Print & Play Cards

I'LL FORM THE HEAD — ALPHA 1.4

Print on card stock, cut along the borders. Each card's angled top-right corner marks the "up" orientation. Combat types are shown via card Color; forms carry their skill. This is the reduced alpha deck — the full game ships every combination.

Legs 15 cards · hand pool
LegsLEGS-01
Beast
Projectile
LegsLEGS-02
Beast
Energy/Electric
LegsLEGS-03
Beast
Melee
LegsLEGS-04
Mechsuit
Energy/Electric
LegsLEGS-05
Mechsuit
Melee
LegsLEGS-06
Mechsuit
Magic/Psychic
LegsLEGS-07
Vehicle
Melee
LegsLEGS-08
Vehicle
Magic/Psychic
LegsLEGS-09
Vehicle
Sonic
LegsLEGS-10
Clockwork
Magic/Psychic
LegsLEGS-11
Clockwork
Sonic
LegsLEGS-12
Clockwork
Projectile
LegsLEGS-13
Ghost-Crystal
Sonic
LegsLEGS-14
Ghost-Crystal
Projectile
LegsLEGS-15
Ghost-Crystal
Energy/Electric
Torso 15 cards · hand pool
TorsoTORS-01
Beast
Projectile
TorsoTORS-02
Beast
Energy/Electric
TorsoTORS-03
Beast
Melee
TorsoTORS-04
Mechsuit
Energy/Electric
TorsoTORS-05
Mechsuit
Melee
TorsoTORS-06
Mechsuit
Magic/Psychic
TorsoTORS-07
Vehicle
Melee
TorsoTORS-08
Vehicle
Magic/Psychic
TorsoTORS-09
Vehicle
Sonic
TorsoTORS-10
Clockwork
Magic/Psychic
TorsoTORS-11
Clockwork
Sonic
TorsoTORS-12
Clockwork
Projectile
TorsoTORS-13
Ghost-Crystal
Sonic
TorsoTORS-14
Ghost-Crystal
Projectile
TorsoTORS-15
Ghost-Crystal
Energy/Electric
Head 15 cards · hand pool
HeadHEAD-01
Beast
Projectile
HeadHEAD-02
Beast
Energy/Electric
HeadHEAD-03
Beast
Melee
HeadHEAD-04
Mechsuit
Energy/Electric
HeadHEAD-05
Mechsuit
Melee
HeadHEAD-06
Mechsuit
Magic/Psychic
HeadHEAD-07
Vehicle
Melee
HeadHEAD-08
Vehicle
Magic/Psychic
HeadHEAD-09
Vehicle
Sonic
HeadHEAD-10
Clockwork
Magic/Psychic
HeadHEAD-11
Clockwork
Sonic
HeadHEAD-12
Clockwork
Projectile
HeadHEAD-13
Ghost-Crystal
Sonic
HeadHEAD-14
Ghost-Crystal
Projectile
HeadHEAD-15
Ghost-Crystal
Energy/Electric
Arms 25 cards · communal market pool
ArmARM-01
Beast
Projectile (Red)
ArmARM-02
Beast
Energy/Electric (Blue)
ArmARM-03
Beast
Melee (Yellow)
ArmARM-04
Mechsuit
Energy/Electric (Blue)
ArmARM-05
Mechsuit
Melee (Yellow)
ArmARM-06
Mechsuit
Magic/Psychic (Green)
ArmARM-07
Vehicle
Melee (Yellow)
ArmARM-08
Vehicle
Magic/Psychic (Green)
ArmARM-09
Vehicle
Sonic (Orange)
ArmARM-10
Clockwork
Magic/Psychic (Green)
ArmARM-11
Clockwork
Sonic (Orange)
ArmARM-12
Clockwork
Projectile (Red)
ArmARM-13
Ghost-Crystal
Sonic (Orange)
ArmARM-14
Ghost-Crystal
Projectile (Red)
ArmARM-15
Ghost-Crystal
Energy/Electric (Blue)
ArmARM-16
Beast
Magic/Psychic (Green)
ArmARM-17
Mechsuit
Sonic (Orange)
ArmARM-18
Vehicle
Projectile (Red)
ArmARM-19
Clockwork
Energy/Electric (Blue)
ArmARM-20
Ghost-Crystal
Melee (Yellow)
ArmARM-21
Vehicle
Energy/Electric (Blue)
ArmARM-22
Clockwork
Melee (Yellow)
ArmARM-23
Mechsuit
Projectile (Red)
ArmARM-24
Ghost-Crystal
Magic/Psychic (Green)
ArmARM-25
Beast
Sonic (Orange)
Kaiju 5 cards · print single-sided, or back-to-back with a plain ‘approaching’ back
Tutorial fight · Countdown 3 · Speed 2

Gorgadon

HP 8 Speed 2 Form weak: Beast (Speed) Form resist: Mechsuit (Strength) Type weak: Melee (Yellow) ×2 Type resist: Magic/Psychic (Green) ×0.5

Pure buff: None — the clean teaching fight.

Attack: Targets Torso for 2 each round.

Conditional debuff: If the mech has 3+ Beast-form parts, Gorgadon is staggered: -1 to all attacks.
Teaches: Basic loop; readable weakness.
Damage race · Countdown 3 · Speed 4

Cinderwyrm

HP 10 Speed 4 Form weak: Clockwork (Precision) Form resist: Vehicle (Durability) Type weak: Energy/Electric (Blue) ×2 Type resist: Projectile (Red) ×0.5

Pure buff: Furnace-breath: first attack each battle is doubled.

Attack: Targets Head for 2 each round.

Conditional debuff: Clockwork Head + a Blue Arm cancels the furnace-breath entirely (scales: Head alone delays it one round).
Teaches: First taste of the hidden-debuff puzzle.
Support check · Countdown 5 · Speed 3

Lumenyx

HP 14 Speed 3 Form weak: Ghost-Crystal (Support) Form resist: Beast (Speed) Type weak: Sonic (Orange) ×2 Type resist: Energy/Electric (Blue) ×0.5

Pure buff: Regeneration: heals 2 HP at end of each round.

Attack: Targets Legs for 1 and Torso for 1 each round.

Conditional debuff: Each Ghost-Crystal part reduces regen by 1 (2+ shuts it off entirely).
Teaches: Rewards the easily-ignored Support form.
Color puzzle · Countdown 5 · Speed 2

Thornmaw

HP 13 Speed 2 Form weak: Vehicle (Durability) Form resist: Clockwork (Precision) Type weak: Magic/Psychic (Green) ×2 Type resist: Melee (Yellow) ×0.5

Pure buff: Toxic spores: if the mech has 3+ parts of one Color, +1 to every attack.

Attack: Targets Arms for 2 each round.

Conditional debuff: A full 5-different-color mech makes Thornmaw take +2 from every attack.
Teaches: Stress-tests the color-set system.
The boss · Countdown 5 · Speed 4

Trivex

HP 16 Speed 4 Form weak: Mechsuit (Strength) Form resist: Ghost-Crystal (Support) Type weak: Projectile (Red) ×2 Type resist: Sonic (Orange) ×0.5

Pure buff: Three heads: attacks twice each round.

Attack: 1st attack Head for 2, 2nd Torso for 2.

Conditional debuff: 2 Mechsuit Arms w/ at least one Red disables a head (loses an attack each round; scales down from every-other-round).
Teaches: Capstone — build deliberately for it.
Trait Cards 12 cards · shared field-report pool · each is additive (one strength + one weakness)
TraitT-01
STRENGTH
+2 max HP
WEAKNESS
takes +1 from Power-3 weapons
TraitT-02
STRENGTH
+1 to all attacks
WEAKNESS
weak to Projectile (Red) ×2
TraitT-03
STRENGTH
resists Melee (Yellow) ×0.5
WEAKNESS
weak to Energy/Electric (Blue) ×2
TraitT-04
STRENGTH
resists Beast (Speed) parts
WEAKNESS
weak to Clockwork (Precision) parts
TraitT-05
STRENGTH
attacks ignore 1 Torso defense
WEAKNESS
+2 taken on rounds the mech fires 2 same-power Arms
TraitT-06
STRENGTH
+1 attack first round of battle
WEAKNESS
weak to Sonic (Orange) ×2
TraitT-07
STRENGTH
heals 1 HP per round
WEAKNESS
weak to Magic/Psychic (Green) ×2
TraitT-08
STRENGTH
resists Projectile (Red) ×0.5
WEAKNESS
weak to Melee (Yellow) ×2
TraitT-09
STRENGTH
immune to crits
WEAKNESS
+2 taken if the mech has no gaps
TraitT-10
STRENGTH
+3 max HP
WEAKNESS
+1 from every Arm if the mech has 2+ of one Form
TraitT-11
STRENGTH
first attack each round is +1
WEAKNESS
weak to Mechsuit (Strength) parts
TraitT-12
STRENGTH
resists Ghost-Crystal (Support) parts
WEAKNESS
weak to Vehicle (Durability) parts
Independent Study Cards 10 cards · deal 1 per player, kept hidden
Easy · Independent

Fabricator

You personally place the card that fills the mech's FINAL empty slot.

Easy · Independent

Gunsmith

The mech's two Arms share the same Power tier.

Easy · Independent

Colorist

The mech's Head and Torso are the same Color.

Easy · Independent

Heavy Hand

The mech includes at least one Power-2-or-higher Arm.

Easy · Independent

Survivor

The mech ends battle with at least one part NOT destroyed.

Medium · Independent

Purist

The mech has 3+ parts of a single Form.

Medium · Independent

Prism

The mech shows 4+ different Colors across its 5 parts.

Medium · Requires win

Sharpshooter

The finishing blow is dealt by an Arm matching the kaiju's Type weakness.

Medium · Requires win

Overkill

The killing blow deals MORE than the kaiju's remaining HP.

Medium · Requires win

Clean Record

The mech wins with ZERO gaps (every slot filled).

Pilot Specialty Cards 5 cards · one per player · interventions are campaign-only
Pilot Specialty

Tactician

ASSEMBLY
Peek at the next face-down Trait card.

BATTLE (GLASS CANNON)
Redirect all this round's kaiju damage onto one chosen part — that part takes it amplified.

Pilot Specialty

Brawler

ASSEMBLY
Immediately place/replace one Arm from the market for free (still ends your turn).

BATTLE (GLASS CANNON)
All weapons fire at MAX power this round — mech defense drops to 0 against the next attack.

Pilot Specialty

Ace

ASSEMBLY
Draw 2 extra body cards; keep any, discard the rest.

BATTLE (GLASS CANNON)
Guarantee a crit / bypass the kaiju's resistances this round — accuracy halved next round.

Pilot Specialty

Medic

ASSEMBLY
Move one placed card to a different empty slot of the same Part-Type.

BATTLE (GLASS CANNON)
Instantly restore one destroyed part — a different healthy part is destroyed in exchange.

Pilot Specialty

Saboteur

ASSEMBLY
Force one player to reveal their hand to the table.

BATTLE (GLASS CANNON)
Completely null the kaiju's next attack — the kaiju gains a permanent buff afterward.

Reference Card 1 per player · print double-sided
Side A · Your Turn

Turn Steps

On your turn, any/all of:

▸ Play body cards (fill or overbuild slots)
▸ Place/replace ONE Arm from the market
▸ Swap your whole hand (instead of playing)
▸ Pass

Refill to 5 at the start of your next turn — only if you played a body card.

End of round: flip a Trait card, refill the Arms market to 3.

In battle: higher Speed acts first (mech Speed from Legs: 2, +1 Beast, +1 lesson; mech wins ties). Group may spend a full offensive turn for an emergency replacement — upgrade one existing Arm from market or pool (can't fill gaps).

Side B · Lookups

Combat Types & Forms

COMBAT TYPE (COLOR)
Projectile (Red)
Energy/Electric (Blue)
Melee (Yellow)
Magic/Psychic (Green)
Sonic (Orange)
FORM = SKILL
Beast — Speed
Mechsuit — Strength
Vehicle — Durability
Clockwork — Precision
Ghost-Crystal — Support
Alpha 2.2 · 70 build cards + 5 kaiju + 12 traits + 10 goals + 5 specialties + reference. All values first-pass and subject to playtest tuning. See CHANGELOG for revision history.