Spark Enigma is a Digital Collectible Card game where players command powerful creatures known as Picos to battle for supremacy. You will build a customized deck of 60 cards, combining Picos, elemental Flux, and strategic Command cards to outwit your opponent. Deploy your Picos to the Vanguard and Rearguard zones, upgrade them into more powerful forms, and unleash devastating Strikes to claim victory!
Goal of the Game
You win the game if you achieve any of these three conditions:
- Earn 5 Sparks: Earn 1 Spark every time you knock out an opponent's Pico.
- Total Wipeout: Knock out your opponent's Vanguard when they have no Rearguards to replace it.
- Deck Out: At the start of your opponent's turn, they cannot draw a card because their deck is empty.
Card Types
There are three core types of cards you will use to build your strategy:
- Picos: Your main combatants. They come in three distinct forms (Origin, Prime, and Apex). You play Origin Picos directly onto the board, and place Prime or Apex Picos on top of them to Upgrade!
- Flux: These cards are used to power your Pico's Strikes. There are 6 elemental types: Pyro, Hydro, Terra, Volt, Bio, and Aether. (Note: If a Strike or Recall requires "Null" Flux, you can use any of the 6 elements to pay that specific cost!)
- Command Cards: Powerful strategic spells that come in three subtypes:
- Agents: One-time use spells played directly to the board for immediate effects, then moved to the discard pile. Players may play only one Agent card per turn., and the player who goes first cannot play an Agent card on their first turn.
- Gear: Equipment that attaches to a Pico to grant permanent buffs or new abilities. You may play multiple Gear cards during your turn to equip different Picos in either your Vanguard or Rearguard zones. However, a single Pico can only hold one Gear card at a time, and you cannot overwrite an equipped Gear card with a new one unless a card effect explicitly allows it. If a Pico is Knocked Out, its attached Gear is sent to the Discard Pile along with it.
- Domains: Cards placed in the shared Domain Zone that create persistent effects altering the rules of the battlefield for both players. You may play one Domain card per turn before using a Strike, provided it has a different name than the currently active Domain. Because only one Domain can be in play at a time, playing a new one immediately sends the previous Domain to the Discard Pile. It will remain active indefinitely until it is replaced or removed by another card's effect. Note that the player who takes the very first turn of the match cannot play a Domain card on that opening turn.
Deck Construction
- A deck must contain exactly 60 cards.
- You can have a maximum of 4 copies of any card with the same name.
- Basic Flux cards are unlimited. You can have as many as you want.
- Your deck must contain at least 1 Origin Pico.
The Play Area
- Vanguard: The 1 Pico actively fighting in the front.
- Rearguard: Up to 5 Picos waiting in reserve.
- Hand: The cards you are currently holding, hidden from your opponent.
- Deck: Your personal draw pile.
- Discard Pile: Where your defeated Picos, discarded cards, and used Agent Commands go.
- Domain Zone: A shared slot in the middle of the board where the active Domain card sits.
Turn Structure
1. Draw Phase
Draw 1 card from your deck. (The player who goes first cannot draw on their first turn.)
2. Main Phase
You may do any of the following in any order:
- Play an Origin Pico from your hand to an empty Rearguard slot.
- Upgrade a Pico by placing its next stage on top of it. (You cannot upgrade a Pico on its first turn in play.)
- Attach 1 Flux per turn to any of your Picos.
- Play 1 Domain card per turn to the shared zone.
- Play 1 Agent card per turn to the discard pile for a powerful effect.
- Equip Gear cards to your Picos.
- Use Pico Abilities.
- Recall your Vanguard to the Rearguard by discarding attached Flux equal to its Recall cost.
3. Combat Phase (Optional)
Your Vanguard may attack the enemy Vanguard by using a Strike. You must have the required amount of Flux attached to pay for the Strike. (You do not discard Flux when striking!)
First Turn Restriction: The player who goes first cannot use a Strike on their first turn, and cannot play an Agent card.
Applying Damage:
- If the opponent's Vulnerability matches your Element, multiply the damage (x2.0).
- If their Resistance matches, subtract that amount (e.g. -20).
- If the enemy's Integrity reaches 0, they are Knocked Out! You earn 1 Spark, and they must promote a Rearguard to the Vanguard slot.
- Using a Strike ends your turn immediately.
Status Conditions
Vanguards can only have one Status Condition at a time. Status Conditions are instantly removed if the Pico is Recalled to the Rearguard or Upgraded.
- POISONED Put 10 damage on this Pico between turns.
- SCORCHED Put 10 damage on this Pico between turns (and triggers bonus damage from certain abilities).
- STUNNED This Pico cannot Strike or Recall. Flip a coin at the end of the turn; if heads, the Stun is removed.