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4 ArticlesRecent Entries
0.0 SYSTEM OVERVIEW
FACTION // TACTICAL FIELD MANUAL System Version: 1.0 | Status: Online Welcome to FACTION FACTION is a tactical cyberpunk card game where information is currency and positioning is lethal. Key Constraint: Declaring an attack immediately ends your turn. Plan your sequence carefully. Objective: Eliminate enemy Units to claim 5 Prize Cards or force the opponent […]
Main Phase
1.0 SYSTEM INITIALIZATION
Game Setup Before the first cycle begins, both players must initialise their battlefield. 1.1 The Flip 1.2 Leader Deployment 1.3 Pre-Game Deployment 1.4 The Reveal
Attack Phase
2.0 THE GAME CYCLE
The game is played in alternating turns. Each turn follows a strict sequence of phases. Phase 2.1: Draw Phase Phase 2.2: Deployment Phase (Main Phase) During this phase, you may perform the following actions in any order: Phase 2.3: Attack Phase Once you initiate the Attack Phase, the Deployment Phase ends. You cannot return to […]
Status Effects
Status Conditions Guide Status conditions alter how a Unit functions on the battlefield. Below is a list of all current conditions and how they affect gameplay. Condition Types 1. PINNED 2. DAZED 3. BLINDED 4. DEAFENED 5. BLEEDING Duration & Expiration Rules Standard Duration (Pinned, Dazed, Blinded, Deafened) Most status effects last for exactly one […]
3.0 SYSTEM REFRESH
Check-Up Phase The “Check-Up” occurs between turns—after the Active Player finishes their attack, but before the next player draws their card. 3.1 Status Effects 3.2 Casualty Processing
4.0 MISSION: VICTORY
Victory Conditions A player instantly wins the game if either of the following protocols is met: 4.1 Total Domination (Prize Victory) The primary path to victory is combat superiority. 4.2 Resource Depletion (Deck Out) If a faction runs out of resources, they suffer a total system failure.
5.0 STATUS CONDITIONS
Status conditions disrupt a Unit’s subroutines and combat efficiency. A Unit can be affected by multiple status conditions simultaneously unless otherwise stated. 5.1 Temporary Status Effects The following conditions follow the Standard Duration Protocol (see 5.3). Condition System Failure Effect Description PINNED Movement Lock The Unit cannot move from its current tile. DAZED Weapon Lock […]