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 turnExample 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)
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)
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)
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)
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)
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)
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:
Check if target is valid (not immune, not untargetable)
Apply Condition to target
Set duration counter
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
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
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:
Explicit removal - Stabilized effect, cleanse abilities
Condition met - Shielded (after blocking damage), First Strike (after combat)
Duration expiry - Turn counter reaches 0
Card leaves play - All Conditions removed
Condition Immunity
Some Keywords grant immunity to Conditions:
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 blowLayered Defense
Shielded → Reinforced → Regenerating → Barrier
Result: Extremely durable unit that sustains through combatNetwork Amplification
Linked → Synced → Overcharged
Result: Maximum network throughput with scaling bonusesTotal Lockdown
Stunned → Jammed → Isolated → Locked
Result: Target completely disabled and cut off from supportEmergency Recovery
Stabilized → Protected → Regenerating
Result: Remove negative effects, prevent targeting, begin healingDesign 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
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