Assault Edge is a player verses player card game and board game.
The aim of the game is to destroy your opponents Command Deck.
Form your own army and strategy to defeat your opponent!
The aim of the game is to destroy your opponents Command Deck.
Form your own army and strategy to defeat your opponent!
the basics
Each player will need three decks and two facility cards.
You can have up to three copies of the same card in any deck.
Your Research Deck (left) contains 15 blue cards.
Your Command Deck (middle) contains 30 red cards.
Your Barracks Deck (right) contains 15 yellow cards.
Your two grey facility Cards (bottom left) influence the stats and characteristics of the units you spawn during the game.
In addition, each player requires -
Counters - Used to signify your units
A dry wipe pen - Used to note unit stats
A play mat - Used as the battlefield
You can have up to three copies of the same card in any deck.
Your Research Deck (left) contains 15 blue cards.
Your Command Deck (middle) contains 30 red cards.
Your Barracks Deck (right) contains 15 yellow cards.
Your two grey facility Cards (bottom left) influence the stats and characteristics of the units you spawn during the game.
In addition, each player requires -
Counters - Used to signify your units
A dry wipe pen - Used to note unit stats
A play mat - Used as the battlefield
The coloured borders of squares on the board are treated as adjacent to the decks of the respective colours.
The three yellow bordered squares adjacent to your barracks is your spawn zone.
Discard the top card of a deck for each point of damage it receives.
The game is won when your opponents Command Deck takes damage while there are no cards left.
Being reduced to zero cards and not being able to draw is not a condition for defeat.
Simply keep playing without drawing until you take a further point of damage.
The three yellow bordered squares adjacent to your barracks is your spawn zone.
Discard the top card of a deck for each point of damage it receives.
The game is won when your opponents Command Deck takes damage while there are no cards left.
Being reduced to zero cards and not being able to draw is not a condition for defeat.
Simply keep playing without drawing until you take a further point of damage.
The card types
There are four categories of cards and three subcategories.
Facility Cards
These cards start face down in the Facility zones and cannot be negated or removed from the board.
A player activates either one at the end of their turn and the other at the end of their next turn.
They increase the stats of the units you spawn and add archetypes, effects and elemental types to them.
All units upon spawning have 1 point in each stat as a base then gain the additional stats listed on any face up facility cards.
Facility cards do not affect any units already on the board.
There are 8 elemental types.
Fire, Water, Earth, Wind, Light, Dark, Nature, Technology
These cards start face down in the Facility zones and cannot be negated or removed from the board.
A player activates either one at the end of their turn and the other at the end of their next turn.
They increase the stats of the units you spawn and add archetypes, effects and elemental types to them.
All units upon spawning have 1 point in each stat as a base then gain the additional stats listed on any face up facility cards.
Facility cards do not affect any units already on the board.
There are 8 elemental types.
Fire, Water, Earth, Wind, Light, Dark, Nature, Technology
Command cards
These are very powerful cards that can affect the game in various ways.
They are also a representation of your health.
Taking damage while there are no more command cards in your deck will result in a loss.
These are very powerful cards that can affect the game in various ways.
They are also a representation of your health.
Taking damage while there are no more command cards in your deck will result in a loss.
Research Cards
These cards focus on support, drawing and disrupting.
Equipment for your units can also be found here.
These cards focus on support, drawing and disrupting.
Equipment for your units can also be found here.
Barracks cards
These cards focus on unique units and special techniques.
These cards focus on unique units and special techniques.
Subcategory - Quick
Cards/effects with the "Quick" subtype can be used during your opponents combat phase or when noted activation requirements are met.
During your opponents turns, when a card or effect is activated, when they enter or end any sub phase during the combat phase or when an attack is declared, you can respond with quick cards or quick effects in a chain.
Your opponent may respond to your quick card/effect with their own card/effect. The turn player does not need to use a quick card/effect to respond.
Resolve the chain backward, starting with the last card or effect activated.
Cards/effects with the "Quick" subtype can be used during your opponents combat phase or when noted activation requirements are met.
During your opponents turns, when a card or effect is activated, when they enter or end any sub phase during the combat phase or when an attack is declared, you can respond with quick cards or quick effects in a chain.
Your opponent may respond to your quick card/effect with their own card/effect. The turn player does not need to use a quick card/effect to respond.
Resolve the chain backward, starting with the last card or effect activated.
Subcategory - Equipment
These cards grant stats or effects. Equipment can be attached to units currently in your spawn zone.
If equipped to a unique unit, the card can be placed next to it. If equipped to a basic unit, leave it face up next to your board.
It is discarded when destroyed or the equipped unit leaves the board.
It is recommended that the token equipped is marked with pen below its stats.
These cards grant stats or effects. Equipment can be attached to units currently in your spawn zone.
If equipped to a unique unit, the card can be placed next to it. If equipped to a basic unit, leave it face up next to your board.
It is discarded when destroyed or the equipped unit leaves the board.
It is recommended that the token equipped is marked with pen below its stats.
Subcategory - Unit
Spawns a unique unit.
It uses the stats of your basic units plus the stat modifiers and effects listed on the card.
You must have an unoccupied space in your spawn zone and a slot available in the unique unit card zones.
You can have up to three unique units on the board but no multiples of the same name.
It is recommended that the token created for the unique unit spawned is marked with 1, 2 or 3 dots above its stats representing which unique unit zone the card is placed in.
Spawns a unique unit.
It uses the stats of your basic units plus the stat modifiers and effects listed on the card.
You must have an unoccupied space in your spawn zone and a slot available in the unique unit card zones.
You can have up to three unique units on the board but no multiples of the same name.
It is recommended that the token created for the unique unit spawned is marked with 1, 2 or 3 dots above its stats representing which unique unit zone the card is placed in.
Playing the game
Before you start
Decide which player starts by whichever preferred method e.g. coin toss, die roll etc.
Each player draws five cards from any of their three shuffled decks.
Drawing happens one card at a time.
View the card before deciding which deck to draw from next.
Decide which player starts by whichever preferred method e.g. coin toss, die roll etc.
Each player draws five cards from any of their three shuffled decks.
Drawing happens one card at a time.
View the card before deciding which deck to draw from next.
Each turn consists of four phases.
-Spawn
-Draw
-Combat
-Movement
-Battle
-Movement
-End
-Spawn
-Draw
-Combat
-Movement
-Battle
-Movement
-End
Spawn Phase
The three yellow squares adjacent to your Barracks are referred to as the Spawn zone.
In this phase, you spawn one basic unit each turn in the right most available space of your spawn zone.
If all three spaces are occupied, you cannot spawn.
You may not clog up the opponents spawn zone with three of your own units but placing one or two units there to block a basic spawn for a turn is a valid strategy.
The first unit spawned will start with 1 Attack (left number), 1 Health (middle number) and 1 Speed (right number) since both facility cards start face down.
Display this on your token as 111.
The three yellow squares adjacent to your Barracks are referred to as the Spawn zone.
In this phase, you spawn one basic unit each turn in the right most available space of your spawn zone.
If all three spaces are occupied, you cannot spawn.
You may not clog up the opponents spawn zone with three of your own units but placing one or two units there to block a basic spawn for a turn is a valid strategy.
The first unit spawned will start with 1 Attack (left number), 1 Health (middle number) and 1 Speed (right number) since both facility cards start face down.
Display this on your token as 111.
During each of your spawn phases, ensure all of your units are facing forward and ready for their turn.
Any effects that happen at the start of your turn occur in this phase too.
Any effects that happen at the start of your turn occur in this phase too.
Draw Phase
The player going first does not draw on their first turn.
From then on, a player draws one card each turn from any deck in this phase.
There is no hand size limit.
The player going first does not draw on their first turn.
From then on, a player draws one card each turn from any deck in this phase.
There is no hand size limit.
Combat Phase
This is where most cards and effects are used.
You are free to play any card from your hand and your opponent is free to play quick cards and quick effects in this phase.
In addition, each unit you control gets three sub phases during your combat phase.
Unit sub phase - Movement 1
A unit can move up to a number of spaces equal to its speed (including diagonals).
A unit can also chose not to move.
Unit sub phase - Battle
Once within range of one or more targets, the unit can attack.
Being adjacent to the target is the normal attacking range for a unit (including diagonals).
The coloured squares on either side of the board are treated as adjacent to the decks of the corresponding colours.
To attack, distribute your attack value (the left number on the token) among one or more enemy units or decks within range.
You declare all chosen targets and attack distribution once per each units combat phase.
You can distribute more attack than the target has health but the total distributed attack cannot exceed the units attack stat.
Enemy units do not attack back.
Unit sub phase - Movement 2
Once a unit has moved and attacked, any remaining speed may be used.
Once a unit has completed its phases, rotate it 90 degrees to show it has come to an end this turn.
Control each unit one by one, fully ending their sub phases before moving onto the next unit.
End Phase
Once your turn is over, any Attack and Speed used returns to your units. For this reason, attack and speed are rarely altered on a token and remain there to show the units stats.
Hit points are not regained at the end of a turn so this number is erased and redrawn on the token as the units HP decreases.
Activate one face down facility card if possible. This will increase the stats of all units spawned from that point onward.
Your opponent can then begin their turn.
Once your turn is over, any Attack and Speed used returns to your units. For this reason, attack and speed are rarely altered on a token and remain there to show the units stats.
Hit points are not regained at the end of a turn so this number is erased and redrawn on the token as the units HP decreases.
Activate one face down facility card if possible. This will increase the stats of all units spawned from that point onward.
Your opponent can then begin their turn.
Miscellaneous rules
If a card is negated, no costs associated with that card are paid and the card is discarded.
Persistent effects that allow a certain number of uses per turn cannot miss their timing. They can only be negated or successfully used as long as that unit or card remains in play.
If any units move during attack declaration, the turn player can reselect attack targets.
If two effects activate at the same time, the turn player goes first and the opponents effect is the next in the chain.
If a card or effect allows you to perform an action in place of another then you must have that replaced action available for use. For example, a unit that can throw a bomb instead of attacking cannot throw a bomb if they cannot attack that turn or have already attacked.
Some cards allow you to heal. Healing cannot increase a units health over its maximum health unless otherwise stated. If healing occurs during damage calculation, it is subtracted from the damage taken of the healed unit before coming to a final result.
Any increases and decreases to the maximum health stat also affect current health by the same amount.
Some cards grant temporary hit points. These are additional to current health and can exceed maximum. They are lost first when taking damage and act as a barrier. Any unused temporary hit points are lost at the end of the turn.
Some cards grant attack reach. This is the ability to attack targets within 2 spaces. This includes enemy decks.
Persistent effects that allow a certain number of uses per turn cannot miss their timing. They can only be negated or successfully used as long as that unit or card remains in play.
If any units move during attack declaration, the turn player can reselect attack targets.
If two effects activate at the same time, the turn player goes first and the opponents effect is the next in the chain.
If a card or effect allows you to perform an action in place of another then you must have that replaced action available for use. For example, a unit that can throw a bomb instead of attacking cannot throw a bomb if they cannot attack that turn or have already attacked.
Some cards allow you to heal. Healing cannot increase a units health over its maximum health unless otherwise stated. If healing occurs during damage calculation, it is subtracted from the damage taken of the healed unit before coming to a final result.
Any increases and decreases to the maximum health stat also affect current health by the same amount.
Some cards grant temporary hit points. These are additional to current health and can exceed maximum. They are lost first when taking damage and act as a barrier. Any unused temporary hit points are lost at the end of the turn.
Some cards grant attack reach. This is the ability to attack targets within 2 spaces. This includes enemy decks.