202410 SOLARPUNK TACTICS FACCIONES

Welcome to
Solarpunk Tactics Rulebooks

Step into a lush and vibrant world where the Solarpunk ethos thrives, guiding the Life faction in a symphony of green cities and renewable harmony. Yet, balance is key, as the realms of DeathChaos, and Order shape the fabric of our universe.

The Death faction weaves the cycle of life and decay, while Chaos disrupts the old to make way for the new. Finally, Order projects stability amidst the ever-changing tides. In this game, your choices determine the future, as you navigate the delicate balance among these factions. Will you cultivate a thriving, sustainable world, or will you tip the scales towards destruction or rigid control? The fate of this diverse ecosystem rests in your hands.

Immerse yourself in combo-synergistic deep mechanics, and unheard-of skill-based comeback potential.

Timeing is the key.

Game Overview:

Solarpunk Tactics is a mechanic-rich flexible deck builder, with eye popping art, unique mechanics and deck building designs. It is currently being optimized for a Multiplayer experience, a 1v1 Duel where only one Time Lord will prevail.

It’s action-packed and devoid of random effects. There’s no card draw, no random targeting, and no unpredictable effects (short of bugs =D), like chess.

Contents:

  • Basic Game Mechanics
  • Cards
  • Your Deck
  • Game Area
  • Gameplay
  • Core Keywords
  • List of Effects

Basic Game Mechanics:

  • Players use a deck of up to 20 cards across 4 factions: Life, Chaos, Death, and Order, and will try to defeat the Opposing Time Weaver by bringing its HP to 0.
  • With the Quick Play (Single Player and Multiplayer default modes), decks are constructed randomly from 4 card options per cost bracket within each faction.

Cards:

  • There are two Card types:
    • Tactics: These are abilities that have a one-time effect and are then discarded. They have a Cost in Energy.
    • Creatures: These Cards stay on the board, have an Attack and a Health score.
  • Each Faction has a total of 20 base cards, 10 Creatures and 10 Tactics. 
  • All Cards have a Cost from 1 to 10 (which you pay with Energy), and a unique Ability. 
  • Lastly, Cards can have the Time Warp ability, which allows you to play multiple Cards in one turn. More info on this mechanic is below. 

Your Deck:

    • Your Deck is displayed into two Columns with two Blocks each, with the central one reserved for your Avatar Powers
  • This division is only visual and does not affect gameplay.
  • The Deck is divided into 4 Blocks of 5 Cards, for a maximum of 20 Cards per Deck.
  • Each Block is assigned to a Faction, which gives you ample flexibility to build your deck with the starting 4 Factions, for instance:
    • 2 Factions: Death and Order: two blocks of 5 cards each, for a total of 10 Death Cards and 10 Order Cards.
    • 3 Factions: Life, Chaos, Order: with two Blocks for Chaos and Order, and two Blocks for Life, for a total of 5 Cards for Chaos and Order, and 10 Cards for Life.
    • 4 Factions: Life, Chaos, Death, Order: One Block for each Faction, for a total of 5 Cards from each.
  • Each Block contains 5 Card Slots, and each Card Slot can only be filled with a Card from its corresponding Cost, as follows: 
    • The first block, top to bottom, can be filled with Cards of Cost 1 or 2, the second one with Card Costs 3 or 4, the next 5 or 6, and so forth.

Timelines

As a Time Weaver, you can manipulate different Timelines according to your preference, your style of play, and the Meta (if playing Competitive Multiplayer).

You have 4 Timeline points to spend when building your Deck. Assign each Timeline point to one of the 4 Factions, and this will determine the composition of each Block (5-card slots) in your Deck.

Timelines directly affect your Energy income at the Start of the Turn: you gain 1 Energy of each Faction chosen in your Deck Timelines. 

(screen shots are comming)

Game Area:

  • Each Player’s board consists of three areas: Left Lane, Right Lane, and the Avatar Slot.
  • Each Lane has Three Card Slots, for a total of 6 Cards Slots and the Avatar Slot.
  • Click and Drop from your Deck into any of your empty Slots to play your Creatures.

Gameplay:

During your turn, you play Creatures, Tactics and Avatar powers to bring the opponent’s HP to 0. You pay these Cards with Energy.

On every Turn Start, you gain Energy based on the Factions that you have selected, as explained in the previous Timelines section.

If you have an Avatar in Play, then you also gain 1 Time Energy.

  • Faction Energy: This is the currency to pay for your Faction cards. You gain one Energy per turn per Timeline chosen of each Faction.
  • Time Energy: The central number in Black. This Energy is used to pay for Avatar Powers and cards with the Time Warp Ability.

The Cards that you can play pay with your current Energy) are highlighted in your Deck.

To play a Creature Card, Click on it and Drop it on an empty slot in the Game area. This triggers the End of your Turn, unless the card has the Time Warp Ability.

Time Warp is the Time Weaver’s main Ability, it manipulates Time and allows you to play additional cards during your turn.

After playing a Card with Time Warp, the Time Warp cost is deducted from your Time Energy, and you can play another card.

You can choose to not play an additional Card, passing your turn, and the Time Energy will be refunded.

  • Creatures
  • Creatures Attack at the End of your turn. 
  • They damage the opposing Creatures or, if unblocked, the opponent Time Weaver directly.
  • They do not attack on the turn they are played unless they have the Haste Ability.
  • A Creature played in the Avatar Slot becomes an Avatar.
  • Avatar

Your Avatar is the embodiment of your Time Weaver in this timeline, it’s a Creature chosen to represent your Time Weaver’s influence and Power.

  • When you play an Avatar, it gains Immobile and triggers any On Play effects.
  • If the Avatar is also a Leader, its Ability affects both of your lanes.
  • Avatars gain +0/+2 at the Start of the Turn.
  • Tactics 
    • Are used for their effect and then discarded. 
    • Some have the Populate keyword, allowing you to play it in an empty Slot in your Area to spawn a Creature.

 

Winning the Game:

Victory is achieved by destroying the opposing Time Weaver, by reducing its Health to zero.

Core Keywords:

Attack: This is the Damage your creature will inflict to any opposing creature, or player. It can be Physical or Special. Special damage is any damage named as such, as well as Decay and Burn Damage.

Health: Your Creatures have a base Health, which can be increased or decreased through game effects. The Healing effect never brings a creature over its base Health. 

Avatar: This is the Creature in the Avatar Slot. At the start of the turn, this Creature gains +0/+2 and you gain 1 Time Energy.

Faction Energy: Currency to pay for cards, at the start of your turn, you gain +1 Energy per Timeline chosen. 

Time Energy: 

  • At the Start of your turn and if you have an Avatar in play, you gain one Time Energy. 
    • Other effects will also allow you to gain Time Energy. 
  • It is used to pay for the Time Warp Ability in Cards as well as for the Avatar Powers.

Sync:This is the synchronicity you have with each of the factions. It starts at 0 and it increases as the game progresses. The main way to increase your sync is to have an Avatar incarnated, but there are cards that will give you Sync as well.

Time Warp: 

  • It allows you to pay for the Avatar Powers. This is the central column connecting your two hemispheres. These Avatar Powers are the same every match, and provide different buffs for your Creatures, as well as powerful effects
  • It empowers Cards with the Time Warp Keyword. Every time you play a card with Warp X, and you have at least X amount of Warp, you may take another action paying the Time Warp cost.
  • You don’t necessarily need to use your Time Warp to play another card, you can always pass your turn, and the Time Warp will be refunded.
  • BOUNCE: Manipulating Time Warp creates rifts that your opponent can exploit. Every time you spend any amount of Time Warp, your opponent gains 1.

List of Effects:

Assimilate : Copy the target’s Keywords and gain +1/+2,

Burn: Deal X damage at the Beginning of the turn.

Regen: Heals at the Beginning of the turn for the sum of all Regen effects in this creature.

Retaliate: When a creature is attacked, it deals damage equal to its Retaliate Damage.

Armor: While positive, each point reduces incoming damage, but while negative, it will amplify it.

Overwhelm: Any excess damage to a Creature or Avatar is dealt to the opponent.

Haste: This Creature Attacks the turn it enters play.

Lifelink: Each time this creature deals Damage, Heal this Creature and yourself for up to X.

Immovable: This creature cannot be moved.

Synthesize: At the beginning of your turn, Heal yourself for X.

Evade: This Creature will not receive damage from the next X Attacks or Special Effects. (Does not prevent Decay).

Purge: Remove any Debuffs and Negative Special effects. (Purge does not heal missing HP).

Populate: Spawn a Token when played on an empty slot. If Populate Lane instead, Spawn a Token in each empty slot of Target Lane.

Stun: A stunned Creature will not Attack during its next Attack phase, and it will not activate its abilities. (ex. A stunned creature will not Retaliate)

Leader: As Avatar, this Creature’s Lane Buffs affect both of your lanes. (ex. A Leader with Tank Lane as Avatar will defend all of the Creature Attacks from the opponent).

Energy Ramp: At the start of your turn, increase your Faction’s Energy by X,

Flame Attack: Your Attacks with this Creature apply Burn X,

Tank Lane: This Creature defends all attacks from creatures in the opposing Lane.

Echo: When this Creature dies, trigger this effect.

Shooting: Will Attack enemy creatures if they enter the opposing Lane.

Mycellium: This Creature gains all the Keywords from all other Creatures in this lane.

 

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