Every player begins the game with 1 REAL ESTATE card, 3 CAPITAL Coins, 1 BASE UNIT, and 5 cards in their hand. No new cards or CAPITAL are received during the 1st turn.

In CULTURE WAR, the assets and abilities available to players are represented through the game’s diverse card system.
These cards define the capabilities at a cultural leader’s disposal, categorized into three primary components: Events, Units, and Real Estate.



UNITS, EVENTS, and REAL ESTATE can be purchased during your turn, after receiving your CAPITAL coin(s).
*FLASH EVENTS can be purchased and played during other players' turns.
Combat isconducted one UNIT at a time. Select your first Unit to attack with, push it forward, choose the enemy Unit it is attacking, and conduct the battle.
Each Unit you have in play (not in your hand) may attack once during your turn, unless otherwise stated or affected by another card / Unit ability.


There are some UNITS in CULTURE WAR that have special properties.


Some UNITS have abilities in addition to their ATK and DEF power. These abilities have a variety of effects, costs, and timing considerations.

EVENTS represent the dynamic and volatile elements of the cultural battlefield. They are divided into subcategories based on their scope and duration, each capable of disrupting strategies, reshaping tactics, and altering the rules of engagement.
There are 4 unique Event types: MODS, FLASHES, HAPPENINGS, AND OPERATIONS
(Modifiers)




Utilize your UNITS and EVENTS to methodically erode your opponent's LIFE Points to zero while safeguarding your own.

The game concludes when all but one Player’s LIFE Points are reduced to 0. The last remaining Player with Life Points is declared the winner. IMPORTANT NOTE: There are certain special cards with abilities that can end the game regardless of Life Points...
