge (Energy)

Primary Conditions: Overcharged, Boosted, Enraged, First Strike Theme: Volatile engineering and energy surge Strategy: High risk, high reward, explosive burst plays


Dragoon (Matter)

Primary Conditions: Marked, Stunned, Suppressed, Reinforced Theme: Tactical aggression and fortification Strategy: Combat control, focused damage, durable units


Rules Clarifications

Q: Can a card have multiple Conditions? A: Yes, unless they conflict (e.g., can't be Stunned and Phase Shifted simultaneously)

Q: What happens if I apply Stunned to an already Stunned target? A: Duration refreshes to full (1 turn from now)

Q: Can I apply Conditions to my own cards? A: Yes, unless the effect specifies "enemy" or "opponent"

Q: Do Conditions persist if the card moves? A: Yes, Conditions follow the card regardless of position

Q: What if a Hijacked card is destroyed? A: It goes to the original owner's Scrapyard

Q: Can I stack multiple instances of Reinforced? A: Yes, if from different sources (+2, +2, +2 = +6 Defense)

Q: Do Conditions affect Modules? A: Yes, Modules can receive Conditions just like Units

Q: Can Protected units still be hit by AOE damage? A: No, Protected prevents all targeting including AOE that targets the card

Q: Does Regenerating heal Commanders? A: Yes, Commanders can have Regenerating

Q: If I'm Locked, can my Commander still generate resources? A: No, Locked prevents all actions including resource generation


Design Philosophy

1. Clarity

Every Condition has:

  • Clear, simple name

  • Specific, unambiguous effect

  • Defined duration

  • Obvious visual indicator

2. Streamlined

20 Conditions instead of 40+:

  • Easier to learn and remember

  • Faster gameplay resolution

  • Less tracking overhead

  • More accessible for new players

3. Counterplay

Every Condition has answers:

  • Stabilized removes negatives

  • Protected prevents application

  • Duration limits impact

  • Immunity options available

4. Class Identity

Conditions reinforce faction themes:

  • Combat = offensive pressure

  • Defense = durability and protection

  • Support = team buffs and synergy

  • Control = disable and manipulation

  • Resource = economy disruption

  • Utility = special mechanics and cleanse

5. Keyword Integration

Conditions are clear outputs:

  • Keywords on cards = input

  • Conditions on targets = output

  • Direct cause and effect relationship

  • No hidden mechanics


Version History

Version 4.0 - October 27, 2025

  • MAJOR SIMPLIFICATION: Reduced from 40 to 20 Conditions

  • Reorganized by 6-class system (Combat/Defense/Support/Control/Resource/Utility)

  • Removed redundant/complex Conditions

  • Kept only keyword-mapped and emergent gameplay Conditions

  • Streamlined for competitive play

  • Improved clarity and tracking

Version 3.0 - October 27, 2025 (Superseded)

  • Aligned with final card taxonomy

  • 40 Conditions total

Version 2.0 - October 13, 2025 (Superseded)

  • Defined Conditions as results of Keywords

  • Added Keyword → Condition Mapping


Document Status: ✅ READY FOR PLAYTESTING Total Conditions: 20 (streamlined from 40) Organization: 6-class system aligned Next Review: After initial playtesting

Last updated