Game Rules — Spark Nexus

A fast 1v1 card battler built entirely from user-created cards. This document is the rules reference for players and the specification for the game engine in shared/game-engine/.

Design note: rarity has zero effect on in-game power. Card strength is governed by the power budget (02-data-model.md §3), which also sets the energy cost. Rarity only affects scarcity. This keeps games fair for players with few rare cards.

1. Objective and setup

2. Turn structure

  1. Start of turn: gain your energy for the turn; your creatures each gain 1 Charge; start-of-turn effects (Regenerate, Burn) resolve; draw 1 card.
  2. Main phase: in any order — play cards (pay energy), attack with creatures, use activated specials (pay Charge), Kindle (see §3).
  3. End of turn: end-of-turn effects resolve (Poison ticks); unspent energy is lost.

Energy: turn 1 gives 1 energy, growing by 1 per turn to a cap of 10.

Turn timer: 75 seconds. Timing out ends the turn; 3 consecutive timeouts is an auto-concede.

3. Kindle (unique mechanic)

Once per turn, you may Kindle: discard a card from your hand to gain +1 energy this turn. The discarded card is gone for the game (it can trigger nothing). Kindle is the pressure valve that keeps dead cards useful and makes hand size a resource.

4. Towers and combat

A creature may attack once per turn (creatures can't attack the turn they're played unless they have Eager). Attackers choose a target with this priority:

  1. Guard creatures block everything — if the enemy has any Guard, you must attack a Guard creature (not towers or the hero).
  2. Otherwise, if any towers remain, you must attack a tower (not the hero).
  3. Left Guard / Right Guard creatures force attacks onto that specific tower while it still stands.
  4. Once both towers are down, the hero is a legal combat target.

Damage resolution between creatures:

  1. If either side has Quick (and the other doesn't), the Quick creature deals its damage first; if the defender dies, no counter-damage comes back. Otherwise damage is simultaneous.
  2. Damage dealt = attacker's Attack − defender's Armor, minimum 1 ("chip rule": any attack always deals at least 1). Piercing ignores Armor entirely. Bastion grants +1 Armor while both of that creature's towers still stand.
  3. Attacking a tower or hero: no counter-damage. Siege deals +2 damage when striking a tower. Heroes absorb damage with armor first (if any).

Specials that target the "enemy hero" actually hit the enemy frontline: a living tower first (preferring a damaged one), then the hero once both towers fall. Explicit tower targets (randomEnemyTower, chosenEnemyTower, etc.) always hit towers only.

Creatures at 0 HP die immediately; on-death triggers resolve in play order. Destroyed towers stay at 0 HP and cannot be healed back into play (healing only works on standing towers).

5. Status effects and Resistance (unique mechanic)

Specials and traits can apply four statuses. When a status is applied with potency V, the target actually receives max(0, V − Resistance) stacks — Resistance is a flat shield against all statuses (there is deliberately no elemental type chart).

Status Effect per stack Duration
Poison 1 damage at end of its owner's turn (ignores Armor) Until dead; stacks decay by 1 after each tick
Bleed 1 extra damage taken whenever it attacks or is attacked (ignores Armor) Permanent, stacks
Burn 2 damage at start of its owner's turn (ignores Armor) One tick, then expires
Stun Creature skips its next possible attack; can't use activated specials that turn One turn per stack

Statuses never affect heroes or towers (they only take direct damage / healing).

6. Traits (keywords)

Fixed list; a card may have up to 3. A card may have at most one of Guard / Left Guard / Right Guard. Budget cost in parentheses feeds the power-budget algorithm.

Trait Rules text Cost
Guard Enemies must attack your Guard creatures before towers or your hero 2
Left Guard Enemies must attack your left tower before your right tower or hero (unless a Guard creature is present) 2
Right Guard Enemies must attack your right tower before your left tower or hero (unless a Guard creature is present) 2
Eager Can attack the turn it's played 3
Quick Deals combat damage first; takes none back if the defender dies 3
Piercing Its attacks ignore Armor 3
Venomous Its attacks apply Poison 2 4
Leech Damage it deals also heals your hero for the same amount 3
Sturdy The first time it would die each game, it survives at 1 HP 2
Sneaky Can't be attacked or targeted by enemy specials the turn it's played 2
Frenzy +2 Attack while damaged 3
Regenerate Restores 2 HP at the start of your turn 3
Volatile When it dies, deal 2 damage to all enemy creatures 4
Siege Deals +2 damage when attacking a tower 3
Bastion While both of your towers stand, this creature has +1 Armor 2

(Trait list is intentionally small at launch; new traits are a content lever for later seasons.)

7. Specials and Charge

A card's special (structure in 02-data-model.md §2) is one of:

Targets include creatures, heroes, and towers (random / chosen / all for each side).

Example cards the system can express:

8. Winning, records, and rewards

9. Balancing levers

All tunable numbers live in one shared constants module: power-budget coefficients, rarity bands, trait costs, special pricing table, pack odds, status rules. Playtesting in Phase 6 of the roadmap adjusts constants without touching engine logic. Rejected-by-moderation cards are unusable in games from the moment of rejection (validated at deck-lock).