Welcome to Solarpunk Tactics
After the biochemical war left most of the planet Lumnia uninhabitable, four factions have settled over the remaining surface. Resources are scarce while these multiple civilizations strive to retain control. Humanity’s future seems uncertain, their differences impede them from any sort of union, with constant conflicts in their borders. Jump into the fray by taking control of the timeline and leading humanity into a prosperous path!
Timeing is the key.
Game Overview:
Solarpunk Tactics is a mechanic-rich strategy card game, offering a narrative-driven Single-player roguelite campaign, as well Multiplayer scene with 1v1 online duels.
Contents:
- Basic Game Mechanics
- Cards
- Your Deck
- Timelines
- 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 Cards have a one-time effect and 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 5 columns, two for your Deck Cards and the Central one reserved for your Avatar Powers.
(This division is only visual and does not affect gameplay.)
- The Deck is divided into 4 Columns of 5 Cards, for a maximum of 20 customizable Cards per Deck.
- Each Column is assigned to a Faction, allowing flexibility to build your deck with the starting 4 Factions, for example:
- 2 Factions: Death and Order: two Columns of 5 cards each per Faction , for a total of 10 Death Cards and 10 Order Cards.
- 3 Factions: Life, Chaos, Order: with two Columns for Chaos and Order, and two Columns for Life, for a total of 5 Cards for Chaos and Order, and 10 Cards for Life.
- 4 Factions: Life, Chaos, Death, Order: One Column for each Faction, for a total of 5 Cards from each.
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. For instance:
A deck with two Life Columns, one Chaos and one Order, will gain 2 Life, 1 Chaos and 1 Order Energy at the start of the turn. |
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 plus the Avatar Slot.
- Click and Drop or Drag a Card from your Deck into any of your empty Slots to play your Creatures, or if the Card is a tactic, target any of your creatures (or the opponent’s if it’s an offensive Tactic).
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. The ones that you can’t play are greyed out.
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, by pressing PASS 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.
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 on non-Avatar Power Cards, your opponent gains 1.
List of Effects:
Assimilate : Copy the target’s Keywords and gain +1/+2,
Cleave: If an attack hits a Creature, this Creature attacks hit all of the Creatures in the opposing lane.
Burn X: Deal X damage at the Beginning of the turn.
Regen X: Heals at the Beginning of the turn for the sum of all Regen effects in this creature.
Retaliate X: When a creature is attacked, it deals damage equal to its Retaliate Damage.
Armor X: While positive, each point reduces incoming damage, but while negative, it will amplify it by your armor value.
Overwhelm: Any excess damage to a Creature or Avatar is dealt to the opponent Time Weaver.
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 Attack or Damage tick (ex. Burn).
Purge: Remove any Negative Armor from this Creature and restore its Attack to its base value.
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 X: At the start of your turn, increase your Faction’s Energy by X,
Flame Attack X: 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.
Pacify X: When this Creature deals damage, reduce the Attack of the damaged Creature by X.
Pacified X: This Creature’s Attack is reduced by X
Mobile: This Creature moves to the leftmost empty slot in your other lane at the end of the turn and gains +1/+0
Inspire: This effect triggers every first time this Creature is in play with another friendly one.