3 players 30 HP each. Last standing wins.
Draw 1 card; optional 2nd card for 2 RP. Play up to 1 card per turn. Persistent cards go into In-Game Card Row (max 5).
Center Hub: Draw pile, Discard pile, Bank (RP / CDP / HP).
Each Player Wedge: In-Game Card Row (5 slots), CDP wells per slot, HP area (2 stacks of 15), RP wallet.
Board schematic (top-down, 3 players)
Three types: Damage / Resource / Health.
Immediate — resolve effect, then discard. Persistent — has Card HP, stays in play in your In-Game Card Row.
HP (player health), RP (currency), CDP (damage to persistent cards).
HP — Health Points
RP — Resource Points
CDP — Card Damage Points
Bank exchange: 10 RP ↔ 2×5 RP ↔ 5×1 RP.
Hand max 5. In-Game Row max 5. Total possession max 10 (5 hand + 5 in play).
Draw 1 from Draw Pile. Optional: pay 2 RP to bank to draw a 2nd card.
Play up to ONE card. Immediate: resolve then discard. Persistent: place in empty In-Game slot (or Scrap first if full). Scrap action (once per turn): pay 4 RP to bank, discard one persistent from your row.
Resolve all “Each of your turns…” / “At start/end of your turn…” effects. You choose order if multiple.
Discard down to 5 cards in hand.
Player damage: subtract from target’s HP coins.
Card damage (persistent): add CDP to that card’s well. If CDP ≥ Card HP → discard that card and return its CDP coins to bank.
Shuffle the Discard Pile to form a new Draw Pile. Continue drawing as normal.
Cards are only discarded in three ways:
You may only discard from hand during cleanup (hand limit) or by a card effect. No card returns to hand unless an ability explicitly says so.