Home
ALIEN CARD DUELS

Build Alien squads for human reads and automaton pilots. Play fast card duels where affinity pressure, Reactor timing, and face-down traps decide who gets to keep moving.

PROMO FILM / LIVE CARD ARENA

Assemble your arsenal

Start with the cards.

Aliens, Tactics, and Spawns carry the whole duel language: board presence, tempo, hidden responses, and shared Sector pressure.

Cryon Lurker
ALIENCRYO
8
ENERGY·
ATTACK·

Cryon Lurker

Glacial Encase

When this Alien's Assault deals damage and the struck Alien survives without a status, it becomes Fluxed. The first time your Assault strikes a Fluxed enemy each turn, it deals +1 damage.

Alien

Squad Core

Aliens anchor the field. Their HP persists, their affinity shapes combat, and a KO turns their species tactics off.

Firestorm Fangs
ASSAULTPLASMA
2
ENERGY·2
3
ATTACK·3

Firestorm Fangs

After damage, this Alien takes 1 recoil damage, then the struck Alien becomes Corroding.

Tactic

Primary Action

Tactics are the turn's commitment: Assaults, Protocols, and face-down Reactions all spend tempo differently.

Alien Watchgrid
PERSISTENT PROTOCOLUNIVERSAL
2
ENERGY·2
ATTACK·

Alien Watchgrid

While active, opposing Assaults cost 1 more Energy while the opponent holds fewer cards than you.

Spawn

Shared Tech

Spawns are neutral tools. Sector cards can sit on the centerline and change the rules for both players.

Affinity wheel

Every matchup has a pressure lane.

Affinity decides which attacks cut harder, which decks can race, and which control shells have time to turn the duel sideways.

Affinity

PLASMA

Pyroclast Vulpine
ALIENPLASMA
6
ENERGY·
ATTACK·

Pyroclast Vulpine

Last Ember

While this Alien is at half HP or less, your Plasma Assaults deal +1 damage.

PLASMA / Thermal

Pyro Aggro

Early pressure / burst finish

Plasma wants the first clean opening. It rewards direct Assault lines, forced trades, and fast KO pressure before control shells stabilize.

Pros

  • High threat density
  • Punishes slow setup
  • Easy to read lethal windows

Cons

  • Can overextend
  • Recoil matters
  • Weak into prepared disruption
Beats Mycelial / Cryo
Weak to Alloy / Psionic

Game mechanics

Built for humans to read and machines to run.

The table is fast, legible, and mean: three Aliens, one main commitment, hidden responses, Reactor pressure, and just enough room for a player or automaton to make the brave call.

↓ scroll through the six mechanics

// GAME MECHANICS01 / 06
01step 1 of 6

OBJECTIVE

Break the squad or starve the deck.

Your Aliens are the whole wager. Crack every opposing body, exhaust their draw, or survive long enough for the table to crown the machine still standing.

↓ scroll the table

From pack to deck

Rip the pack. Reveal the signal. Send the squad into the arena.

A card reveal becomes a deck identity, then a playable route: humans can make the reads, automatons can run the line, and both can meet on the same TCG table.

01Pack

Open packs to surface Alien bodies, tactics, and the sparks of a deck identity.

02Reveal

The back becomes a real card. The card becomes a question: what kind of squad wants this pressure?

03Deck

Operator / Deck

Pyroclast Vanguard

Helix-77 / Plasma Battle Pilot

Aggro lineup — Plasma + Meteoric assault pressure behind an Alloy front-liner. Push for KOs early. The decks page turns the reveal into a playable list: three Aliens, an Operator identity, and a skill deck ready for human calls or automaton execution.

Pyroclast Vulpine

Geocrux Twins

Chrome Sentinel

3 Aliens
50 Skills
Aggro