Welcome to Solarpunk Tactics!
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 Death, Chaos, 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.
Basic Game Mechanics:
- Players utilize a deck of up to 20 cards across 4 factions: Life, Chaos, Death, and Order.
- A maximum of 5 cards per faction is allowed, or 10 if your deck comprises only 2 factions.
- Decks are constructed randomly from 4 card options per cost bracket within each faction.
Cards:
- Two card types are available: Tactics and Creatures.
- All cards have a Cost (which you pay with Energy) and a unique ability.
- Creatures also have Attack and Health.
- Cards can have the Time Warp ability. More details on this unique gameplay mechanic below.
Game Area:
- Each player’s board consists of three areas: Left Lane, Right Lane, and the Avatar Slot.
- Creatures can be played in any empty slot in your area. Occupying the Avatar slot with a Creature turns it into your Avatar, costing 5 Health.
Gameplay:
- Creatures do not attack on the turn they are played unless they possess Haste.
- At the end of your turn, Creatures attack. They target opposing Creatures or, if unblocked, the opponent directly.
- Tactics are used for their effect and then discarded. Some have the Populate keyword, allowing for creature spawning.
Winning the Game:
Victory is achieved by reducing the opposing Time Lord’s Health to zero.
Energy, Sync, and Time Warp:
- Energy is the currency for playing cards. Players start with an amount of Energy for each faction (between 3 and 5), and gain +1 Energy for each of your factions per turn.
- Avatars gain +1/+1 and +1 Faction Sync at the start of your turn.
- The Time Warp counter accumulates with any Faction Sync gain, enabling Avatar Powers and enhancing cards with the Time Warp keyword.
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 Creature gains +1/+1 at the start of the turn, and +1 Sync of its Faction.,
Energy: Currency to pay for cards, at the start of your turn, you gain +1 to all of your Energies. It can be increased with Energy Ramp abilities.
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: Every time you gain Sync, you gain the same amount of Time Warp. More in detail:
- 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.
Gameplay and Keywords Effects:
Assimilate : Copy the target’s keywords and gain +1/+2,
Burn: Deal X Special 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: Each % reduces or amplifies incoming damage. It can be Special or Physical.
Overwhelm: Any excess damage to a Creature or Avatar is dealt to the opponent.
Haste: This Creature Attacks the turn it enters play.
Lifesteal: Each time this creature deals Damage, it Heals for up to its Attack. (not more than its Base Health).
Lifelink: Each time this creature deals Damage, Heal 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).
Unhealeable: This creature ignores the effects of Regen and Heal.
Decay: Deals Special Damage at the END of the turn. It’s removed by Purge.
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,
Sync 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.