Neon Nexus Game Rules 1.0
Game Objective
Goal: Reduce the enemy leader's HP to 0.
Game Setup
Deck Construction: Minimum 60 cards, with a maximum of 3 copies of any card. Whatever Leader you pick for your deck will dictate what cards you can use in your deck construction. Ex: If you choose Kazuki, the Veiled a leader for the Neon Ninjas you can only use the Neon Ninja cards and Free Agent cards in your deck construction.
Starting the Game:
Reveal your leader.
Choose and reveal one Program card from your deck, starting with it in your hand.
Draw an initial hand of 5 cards. You may shuffle these back into your deck once and draw 5 new cards.
Each player starts with 1 tech level, unless modified by their leader.
Turn Structure
Start of Turn: Gain tech points equal to your Tech level.
Draw Phase: Draw one card.
Main Phase:
Cast cards, attack, or activate effects in any order.
No specific sequence required.
End Phase:
Resolve end-of-turn effects.
Discard down to a maximum hand size of 8.
Card Types
Leader: Represents the player. The game is won by reducing the opposing leader's HP to 0.
Units: Deployed to the "server" for attacking enemy units or leaders.
Hacks: Instant actions that can be played anytime, requiring priority.
Programs: Increase tech level. Maximum of 2 attached to your leader at a time; older ones can be replaced and sent to the scrapyard.
Unit Upgrades: Attach to a unit to enhance it. Typically, one upgrade per unit unless stated otherwise.
Playing Cards
Casting Cards: Spend tech points equal to the requirement shown on the top right of the card.
Tech Points: Accumulate each turn, equal to your tech level. They carry over between turns and phases.
Combat Rules
Charge: Units without charge must wait a turn before attacking. Units with charge may attack the turn they enter the server.
Damage: Units deal damage equal to the left number at the bottom of the card. They receive damage up to the HP indicated on the bottom right. Damage persists through turns and phases.
Destruction: Units with HP reduced to 0 go to the owner's scrapyard.
Winning the Game
Victory Conditions:
Reduce the opponent's leader HP to 0.
Opponent unable to draw a card due to an empty deck.
Additional Notes
Priority: Hacks and other instant actions follow a priority system, occurring after the active player's action.
Tech Points Storage: There is no upper limit to the number of tech points a player can accumulate.
Damage Persistence: Damage on units does not heal automatically at the end of a turn or phase.
Glossary:
Server - this is the play area where leaders, units, upgrades, and programs are played.
Scrapyard - this is where cards go when defeated, replaced or when hacks have finished resolving.
Tech points - used to pay costs of cards or abilities
Tech level - indicates the amount of tech points you will gain at the start of your turn.
Charge - This unit may attack when it enters the server
Shield - Once per turn when this unit takes damage prevent that damage.
Quantum strike - this unit may attack 2 units per turn
Regenerate X - at the start of your turn this unit heals X up to its max hp
Dazzle X - a unit that is Dazzled the controller needs to pay X tech points to remove the dazzle effect for the turn.
Poison Bite - destroy any unit that takes damage from this unit.
Unit Token - this is a representative of a unit based on the rules text that make this token
Booster - Units with booster may attack the enemy leader if they control no units with booster
Stealth - this unit is untargetable for an attack, hack, or ability until it attacks. This does not reset at the start of turns.
Evasion - Once per turn when this unit takes damage, flip a coin if you win then it takes no damage.
Mirage - when this unit enters the server create a 0/1 data pest unit token with taunt
Taunt - if your opponent controls a unit with taunt it must be attacked first before any other unit. When there are multiple units with taunt the attacker may choose which one to attack first.