One card per turn, on your turn only. No interrupts. Traps are the exception: you set them on
your turn and they fire by themselves when your opponent trips them.
| Card | Type | Effect | The price |
|---|
| Double Strike | Offense | Remove one enemy piece and one of your own (your choice). Play before placing to grab a freed cell. | Sacrifice one of your own pieces. |
| Erasure | Offense | Remove one enemy piece. You do not place a mark this turn. | Forfeit your placement this turn. |
| Undermine | Offense | Remove one enemy piece; the opponent then draws 1. | The opponent draws a card. |
| Displace | Offense | Move one enemy piece to an empty cell of your choice. | The piece survives - you only relocate it. |
| Reclaim | Offense | Remove one enemy piece orthogonally adjacent to one of yours. | Requires a piece already beside the target. |
| Bulwark | Defense | Shield one of your pieces; the next removal aimed at it fails. | Public - the opponent sees it. |
| Reinforce | Defense | Place an extra mark on a random empty cell. | Lands on a random empty cell. |
| Parry | Defense | The next removal aimed at any of your pieces fails. | Blind - set without knowing their play. |
| Second Wind | Defense | Draw 2 cards. You do not place a mark this turn. | Forfeit your placement this turn. |
| Anchor | Defense | One of your pieces shrugs off the next two removal or move attempts. | An obvious tell; wears off after two hits. |
| Ward | Trap | Set under one of your pieces. Negates the next attempt to remove it. | A whole card held face-down in reserve. |
| Backfire | Trap | Set under one of your pieces. If it's removed, the attacker also loses a piece. | Your piece still dies. |
| Snare | Trap | Set face-down. Negates the opponent's next card play. | Whiffs if they play no card. |
| Minefield | Trap | Set under one of your pieces. Destroys the next enemy mark placed beside it. | Only triggers on an adjacent placement. |
| Rigged | Trap | Set face-down. Negates the opponent's next Tactic card. | Only catches Tactic cards. |
| Scout | Tactic | Reveal the opponent's hand to you. | A card spent on knowing, not doing. |
| Pilfer | Tactic | Swap a random card from your hand with a random one from theirs. | Blind - you might trade up or down. |
| Mind Lock | Tactic | The opponent cannot play a card on their next turn. | A clean 1-for-1 tempo trade. |
| Gambit | Tactic | Draw 2 cards, then discard a card of your choice. | You must give one back - your pick. |
| Sabotage | Tactic | The opponent discards 1 random card. | A card for a little denial. |
| Chain Reaction | Offense | Remove one enemy piece. If another enemy piece sits orthogonally adjacent to it, one of those falls too. | Forfeit your placement this turn. |
| Sweep | Defense | Every trap on the board fizzles - both sides, revealed to no one. | Clears YOUR traps as well. |
| Mimic | Trap | Negates the opponent's next card - and steals it into your hand. | A whole card held face-down. |
| Flank | Tactic | Swap one of your pieces with an enemy piece. | Repositioning only - no new material. |
| Double Down | Tactic | Place two marks this turn. | Loud - your opponent sees it coming. |
Every card pairs its power with a real cost: a piece, tempo, a card, position, or information.
Reading which price your opponent just paid is half the game.