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
MAIN PHASE
COMBAT
END OF TURN
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.
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.
Simple effects, baseline power
1-2 abilities, slightly stronger
Complex synergy, efficient
Build-around, high ceiling
Unique, game-warping (1 per deck)
SHARDS v1.0.0 // RULES.PROTOCOL // THE FRACTURED NET