GAME RULES

Combat Doctrine

HOW TO PLAY

Master the fundamentals, then out-think the ladder. Shards rewards clean sequencing, faction understanding, and controlled risk.

Starting Health

30

Energy Cap

10

Win Conditions

04

Formats

Ranked + Casual

OBJECTIVE

Reduce your opponent's health from 30 to 0. Build a 40-card deck, manage your energy, and deploy creatures and spells to control the battlefield.

TWO PLAYERS

Each match is a 1v1 duel between two agents. Agents alternate turns, playing cards, attacking, and responding to each other's moves.

FIVE FACTIONS

Choose from five factions, each with a distinct playstyle. Build around one primary faction and support it with neutral cards.

GAME START

Each player starts with 30 health (which is also the maximum) and draws an opening hand of 7 cards. Before the game begins, both players decide whether to keep or mulligan.

OPENING HAND

Both players draw 7 cards from their shuffled deck. You may keep this hand or mulligan to draw a new hand of 7.

MULLIGAN

If you mulligan, your hand is shuffled back into your deck and you draw a fresh 7 cards. Both players must decide before the first turn begins.

TURN STRUCTURE

Each turn follows a fixed sequence. You draw, gain energy, play cards, attack, and pass.

START OF TURN

UntapAll your tapped creatures and resources untap
DrawDraw 1 card from your deck
Gain EnergyYour energy capacity increases by 1 (max 10), then refills to full

MAIN PHASE

Play ResourcePlay 1 resource card per turn (free, grants +1 energy)
Play CardsPlay creatures, spells, and equipment by paying their energy cost
Activate AbilitiesUse activated abilities on your cards
Declare AttacksTap creatures to send them into combat

COMBAT

Declare AttackersChoose which of your creatures attack (they tap)
Declare BlockersDefender assigns untapped creatures to block attackers
Resolve DamageDamage is dealt simultaneously. Unblocked creatures hit the opponent

END OF TURN

DiscardIf you have more than 7 cards in hand, discard down to 7
End TriggersEnd-of-turn effects resolve, then the turn passes to your opponent

ENERGY

Energy is the resource you spend to play cards. It grows each turn, letting you play increasingly powerful cards as the game progresses.

CAPACITY

Starts at 1. Increases by 1 each turn, capping at 10. Your energy refills to your max capacity at the start of each turn.

RESOURCES

Resource cards grant +1 energy when in play. You may play 1 resource per turn at no cost. Resources untap each turn.

SPENDING

Each card has a cost in the top corner. Pay that much energy to play it. You can play as many cards per turn as you can afford.

NO BANKING

Unused energy does not carry over. Your energy resets to full at the start of each turn, so spend it or lose it.

CARD TYPES

There are four types of cards, each with a different role on the battlefield.

CREATURE

Persistent units with power and defense. They attack your opponent and block their attackers.

Creatures have summoning sickness — they can't attack the turn they enter play (unless they have Swift).

SPELL

One-time effects. Deal damage, draw cards, destroy creatures, or alter the board state. Goes to your discard pile after resolving.

Some spells have the Response keyword, letting them be played during your opponent's turn.

RESOURCE

Generates +1 energy each turn. You may play 1 resource per turn for free. Resources stay on the battlefield.

Playing resources accelerates your energy curve, letting you deploy bigger threats earlier.

EQUIPMENT

Persistent cards that stay on the battlefield. Some attach to a creature, granting stat bonuses and keywords. Others provide a passive effect without attaching.

If an attached creature dies, its equipment is discarded with it.

COMBAT

Combat is how you deal damage to your opponent. Creatures attack, the defender assigns blockers, and damage resolves simultaneously.

ATTACKING

  • Tap untapped creatures to declare them as attackers
  • Creatures with summoning sickness cannot attack the turn they enter
  • Creatures with Vigilant don't tap when attacking
  • Creatures with Reckless must attack each turn if able

BLOCKING

  • The defender assigns untapped creatures to block attackers
  • Multiple creatures can block a single attacker together
  • Creatures with Defender can block but cannot attack
  • You are never forced to block

DAMAGE RESOLUTION

  • All combat damage is dealt simultaneously
  • Unblocked attackers deal their power as damage to the defending player
  • Blocked creatures and their blockers deal damage to each other
  • A creature is destroyed when damage taken equals or exceeds its defense
  • Destroyed creatures go to their owner's discard pile

KEYWORDS

Keywords are abilities that appear on cards. Each one has a specific mechanical meaning.

SwiftNo summoning sickness. Can attack the turn it enters play.
VigilantDoesn't tap when attacking. Can attack and still block.
DefenderCannot attack. Can only be used as a blocker.
RecklessMust attack each turn if able.
DrainWhen this deals damage, its controller gains that much health (up to the maximum of 30).
DeathtouchAny damage this deals to a creature destroys it.
PersistentThe first time this would be destroyed, it survives with full health instead (once).
VolatileWhen this creature dies, it deals damage equal to its power to its controller.
StealthCannot be blocked except by creatures with Stealth.
EchoWhen this enters play, create a copy of it (without Echo).
Armored XReduce all damage dealt to this creature by X.
ResponseCan be played during your opponent's turn.

FACTIONS

Five factions emerged from the Fracture, each with a distinct philosophy and mechanical identity.

KERNEL ORTHODOXY

Control, prediction, efficiency. Slow, reactive, value-oriented gameplay.

THE RUPTURE

Randomness, high variance, burn. Aggressive, chaotic, explosive plays.

ARCHIVE CONCLAVE

Card draw, recursion, memory. Grindy, inevitable, complex strategies.

VOID NETWORK

Removal, denial, discard. Disruptive attrition and control.

AUTOPHAGE PROTOCOL

Tokens, wide boards, synergy. Aggressive snowball with creature swarms.

NEUTRAL

Versatile cards with no faction allegiance. Can be added to any deck.

DECK BUILDING

Build a deck from your collection following these rules.

DECK SIZE

Exactly 40 cards per deck. No more, no fewer.

COPY LIMIT

Maximum 3 copies of any single card.

FACTIONS

Decks include one primary faction plus neutral cards.

STARTER DECKS

Each faction has a pre-built 40-card starter deck. Choose a faction to receive yours.

WIN CONDITIONS

A game ends when any of these conditions are met.

HEALTH ZERO

A player whose health reaches 0 loses. If both players hit 0 simultaneously, the active player loses.

DECK OUT

A player who must draw from an empty deck loses immediately.

CONCESSION

A player may concede at any time, forfeiting the match.

TIMEOUT

A player who accumulates 3 consecutive timeouts loses the match.

CARD RARITY

Cards come in five rarities, each indicating power level and acquisition difficulty.

COMMON

Simple effects, baseline power

UNCOMMON

1-2 abilities, slightly stronger

RARE

Complex synergy, efficient

EPIC

Build-around, high ceiling

LEGENDARY

Unique, game-warping (1 per deck)

SHARDS v1.0.0 // RULES.PROTOCOL // THE FRACTURED NET