Quick winning principles
- Buy trade early; shift to combat when deck cycles fast.
- Prioritize bases with defense — they stick and generate every turn.
- Ally abilities trigger on same-faction cards in one turn.
- Scrap weak cards whenever scrap abilities appear.
Ideal strategy
- 1
Trade-combat pivot: turns 1-4 favor trade (Scout, Explorer, trade bases). By turn 5-6, combat cards should dominate if opponent authority is below 40.
- 2
Faction synergy: Blob and Star Empire reward combat chains; Trade Federation and Machine Cult reward economy and scrapping. Don't mix factions without ally payoffs.
- 3
Base protection: outposts must be destroyed before authority damage. A turn buying only combat into an outpost wall wastes damage.
- 4
Deck thinning: scrap Explorers and weak Scouts mid-game. A 12-card deck with 6 combat cards cycles twice per turn.
- 5
Authority math: 6 damage per turn from turn 7 wins in 3 turns. Calculate if you can close before opponent's next big buy.
- 6
Scout rush counter: if opponent buys 4+ Scouts, race authority with bases — they lack damage tempo late.