How to play

There isn't an official rulebook yet, but the Quick Rules Guide has been released alongside the example playmat.

How to Win

 * Players begin by setting the HP of their HQ Zones to 20. If you reduce the enemy HQ Zone's HP to zero, you win!
 * During the Draw Phase, if there are not enough cards in the turn player's deck to draw two cards, that player loses the game.

Card Types

 * Character
 * Gear
 * Command
 * Base

Card Information
Refer to the image, but note that no. 5 (Job/Trait) should be under the name of Characters and Gears instead of the start of the text in Characters and Bases, because that one is no. 10, that would otherwise not be listed anywhere.

Card Orientation
Cards in your field and HQ Zone have one of the two following orientations: Recovered (Vertical) or Rested (Horizontal). A card can change its orientation through various ways:
 * by attacking, if the card is a Character;
 * as a cost for an effect;
 * as the result of an effect.

Card Costs
There are two types of costs:
 * Dyna, for Characters and Gears;
 * Tech Level, for Commands and Bases.

Game Setup

 * 1) Each player prepares a deck of exactly 60 cards;
 * 2) Each player shuffles their own deck and their opponent's deck and puts it in the deck zone;
 * 3) Randomly choose who goes first. The winner of the random selection must go first;
 * 4) The first turn player draws three cards from their deck, the other player draws four cards;
 * 5) Each player may then put any number of cards from their hand on the bottom of their deck in any order an draw that many cards. Each player may only do this once;
 * 6) The randomly chosen player becomes the turn player. The other player gets a coin that can produce a single dyna once during the game. Then the game begins.

Turn Flow
Chase 1. Recovery Phase: 2. Draw Phase: 3. Build Phase: 4. Recruit Phase: 5. Battle Phase 6. End Phase
 * Any player may perform the following actions at any time during their opponent's turn or during a Battle Phase. Additionally, when an opponent performs an action, a player may choose to respond with one of the valid actions listed below before their opponent's action resolves. If they do, their action resolves first and then the opponent's action resolves:
 * 1) Play an activated ability of an allied card by paying that ability cost;
 * 2) Flip a face down Base card in your HQ Zone face up and use it. This Base card stays face up in the HQ Zone after it has been flipped and played;
 * 3) Flip a face down Command card in your HQ Zone face up and use it. This Command card stays face up in the HQ Zone after it has been flipped and played;
 * 4) Play a Command card from your hand. Command cards played from the hand are put into the graveyard after they've been used.
 * The turn player erase all their produced Dyna;
 * The turn player heals all damage on their characters;
 * The turn player recovers all of their rested cards.
 * The turn player draws two cards from their deck and adds them to their hand. If there are not enough cards in their deck to draw two cards, that player loses the game.
 * Choose any card and place it face down in your HQ Zone. The number of cards in your HQ Zone is referred to as your "Tech Level".
 * At the start of the Recruit Phase, the turn player produces a number of Dyna equal to their Tech Level.
 * The turn player may perform the following actions in any order during the Recruit Phase:
 * 1) Pay a Character's Dyna cost and play it from your hand to the field. Put Characters into your field recovered;
 * 2) Pay a Gear's Dyna cost and play it from your hand to the field by targeting a Character and adding this card to it.
 * At the end of the turn player's Recruit Phase all Dyna they have currently produced is erased.
 * The turn player may attack as many times as they like so long as they have a Character that is still able to attack.
 * 1) The turn player may choose a recovered Character and attack with it. When they do, they may choose other allied recovered Characters of the same Guild to perform a cooperative attack known as a Guild Attack.
 * 2) If there are any enemy Characters with (Decoy), the turn player must attack one of them if they choose to attack with an allied Character. If there are none, the object of the attack may be an enemy HQ Zone or an enemy Character.
 * 3) Rest the Character(s) that are attacking.
 * 4) Characters then engage in combat. If the attacking Character(s) is attacking an enemy HQ Zone, that Character(s) deals damage equal to their ATK to the enemy HQ Zone. If the attacking Character(s) is attacking a Character, the attacker and the attacked object deals damage to each other.
 * "Until end of turn" effects ends.
 * The non-turn player changes to the turn player, and a new turn begins.