Beta release
Destroy one of your structures or this action fails
Your base regains as much durability as the structure had remaining
If the destroyed structure cost 3 resources or more, destroy another structure of your choosing
• Acid Infested
Bombard through enemy defenses to directly threaten their bases.
• Architect 150
A tailored selection of 150 cards used for arsenal drafting.
• Architect 300
A tailored selection of 300 cards used for arsenal drafting.
Card tags are used to categorize cards with similar characteristics.
Their only role is to make it easier to find specific cards.
Tags have no impact on gameplay.
• cost_drawback
This card has an immediate drawback as an extra cost to deploying or using it.
• effect_removal_structures
This card allows you to remove structures from play.
• effect_repair_base
This card can repair your base.
Rulings are official clarifications on the way ambiguous rules or card texts should be interpreted.
Additional costs as part of a failed action
Ruling issued on November 19th 2024
Situation:
I have a Trading Station in play, which has an action allowing me to place a card at the bottom of my arsenal in exchange for a resource. I activate this action, but an opponent uses a reaction, causing its action to fail. Do I still need to place the card at the bottom of my arsenal?
Ruling:
No. If the action fails, none of its effects occur. You keep the card in your hand.
One card with two effects triggering two different reactions
Ruling issued on November 18th 2024
Situation:
A player uses the Organic action Wild Charge, which requires them to destroy one of their own ships to harm an enemy ship. They choose their own Mind, which has a reaction when destroyed, and destroy an opponent's Rustwing, which also has a reaction when destroyed. In what order do the two reactions resolve?
Ruling:
The text on cards is resolved in the order it is written. First, the Mind is destroyed, and its reaction must be resolved. Then, the Rustwing is destroyed, and its reaction must be resolved.