Agent

- – Agents fight for you during the battle phase.
- - Agents arrive on the planet in the staging area.
- - Agents advance into biomes at the start of the battle phase.
- - Agents retreat back into the staging area from the biomes at the end of the battle phase.
- - Agents have either melee or ranged attack range.
- - Ranged agents deal battle damage before melee agents.
- - Ranged agents typically have less attack than melee agents.
- - A agent’s attack determines how much damage it deals in the battle phase.
- - An agent’s defense determines how much damage it takes to terminate it.
- - Agents attack or defend during the battle phase of a turn.
- - On the turn an agent arrives on the planet it cannot lock.
- - Unlocked agents that just arrived on the planet can always:
- --- Defend
- --- Activate skills that don’t require locking.
- - Some agents are also hardware or software.
- - Agents typically have speed level I.
- - Agents are constants.
Event

- – Events typically introduce immediate effects to the game.
- - When an event is played, and executed, its effect is carried out immediately.
- - After an event is executed it is put in the cache.
Software

- – Software introduce persistent effects to the game.
- - Software typically arrive on the planet in the staging area.
- - When a software leaves the planet, its effect is removed.
- - Some software have the modification subtype.
- --- Modifications arrive attached to another constant.
- --- Modifications apply on ongoing effect tot he constant it's attached to.
- --- Modifications always specify what type of constant it can alter.
- --- If the modified constant leaves the planet, the modification is terminated.
- - Effect are constants.
Hardware

- – Hardwares often introduce ongoing effects to the game and/or have activated skills.
- - Hardwares arrive on the planet in the staging area.
- - Hardwares are typically void.
- - Some hardware are also agents.
- - Some hardware have the gear subtype.
- --- Like modifications, gear cards arrive attached to a friendly agent when played.
- --- Similarly, gear cards also apply ongoing effects to the agent it's attached to.
- -- But, unlike modifications, if a agent a gear is attached to leaves the planet, the gear remains. If the agent was in a biome, the gear remains in that biome. If the agents was in the staging area, the gear remains in the staging area.
- - Gear cards, not currently attached to an agent can be attached to an agent when the Agents advances from the staging area to a biome.
- -- If the unattached gear being attached is in a biome, the player selects that biome, then selects the gear to attach it to the agent.
- -- f both the unattached gear agent attached and the Agents is in the staging area, the player selects a biome, then selects the gear to attach it to the Agents, then move the agents with the gear attached to the selected biome.
- -- Attaching an unattached gear to an agents is free.
- -- Attaching an unattached gear to an agents can only be done in the battle phase, when selecting attackers or defenders.
- -- Attaching an unattached gear to an agents, is considered an action and has speed III.
- -- Gear cards can also be attached to agents by cards, skills, or effects that say to attach a gear to an agents.
- - Hardwares are constants.
Spawns

- – Spawns are not cards.
- - Spawns are spawned by other cards.
- - Spawns represent constants.
- - Spawns typically arrive on the planet in the staging area.
- - Spawns are often agents, but they can be any kind of constant.
- - The spawn’s skills, stats, and so on are determined by the card which created it.
- - The creator of the spawn is the owner of it.
- - Spawns are constants.