Basic Rule

Event card

 

  1. Command cost is amount of command required to play this event card.

  2. Energy cost is amount of energy required to play this event card.

  3. Event type will be defined by the Symbols. The event card goes to retired zone after played.

    • Planning event – You can only play this event card during your planning phase.

    • Defensive event – You can only play this event card during your defending phase

    • Ongoing event – The infinity symbol on the symbol means the event will be placed on the battlefield attached to its target until that unit leaves the battlefield.

  4. This symbol represents the faction of this event.

  5. Name of this event card

  6. Abilities of this event card

Play zones

Battlefield is a 6x6 square sized space which you can put unit into it. There are some restrictions explained in (1) and (2). 

  1. Start positions are 4 cells at the middle of the battlefield.
    The first unit of the battlefield must be deployed here.
    Player must deploy all other units connected to any unit on
    the battlefield.

  2. Border : Units at the border of the battlefield get
    -3000 health penalty for each border line they are attached to.

  3. Commander zone : Before the game start, players may choose
    a legendary card from the deck and set it here face up.
    Card in this zone can be played as though it were in your hand.

  4. Removed zone is a place for cards removed by in-game effect.

  5. Deck : Deck must contain at least 50 cards. Player can construct
    a deck according to the following restrictions.
    - A deck cannot contain more than 4 copies of a card.
    - Legendary card can be added only 1 copy of each name.
    - All cards must be in the same faction. (for standard play)

  6. Retired zone is a zone for used cards. All used energy cards 
    and event cards will be placed in this zone.

  7. Command point is the most important resource of the game.
    Player will receive 3 command point at the beginning of turn.
    At the end of planning phase, all unused command point
    will be depleted.
    The uses of command point
    - Paying cards' cost
    - "Move" command : Player can spend one command point to
    relocate one of his or her units by picking it up and place it on
    a position connected to any unit on the battlefield.
    - "Reinforce" command : Player can spend one command point
    to draw 2 cards from top of the deck and then choose one card
    from his or her hand and put it into energy zone.

  8. Defeated zone : When your unit is defeated, that unit goes to
    your defeated zone face up. You can turn one face up unit
    in defeated zone to face down during your planning phase
    to gain one additional command point.
    If you have 6 units in defeated zone you lose the game.

  9. Energy zone is a zone to place a card in as energy resource. When you spend the energy to pay the cost of units, events or abilities, put the card from energy zone to your retired zone equal to the amount of energy used. 

Turn order

 

Each player draws 6 cards as starting hand then the turn will begin in the following order.

Player's turn

- Planning Phase

- (Opponent's) Defending Phase

- Combat Phase

- End Phase (Opponent's turn begins after end phase)

This game do not allow player to do any action during opponent's planning phase and combat phase.

 

Planning Phase

 

  • You gain 3 command point at the beginning of this phase. Starting player will gain only 2 command point in the first turn.

  • You can deploy units to the battlefield by spending cost.

  • You can play Planning Event by spending cost and then place that event in your retired zone after used. If the event is Ongoing event it will be placed on the target until that unit leaves the battlefield, then
    the ongoing event will be placed in retired zone.

  • You can use "Move" and "Reinforce" during your planning phase.

  • When you finish your planning phase, you must pass to the opponent's 
    defending phase.

 

(Opponent's) Defending Phase

 

This phase allows your opponent's to play Defensive event and defensive
abilities. Your Defending Phase will be in your opponent's turn after
opponent's planning phase which will also allow you to play Defensive event
and defensive abilities.

 

Combat Phase

 

  • During combat phase, you assign each unit to attack separately.

  • Each unit can attack once in a combat phase.

  • When you assign a unit to attack you, choose one attack target from the possible attack direction of the unit.

  • Range attack unit can choose any one unit in it's path of direction.

  • Attacking unit deals damage to attack target equal to the attacking unit's Power.

  • Whenever a unit takes damage equal or more than its Health, that unit is defeated and goes to defeated zone.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

End Phase

 

- You must discard to retired zone down to 7 cards in hand.

- If you have no unit in the battlefield during end phase, you lose the game.

 

 

Unit card

 

  1. Command cost is amount of command required to deploy this unit on the battlefield.

  2. Energy cost is amount of energy required to deploy this unit on the battlefield.

  3. Upper number is Power of this unit.Lower number is Health of this unit.

  4. This symbol represents the faction of this unit.

  5. The arrows indicate the attack direction of this unit. The unit can only attack to the direction indicated by arrow symbol.

  6. Name of this unit card

  7. Abilities of this unit

  8. Traits of this unit

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