Field Manual
How to Play
Coldmarch is a card auto-battler. Fleets clash, but the fight is fought card by card — every trooper, priest, drone, and hunter is an individual unit with a name and a keyword. You build the fleet and set the Formation; the clash resolves on its own, round by round, until one side breaks.
01 · The Core Loop
Four steps, repeated until the line breaks
Muster
Draft your fleet from fifty character cards — named troopers, priests, drones, and hunters — before the engagement begins.
Deploy
Spend Command Points each round to place individual cards into your Formation, front to back.
Auto-Resolve
Every card fights on its own stats and keyword — no input once the clash starts.
Requisition
Surviving cards carry their damage forward, Command Points rise, and the round repeats.
02 · Resources
Command Points
Your budget for deploying cards each round. You start with a modest pool and it grows round over round — early rounds reward efficient trades, later rounds reward committing everything you have.
Unit Attrition
Damage isn’t reset between rounds. A card that survives the clash enters the next round exactly as battered as it left the last one — attrition, not recovery, wins Coldmarch.
03 · Card Keywords
Bulwark
Tanky frontline cards, like the Bulwark Sergeant, that hold the line and absorb the clash.
Vanguard
Fast strikers, like the Interceptor Wing, that lead the charge ahead of the rest.
Siphon
Cards like the Censer Drone that drain life from whatever they hit.
Deathmark
Cards like Rendmaw that mark a target so another card can finish it.
04 · Faction Synergy
05 · Win Condition
Break the enemy Formation across three rounds and the fight is yours. Break first, and it’s the only history anyone writes down.
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