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ATTACTIX sigil
A 2-player simultaneous-reveal combat card game

Eight cards. Thirty life. No mercy. Pick in secret, reveal together, and bury your rival.

Learn in 60 secondsQuick Start

  1. Setup: 30 life each. Both players hold the same 8 cards.
  2. Each turn: secretly pick 1 card, then reveal together.
  3. Combat: attacks roll D6s. Swift Strike hits first. Block stops all damage. Parry steals 1D6 and deals its face value back.
  4. Cycles: played cards stay face-up. When all 8 are spent, take them back and begin a new cycle. Life carries over.
  5. Winning: drop your rival to 0 life to win. Both hit 0: draw.

The goalObjective

Bring your opponent's life total to zero before yours reaches zero.

Before the first turnSetup

  1. Each player assembles their opening hand of 8 cards: Overhead Swing, Swift Strike, Final Assault, Block, Recover, Power Charge, Copy Cat, and Parry.
  2. Each player sets their life total to 30. Six D6s set to 5 is the easiest way to track it, but any arrangement totaling 30 works.

You are ready to play.

Turn structureHow to Play

  1. Choose. Each player secretly chooses one card from their hand and plays it face down.
  2. Reveal. Both players reveal their cards at the same time.
  3. Roll. Each player who played an attack card rolls their battle D6s now, adding any stored Power Charge D6s.
  4. Parry interception. Each player who played Parry chooses one D6 from an opponent's attack roll — after the roll, but before the attacker discards or makes any tie-break choices. Parry deals damage equal to that D6's face value to the attacker, then that D6 is removed. The attack resolves without it.
  5. Resolve. All remaining effects happen simultaneously, with two exceptions:
    • Swift Strike damage resolves before all other effects — but after any Parry interception, and it can still be prevented by Block. If both players' Swift Strikes (or a Swift Strike and a Copy Cat copying one) meet, they resolve at the same time as each other.
    • Parry interception (step 4) always happens before damage is calculated, which is how it catches even Swift Strike.
  6. Played cards stay face up off to the side where both players can see them. That ends the turn.
When every card in each player's hand has been played, each player picks up their played cards and reassembles their opening hand. Life totals carry over. Play continues until someone's life total is zero or below — that player loses. If both players hit zero or below on the same turn, the game is a draw.
D6 notation: “1D6” means roll one six-sided battle D6; “2D6” means roll two. “Deal 1D6 damage” = roll one D6, deal damage equal to the result.

The arsenalThe 8 Cards

Overhead Swing
ATTACK

Overhead Swing

Roll 2D6, discard the lowest, deal the rest. Pairs with Power Charge — add the charge D6s, still discard only one.

Swift Strike
ATTACK

Swift Strike

Roll 1D6, deal it — before everything else (after Parry). Can finish a rival before Recover resolves. Block stops it.

Final Assault
ATTACK

Final Assault

Roll 1D6 and triple it. Stack it with Power Charge for a telegraphed one-shot — if the rival saw it coming, that's on them.

Block
TACTIC

Block

Prevent all damage this turn — including Swift Strike and Parry. The only clean answer to a charge-stacked attack.

Recover
TACTIC

Recover

Roll 2D6, gain that much life — even past 30. Simultaneous with damage, so it can save you. Not from Swift Strike.

Power Charge
TACTIC

Power Charge

Bank a D6 in front of you. It rides along on your next attack — mandatory, even into a Block. They stack.

Copy Cat
TACTIC

Copy Cat

Become whatever your rival played — timing included. Double Copy Cat: nothing happens. Copying a charge banks one too.

Parry
TACTIC

Parry

Steal one D6 from their attack roll, deal its face value back, remove it. Catches everything — even Swift Strike.

From the designerDesign Notes

Why is Final Assault + stacked Power Charge allowed to one-shot?

It's a fair finisher, not a flaw. Charges are public, the setup costs two dead turns, discards are public so both players can always see whether Block or Parry are still live — and Recover is uncapped. If you walk into it, you earned it.

Why three defensive cards?

Each has a clean role: Block stops everything including stacked attacks, Parry turns single attacks back on the attacker, Recover gains life. No buffs needed.