Choose two starter decks
Pick your deck and an opposing SEA Bot deck. Starter decks are free match templates; playing them does not give you NFT cards.
Beginner field guide
No TCG experience is required. Start with the five-minute walkthrough, then keep this page open beside the arena whenever you need a rule.
20
starting Integrity
7
cards in your opening hand
60
cards in a constructed deck
Five-minute walkthrough
Pick your deck and an opposing SEA Bot deck. Starter decks are free match templates; playing them does not give you NFT cards.
Your opening hand fills the screen. Look for two to five Sectors spread across your deck’s two colors. Keep it, or use your one Starter Lab mulligan for a new seven.
During Claim, place one Sector. During Deploy, selecting a playable card highlights the Sectors needed to pay for it. Confirm to let SEA commit them automatically.
Units enter your Theater. Unless a Unit has Rapid Link, it cannot Engage on the same turn it was deployed.
Choose your Ready attackers. The opponent may assign legal Interceptors. Reactions can be played after attackers and again before damage.
Reduce the opponent from 20 Integrity to 0. You also win if the opponent must draw from an empty deck or concedes.
Beginner habit: before pressing Next, check the glowing cards and read the action message above your hand. The second Deploy phase lets you play cards you held back for Engagement.
The rhythm of play
Ready your committed cards, clear temporary combat changes, draw one card, and begin your turn.
You may place one Sector or Breach from your hand. A Breach enters committed.
Play Units and other cards, Equip Gear, or activate available abilities. Ready Sectors can pay Aether costs.
Choose Ready Units to engage, allow Reactions, let the defender assign legal Interceptors, then resolve damage.
Use cards and Aether you held back before Engagement. This is your second chance to build your board.
Combat damage clears, unused Aether dissipates, and the other player begins their turn.
Aether does not carry into your next turn. Unspent Aether dissipates at Recovery, so save Ready Sectors—not floating Aether—when you want to threaten a Reaction.
Know what is in your hand
Your main source of Aether. Claim no more than one Sector or Breach during your Claim phase.
A special resource card that is claimed like a Sector but enters committed.
Your fighters. Units have Power and Defense and can Engage or Intercept when Ready.
Technology and Gear that remains in the arena. Gear can be Equipped to a Unit during either Deploy phase by paying its Equip cost.
A lasting support card whose rules modify play or trigger while it remains in your Theater.
A one-time action normally played during either of your Deploy phases. It resolves through the response stack, then goes to Salvage.
A response card used only when you receive priority. Reactions may answer cards, abilities, attackers, or the final window before damage.
Colored symbols require the matching Aether frequency. A number is generic and can be paid with any frequency. A dual-frequency Sector can generate one of its shown colors each time it is committed—not both.
Combat without guesswork
Select any number of eligible Ready Units, then confirm the attack. Each selected Unit becomes committed.
The defender receives priority after attackers are declared. Players may add Reactions or pass.
The defender selects an attacker, then a highlighted legal Ready Unit. Flight can be Intercepted only by Flight or Anti-Air.
After defense is confirmed, one final response window opens before damage.
Unintercepted Power reduces player Integrity. Intercepted Units deal damage to one another; a Unit with damage equal to or above its Defense enters Salvage.
Damage is temporary unless a card says otherwise. Surviving Units clear Engagement damage during Recovery.
When both players can act
When a card or ability opens a response window, the player with priority may play a legal Reaction or Pass. A response is placed on top of the stack. After both players pass consecutively, the top item resolves. Continue until the stack is empty.
If a Reaction targets something in the arena, choose the highlighted card directly. Counter cards target the matching opposing item on the stack. You may generate Aether from Ready Sectors while you have response priority.
Where every card belongs
Face-down draw pile. Running out when required to draw loses the match.
Private cards available to Claim, Deploy, or use as Reactions.
Claimed resource cards. A committed Sector has already generated Aether.
Your deployed Units and lasting support cards.
Displayed beneath its equipped Unit so both players can inspect the enhancement.
Destroyed and spent cards. Some effects can return cards from here.
Inspecting cards: on desktop, hover for a larger preview and use the magnifier for full zoom. On mobile, tap a non-actionable card or press and hold a hand card to open the reader.
Templates versus collection
The nine 60-card starter decks are free templates for learning and testing. Using one does not place those cards in your Binder and does not award NFTs.
Owned decks use eligible card NFTs recorded in your SN Binder. A constructed deck contains exactly 60 cards, with no more than four copies of a non-Basic card.
Buying a single, opening a pack, completing a draft, or receiving a valid transfer can move an issued card into your Binder. SEA validates the exact owned item instances when you save or enter with a deck; SN remains the ownership record.
Fast reference
Start against the SEA Bot. Glowing cards show legal actions, the phase message tells you what needs attention, and this guide remains available from the arena menu.
Play your first matchPRE-ALPHA rules notice: Card text controls when it conflicts with this beginner guide. Features and balance may change during testing; the website guide will track the currently released SEA rules engine.