Energy System
A hybrid model combining permanent energy conversion with hand-based burst payment. Cards are their own energy.
Energizing
Once per turn, place any card face-up into your Energy Zone. It becomes a permanent energy source that generates 1 energy of its color each turn. Energized cards enter exhausted -- they are not available until they ready at the start of your next turn. This makes energizing a forward investment, not free energy the turn you place it.
Energy sources become exhausted when spent and ready at the start of your turn.
Cards are placed face-up so all players can read your energy base -- this adds a strategic layer where opponents can anticipate what you're able to play.
Hand Payment
Discard cards directly from your hand to pay costs. Each discarded card provides 1 energy of its color as a one-time burst. This supplements energized cards for big plays or off-turn activations.
Off-Turn Payment
Both energized cards and hand cards can pay for trap activations and other off-turn effects. This ensures maximum flexibility -- your Energy Zone handles base costs while hand cards enable surprise burst plays on opponents' turns.
Cost Format
Cards cost [X specific color] + [Y any color].
Examples:
- A small unit might cost
1 any(playable in any deck, turn 1) - A mid-range spell might cost
1B + 2 any(leans Black, total cost 3) - A Red Dragon might cost
2R + 3 any(demands Red energy, total cost 5) - A powerful finisher might cost
3G + 4 any(heavy Green commitment, total cost 7)
Reclaim
Reclaim returns a ready (not exhausted) energized card from the Energy Zone to your hand. The only cost is losing the energy source — no action cost, no energy cost. You can Reclaim and immediately play or set the card on the same turn.
- Exhausted energy sources cannot be reclaimed — you must wait until they ready
- No limit on how many cards you can Reclaim per turn
- Reclaim does not consume your energize action — you can Reclaim and energize on the same turn
- The card returns to your hand, not to the field — traps reclaimed this way can be set face-down normally, preserving the bluff
Conduit: Dual Energy
Some Green cards have the Conduit keyword: when energized in the Energy Zone, they count as 2 energy instead of 1. Conduit costs 0 budget points -- the card is fully statted for its cost. The tension is purely opportunity cost: play a solid unit on board, or energize it for double energy value. Reclaiming a Conduit card is costlier since you lose 2 energy instead of 1.