You lose two (2) LIFE points. If it's a Hero Unit, you lose four (4) life points. Your UNIT remains on the board.
Q: What happens when an opponent destroys one of my UNITS?
You lose five (5) LIFE points and your UNIT moves to your GARBAGE pile. If an enemy HERO UNIT destroys one of your Units, you lose ten (10) Life points and your Unit moves to your Garbage pile. If an enemy destroys a Hero Unit you own, you lose ten (10) Life points and that Hero Unit moves to your Garbage pile.
Q: The rules state that during the first turn of the game, no new cards are drawn and no new CAPITAL is gained. What can I do?
You can: buy more REAL ESTATE with your starting Capital, buy any card(s) from your hand that you can afford with your starting Capital, attack another player with your starting base UNIT, or do nothing.
Q: What's the difference between a CYBER UNIT and a regular Unit?
CYBER UNITS can only attack other Cyber Units, and if the opponent has no Cyber Units in play, you can attack their LIFE points directly. Regular Units cannot attack Cyber Units. A regular Unit can only attack other regular units (unless certain MODS are in play), however a regular Unit can attack Life points directly if there are no regular units to defend. If an opponent only has Cyber Unit(s) in play, regular Units can attack their Life points directly.
Q: What happens when I already have 3 CAPITAL Coins allocated to all my REAL ESTATE?
You do not collect additional Capital that turn, buy additional Real Estate to ensure a steady flow of Capital.
Q: How do I decide which REAL ESTATE Card I spend CAPITAL from when buying a new card from my hand?
Each REAL ESTATE Card can only accumulate a maximum of 3 CAPITAL Coins (unless Modded or otherwise stated), therefore, how you spend your Capital is very important. You cannot move Capital coins between REAL ESTATE cards after they are placed. In order to maximize your ability to accumulate capital, it would be wise to spend Capital evenly from across your various REAL ESTATE cards.
Q: What happens if my only regular UNIT has a MOD on it preventing it from attacking/defending or using abilities?
If you only have one (1) regular UNIT and it is rendered unable to attack, defend, or use abilities by a Mod, your opponents may choose to attack your LIFE points directly.
Q: How many times can I attack per turn?
Each UNIT can attack one (1) time per turn, unless otherwise stated.
Q: How many times can a UNIT defend?
As long as the UNIT is in play, it can defend as many times as it is attacked, unless otherwise stated.
Q: What is COUNTER-ATTACK?
COUNTER-ATTACK allows a defending UNIT to attack the Unit it was just attacked by, as long as your Unit won the previous battle and is still in play. Some Units have automatic Counter-Attack, and some Unit MODS give the ability of automatic Counter-Attack. The most common Counter-Attack scenario happens when the attacking player rolls a 1, which grants the defending player a Counter-Attack opportunity. You do NOT lose 2 life for failing a Counter-Attack as you would during a normal Attack sequence.
Q: When do I play EVENT cards, when do I pay for them, and how long do they last?
Payment: Events must be paid for at the time they are played. Event effects that cost additional CAPITAL must be paid for when the effect is initiated.
MODs: Modifiers can be played during your turn (unless stated otherwise) and are permanent unless destroyed or stated otherwise.
Flashes: Flashes can be played at any time as long as you can afford it, and they have an immediate effect and short duration.
Happenings: Can be played during your turn, their effects are usually shorter in duration (instant, 1 turn/round) and then are removed from play.
Operations: Can be played during your turn, they last indefinitely unless destroyed or stated otherwise
Q: Can I have multiple MODS on my unit?
Yes. You can "stack" UNIT MODS on your units indefinitely, unless otherwise stated Unit Mods can apply to specific Units, or in some cases all Unit Types (e.g., Object Units, Criminal Units, Activist Units).
Q: What does a HERO UNIT do?
A HERO UNIT is a high-value operative with a greater impact on the game than regular Units. When a Hero Unit kills an enemy Unit, that player loses 10 LIFE Points. On the other hand, the consequences of introducing a Hero Unit to the game are also greater. If your Hero Unit fails an attack, you lose 4 Life Points. If your Hero Unit is killed, you lost 10 Life Points.
Q: What happens when I have no UNITS to defend LIFE points?
Your opponents may choose to attack your Life directly. Damage taken to life is calculated by adding the Unit's ATK value to the dice roll, PLUS any additional MODS or abilities that enhance that Unit's attack.
Q: Can Unit MODS be applied to my own Units and/or enemy Units?
Yes. Unless otherwise stated, Unit MODS can be played on your own Units or on enemy Units. Your strategic decision-making as faction leader will dictate the correct course of action.
Q: Is it ok to allocate Capital to buying new REAL ESTATE or saving up to buy a more powerful card, even if I have no UNITS in play and am taking damage to LIFE?
Your strategic decision-making as faction leader will dictate the correct course of action.
Q: Is there any downside to attacking an opponent who has no way to defend their LIFE POINTS?
No - unless there's a more strategically imperative option that you are too cowardly to choose. Also, you will likely incur the defenseless player's wrath when they eventually rebuild their offensive capabilities.
Q: When doing direct damage to an enemy player's LIFE POINTS, how is the damage calculated?
UNIT ATK + MOD(s) effect + other EVENT(s) effect + dice roll.
Q: If a player has only one Real Estate card, can it be modded, destroyed, or captured by an enemy player?
No. All players retain control of their starting Real Estate card.
Q: How many times can a UNIT ability or EVENT effect be used per turn?