The game is a hybrid strategy game that blends real-time troop movement with collectible card game mechanics. To begin playing, a user must utilize a proprietary IC Card to store save data and construct a physical deck of warlords from the 2nd Century Three Kingdoms era. Army construction is governed by a point system where a deck cannot exceed eight points total. Each individual card has a cost ranging from one to three points, indicated by black dots on the card face, allowing players to field a mix of powerful, high-cost commanders and lower-cost support troops. The core of the gameplay revolves around a "Rock-Paper-Scissors" combat triangle dictated by the five available unit types. Cavalry units are the fastest on the field and possess a "Rush" ability that deals massive damage if they have enough space to build momentum; they are exceptionally strong against Archers but weak against Spearmen. Spearmen are slow but counter Cavalry effectively; when stationary, they automatically deploy a "
Phalanx" or spear wall that deals heavy counter-damage to charging horses, though they are vulnerable to ranged attacks. Archers can attack from a distance, automatically targeting the nearest foe or those in their forward arc, making them ideal for destroying Spearmen but defenseless against a Cavalry charge. Outside of this triangle are Swordsmen, who are neutral with no specific strengths or weaknesses, and Siege units, which are slow but deal high damage if they manage to reach the enemy’s wall. Matches are played on a flat card reader where the physical position of the card dictates the unit's location on the screen. The primary objective is to maneuver units across the battlefield to attack the enemy’s "wall," which acts like an endzone; damaging the wall requires filling a gauge while in contact with it, with double damage awarded for attacking the central gate. Combat between units is automatic upon contact, with damage calculated based on the card's Strength statistic. Occasionally, melee engagement may trigger a "Duel," a random mini-game where players must time button presses to hit targets on a sliding bar. The loser of a duel is instantly destroyed, regardless of their remaining health. When a unit is defeated, it enters a "Smashed" state and disappears from the main screen, represented only as a grey card on the minimap. To revive a fallen unit, the player must manually pull the physical card back into their own wall area to begin a recovery timer. This timer generally lasts around 36 seconds, though specific traits or strategies can shorten it. Once the timer expires, the unit respawns with partial health and can be deployed again. This mechanic forces players to physically retreat and manage their bench during the heat of battle. Beyond physical combat, the game features a magic and skill system divided into "Strategies" and "Tactics." A Strategy is a player-selected spell (such as mass healing or enemy reinforcement slowing) that can be triggered only once per match. Tactics, however, are individual skills tied to specific cards, such as fire attacks, lightning strikes, or dances that buff allies. Using Tactics requires "Orbs," a mana resource that slowly regenerates during the match. The maximum number of Orbs available depends on deck purity; a single-faction deck allows for the maximum of 12 Orbs, while mixing two or more factions reduces this cap significantly, limiting the frequency of special move usage. Finally, cards may possess passive Traits such as "Ambush," which keeps a unit invisible until contact, "Fence," which deploys a physical barrier at the start of the match, or "Resurrection," which drastically reduces the revival timer. ==Version history==