Card reference

Rules text is generated from the live catalog — it cannot drift from the engine.

Setup

Operatives

Veil WardenSeal the Breach
  • Seal the Breach — cooldown 45s.
  • Play: click the operative, then a district.
  • Seals the district against the opponent for 6s: their deploys AND move-ins are blocked.
  • Passive: the first reaction you arm after using the active costs 1 less (floor 0.5).

Control: deny a district at the exact moment the opponent commits to it.

try: Seal a district as the bot pressures it — its deploys bounce for 6s — then arm your discounted trap.

BloodrunnerShadow Rush
  • Shadow Rush — cooldown 30s.
  • Play: click the operative, then one of your units, then a district.
  • Moves the unit and EMPOWERS it: its next attack within 4s deals +5 damage.
  • Passive: your units gain HASTED for 2s whenever they change districts.

Tempo: win races by arriving faster and hitting harder on arrival.

try: Rush a Crimson Pursuer into a fight and watch the empowered 11-damage opener, then the haste pips.

Units

Bound Spirit1
  • Unit — 3 HP, 1 damage every 1s. Fights automatically in its district and holds it by sole presence.
  • Play: click the card, then a district.
  • When it dies: You gain 1 energy.

Cheapest possible presence: probes traps, contests districts, refunds energy on death.

try: Let it die and watch the +1 energy pop — then deploy it into an enemy [?] district as a paid trap probe.

Street Enforcer2
  • Unit — 14 HP, 2 damage every 1s. Fights automatically in its district and holds it by sole presence.
  • Play: click the card, then a district.

Durable anchor. Holds a district alone while you play elsewhere.

try: Park it solo in a district and watch your control meter fill while it holds.

Rooftop Lookout2
  • Unit — 9 HP, 2 damage every 1s. Fights automatically in its district and holds it by sole presence.
  • Play: click the card, then a district.
  • Overwatch: enemy reactions armed in or adjacent to its district are revealed to you.

Info warfare: enemy traps armed near it lose their anonymity.

try: Deploy it, then watch the enemy's [?] badges in its and adjacent districts turn into card initials.

Tunnel Runner2
  • Unit — 9 HP, 2 damage every 0.9s. Fights automatically in its district and holds it by sole presence.
  • Play: click the card, then a district.
  • Relocate: click it, then a district — a free move every 6s (the ⇄ glyph shows readiness).

Self-relocating rotation on a 6s cooldown — control races love it.

try: Click it (⇄ glyph), then a district — free rotation with no card spent. Watch the glyph dim while cooling.

Night CourierBloodrunner2
  • Unit — 8 HP, 3 damage every 1s. Fights automatically in its district and holds it by sole presence.
  • Play: click the card, then a district.
  • After it moves districts: Itself becomes HASTED (attacks twice as often) for 2s.

Tempo unit that rewards movement — pairs with Shadow Step and Shadow Rush.

try: Move it between districts and watch the green HASTED pip: its swings speed up for 2s after every move.

Veil Hound3
  • Unit — 10 HP, 4 damage every 1s. Fights automatically in its district and holds it by sole presence.
  • Play: click the card, then a district.
  • Spotter: enemy stealthed units in its district are visible and targetable.

High single-hit damage plus stealth spotting — the anti-ambush unit.

try: Station it where stealthed enemies lurk: it sees and attacks what your other units cannot.

Hired Specialist3
  • Unit — 12 HP, 3 damage every 0.9s. Fights automatically in its district and holds it by sole presence.
  • Play: click the card, then a district.
  • Deploy bonus — Rooftops: +1 damage · Streets: +4 HP · Underground: STEALTHED 2s.

District identity: different bonus depending on where it deploys.

try: Deploy one in each district — Rooftops hits harder, Streets is tougher, Underground arrives stealthed.

Containment AgentWarden3
  • Unit — 11 HP, 2 damage every 1s. Fights automatically in its district and holds it by sole presence.
  • Play: click the card, then a district.
  • Suppression: enemy reactions in its district cannot fire while it lives — kill it to free them.

Hard trap counter: enemy reactions in its district simply cannot fire.

try: Walk into a [?] district with the agent already there — nothing springs. Kill it and the trap wakes up.

Crimson PursuerBloodrunner4
  • Unit — 12 HP, 5 damage every 1.2s. Fights automatically in its district and holds it by sole presence.
  • Play: click the card, then a district.
  • Predator: +2 damage against targets below full HP.

Heavy finisher: +2 vs injured targets makes it an executioner, not an opener.

try: Shadow Rush it into a damaged fight: 6 base +5 empower +2 injured = a 13-damage first swing.

Operations

Emergency Extraction2
  • Operation — immediate effect, then the card cycles.
  • Play: click the card, then one of your units, then a district.
  • Removes the chosen friendly unit from play, refunding 50% of its cost.

Rescue and recycle: despawn a doomed unit for half its cost back.

try: Extract a unit at 1 HP mid-fight — the refund plus the denied kill swings the trade.

Power Cut2
  • Operation — immediate effect, then the card cycles.
  • Play: click the card, then an enemy asset.
  • The chosen enemy asset becomes DISABLED (inert) for 4s.

Asset denial: 6s blackout for a Beacon, Safe House, Hub, or Portal.

try: Cut an enemy Portal Anchor and watch their cross-map mobility collapse until it reboots.

Veil Surge3
  • Operation — immediate effect, then the card cycles.
  • Play: click the card, then a district.
  • Your units in the district become HASTED (attacks twice as often) for 4s.
  • Heals your units in the district for 2.

Swing tool for a contested district: haste plus healing turns even fights.

try: Cast it mid-fight and compare swing cadence before/after via the HASTED pips.

False Signal2
  • Operation — immediate effect, then the card cycles.
  • Play: click the card, then an enemy trap badge.
  • Triggers the chosen enemy reaction harmlessly — revealed and consumed, but its effects do not run.

Trap removal for 1 energy: springs a chosen [?] harmlessly.

try: Click it, then an enemy [?] badge — the trap reveals and fizzles (∅ banner) without hurting anyone.

Shadow StepBloodrunner2
  • Operation — immediate effect, then the card cycles.
  • Play: click the card, then one of your units, then a district.
  • Moves the chosen friendly unit to the chosen district.

Repositioning: rotate a unit toward the control race or out of a losing fight.

try: Step a unit INTO a district with an enemy [?] badge — move-ins spring Metro Ambush but not Rooftop Snare.

Seal of SilenceWarden2
  • Operation — immediate effect, then the card cycles.
  • Play: click the card, then a visible enemy unit.
  • The chosen enemy unit becomes SILENCED (keywords and hooks off) for 6s.

Keyword shutdown: 6s of SILENCED turns off suppression, spotters, predators.

try: Silence a Containment Agent and watch your suppressed trap start firing again.

Reactions (traps)

Metro Ambush1
  • Trap — armed face-down in a district. The enemy sees that something is armed, never which card. Armable only in Underground.
  • Triggers when an enemy unit enters that district — by deploy OR by moving in.
  • Fires server-side on the exact tick — it cannot be dodged. Triggering reveals the card.
  • Deals 3 damage to the triggering unit.
  • The triggering unit becomes STUNNED (can't attack) for 1s.

Underground area denial: punishes both deploys and rotations through it.

try: Arm it, then bait: any enemy unit entering Underground takes 3 and skips its first swing (stun).

Rooftop Snare1
  • Trap — armed face-down in a district. The enemy sees that something is armed, never which card. Armable only in Rooftops.
  • Triggers when an enemy unit is DEPLOYED there. Units moving in do not spring it.
  • Fires server-side on the exact tick — it cannot be dodged. Triggering reveals the card.
  • The triggering unit becomes SLOWED (attacks half as often) for 2s.
  • The triggering unit becomes REVEALED (stealth cancelled) for 4s.

Anti-deploy trap: punishes fresh Rooftops deployments with slow + reveal.

try: Verify the trigger rule: an enemy MOVING into Rooftops must NOT spring it — only a deploy does.

Protective Sigil2
  • Trap — armed face-down in a district. The enemy sees that something is armed, never which card.
  • When a friendly unit in its district would take lethal damage: it survives at 1 HP and gains a 4 shield. Consumed on use.
  • Fires server-side on the exact tick — it cannot be dodged. Triggering reveals the card.

Lethal-damage insurance for one unit in its district.

try: Arm it under a low-HP unit: the killing blow leaves it at 1 HP with a 4 shield instead of dead.

Counter-RitualWarden2
  • Trap — armed face-down in a district. The enemy sees that something is armed, never which card.
  • When the enemy plays an operation into its district: the operation is fully negated — their energy and card are still spent. Consumed on use.
  • Fires server-side on the exact tick — it cannot be dodged. Triggering reveals the card.

Operation counterspell: negates anything cast into its district.

try: Arm it in your key district and watch the bot's Veil Surge fizzle — energy spent, nothing happens.

Predatory ReflexBloodrunner2
  • Trap — armed face-down in a district. The enemy sees that something is armed, never which card.
  • When exactly one enemy unit shares its district with your units: your strongest unit there immediately strikes it for its damage +3. Consumed on use.
  • Fires server-side on the exact tick — it cannot be dodged. Triggering reveals the card.

Punishes lone attackers in districts you hold.

try: Arm it where you have units; when a single enemy walks in, your strongest unit strikes at +3 instantly.

Assets

Safe House3
  • Asset — 10 HP structure. Does not fight or hold districts; enemies attack it only when no units remain.
  • Play: click the card, then a district.
  • When you deploy a unit in its district: Grants the triggering unit a 4 shield (absorbed before HP). Recharges every 10s.

Territory investment: every ~10s, one fresh deploy there gets a 4 shield.

try: Deploy two units in quick succession — only the first gets the blue bar; the hook recharges 10s later.

Surveillance Hub3
  • Asset — 10 HP structure. Does not fight or hold districts; enemies attack it only when no units remain.
  • Play: click the card, then a district.
  • Every 5s: Reveals ALL enemy units in the district — stealthed ones included — for 2s.

Standing anti-stealth: floods its district with reveals every 5s.

try: Park it where Hired Specialists keep deploying stealthed underground — they pop into view on the next sweep.

Portal Anchor4
  • Asset — 12 HP structure. Does not fight or hold districts; enemies attack it only when no units remain.
  • Play: click the card, then a district.
  • Aura: your card- and ability-driven moves ignore district adjacency while it stands.

Map-wide mobility: your moves ignore adjacency while it stands.

try: Shadow Step or relocate a unit straight from Rooftops to Underground — then lose the anchor and try again.

Warden's BeaconWarden3
  • Asset — 10 HP structure. Does not fight or hold districts; enemies attack it only when no units remain.
  • Play: click the card, then a district.
  • Aura: reactions you arm in its district cost 1 less energy (floor 0.5).

Reaction-economy engine: your traps in its district cost 1 less.

try: Arm a trap in its district right after Seal the Breach: both discounts stack to the 0.5 floor.