At the start each player is dealt 8 cards face down
The Player chooses one card as the "Nexus". The Card is kept face down
The Players take turns to replace the cards with the cards from the pile. If a player chooses to pass he cannot replace again in phase 3
The players place their offense and Defense hands - Face down. The Front row is the Offense and the Back row is the Defense
The player with the attack chip goes first. The attack chip rotates and players keep taking turn. A Player can use the Front Row to attack any of the opponent's card
The Game ends when the either player's nexus is destroyed or Both player's Front line is destroyed
The Game's Offense Defense Health-Damage System forks into two depending on player's formation:
- Standard: 5 Front Row 2 Back Row
- Non-Standard
The Defense's Health Equals that of the High Card (for all the cards + whatever bonus is applied)
The cards are given health-damage equal to their value 2-> 2 A->14 (unless they are part of a combo)
- Royal Flush: Instantly Destroys a Card - Each attack deals additional damage to the Enemy Nexus equivalent to High Card Value
- Straight Flush: Deals 7 + High Card(on the Player's board) damage to the Enemy Unit and Undefended Nexus. Deals 5 to a defended Nexus 3 Four of a kind: Deals 6 + High Card damage to the Enemy Unit and Undefended Nexus. Deals 4 to a defended Nexus
- Full house: Deals 5 + High Card damage to the Enemy Unit and Undefended Nexus. Deals 3 to a defended Nexus
- Flush: Deals 4 + High Card damage to the Enemy Unit and Undefended Nexus. Deals 2 to a defended Nexus
- Staight: Deals 4 + High Card damage to the Enemy Unit and Undefended Nexus
- Three of a kind: Deals 3 + High Card Damage to the Enemy Unit and Undefended Nexus
- Two pair: Deals 2 + High Card damage to the Enemy Unit and Undefended Nexus
- Pair: Deals 1 + High Card damage to the Enemy Unit and Undefended Nexus
- High Card: Deals 0 + High Card damage to the Enemy Unit and Undefended Nexus
- Black High Card: Give +1 to the Nexus for each round it survives
- Red High Card: Give -1 health from the Enemy Nexus for each round it survives
- Pair: Give 5 Additional Health to the Nexus and the Defense at the Start of the Game
- Same Suit: Gives 5 additional Health to the Nexus
At least 3 cards needs to be in the Front Row
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Four cards in the Front Row
- Four of a Kind: Deals 6 + High Card - 3 Damage to the Enemy Unit and Undefended Nexus
- Flush - with 4 cards: Deals 5 + High Card - 3 Damage to the Enemy Unit and Undefended Nexus
- Straight - with 4 cards: Deals 4 + High Card - 3 Damage to the Enemy Unit and Undefended Nexus
- Three of a Kind - with 4 cards: Deals 3 + High Card - 3 Damage to the Enemy Unit and Undefended Nexus
- Two pairs: Deals 2 + High Card - 3 Damage to the Enemy Unit and Undefended Nexus
- Pair - with 4 cards: Deals 1 + High Card - 3 Damage to the Enemy Unit and Undefended Nexus
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Three cards in the Front Row
- Three of a Kind - with 3 cards: Deals 6 + High Card - 5 Damage to the Enemy Unit and Undefended Nexus
- Pair - with 3 cards: Deals 1 + High Card - 5 Damage to the Enemy Unit and Undefended Nexus
- High Card: Deals 0 + High Card - 5 Damage to the Enemy Unit and Undefended Nexus
At least 2 cards needs to be in the back row
- Four of Kind: Gives 5 additional Health to the Nexus at the start of the game and +2 Health to the Nexus and steal -2 each Time Four of a kind survives
- Black Flush - with 4 cards: Gives 5 additional Health to the Nexus at the start of the game and + 2 health each time flush survives
- Red Flush - with 4 cards: Gives 5 additional Health to the Nexus at the start of the game and -2 Health of enemy nexus each time the Flush survives
- Straight - with 4 cards: Gives 7 additional Health to the Nexus at the start of the game and takes only Half Damage of the first attack it takes
- Three of a Kind: Gives 6 additional Health to the Nexus