BreachBeginner Guide

No rulebook required

Breach Arena, explained simply.

Use Breach. Grow six profile stats. Unlock cards. Build an 8-20 Minion combo squad. Add four Specials and one Ultimate. Clear five escalating boss contracts. Your rewards go back to the same profile.

Your normal Breach activity is your character build. Nothing is spent when a stat grows.

200 Minions8-20 per squad42 Special cards3 battle sectors5 boss contracts

The whole game in 20 seconds

Everything feeds the same profile.

Breach and Arena are not two separate accounts. Your activity on the main site builds the Commander you take into battle.

01

Use Breach

Check in, follow games, react, complete quests, and play Arena.

02

Grow your profile

Those actions raise your six permanent profile stats.

03

Unlock your squad

Your level and activity unlock cards and combat skills.

04

Win and progress

Verified wins give XP, Broin, and more profile progress.

Your first battle

Do these seven things.

You can learn the finer rules later. This is enough to get a real match started.

  1. 1

    Sign in so your loadout and rewards can be saved.

  2. 2

    Open Collection and choose 8-20 Minion cards. You may bring up to 3 copies of the same Minion if you own them; cards marked Unique are limited to one.

  3. 3

    Look for two Minions sharing an Affinity or faction, then place that pair in one Sector.

  4. 4

    Choose four Specials. Protocols stay on the Field; Tactics fire once; Countermeasures wait for their trigger.

  5. 5

    Equip one Active skill, one Passive skill, and one Ultimate.

  6. 6

    Start PvE, select a Minion, click its Sector, then press Attack & End Turn.

  7. 7

    Reduce the selected boss to zero HP before its round limit ends.

Just looking?

Guests can practice. Sign in before playing if you want the result and rewards saved.

Enter Lobby

Profile becomes power

How each stat grows and what it does.

You do not assign points manually. Every player can grow every stat through achievements and ordinary activity. Specialist work only speeds up a preferred path.

Routine activity

Every 3 daily check-ins gives +1 to all stats. Likes, comments, and follows or saves add up to +5 more.

Achievements

Every unlocked achievement gives +1 to all six stats, plus +2 to +4 in its focused stat.

Choose your path

Arena, social activity, quests, profile progress, and creator work all lead to combat power.

STRStrength
To grow it

Unlock achievements and win Arena battles. Indie projects are an optional bonus.

In battle

Your STR Minions gain more ATK.

You can build STR entirely through achievements, daily activity, and Arena.

Exact math29 + shared progress + STR achievement rewards + PvE wins (max 12) + optional projects (max 12)
DEXDexterity
To grow it

Check in, like useful posts, follow games or people, and complete quests.

In battle

Your DEX Minions gain more ATK.

At 60 DEX, start with a fifth card. At 80, draw extra cards on rounds 3, 6, and 9.

Exact math19 + shared progress + DEX achievement rewards + quests (x3) + likes and connections (max 10)
CHACharisma
To grow it

Comment, follow or save things, and build connections. Publishing is optional.

In battle

Your CHA Minions gain both ATK and HP.

Social participation grows CHA even if you never publish a post.

Exact math9 + shared progress + CHA achievement rewards + comments and connections + optional creator bonuses
LCKLuck
To grow it

Unlock achievements and keep checking in. Contract stars accelerate it.

In battle

Swap more cards before round one.

You get 1 opening swap normally, 2 at 40 Luck, and 3 at 80.

Exact math19 + shared progress + LUCK achievement rewards + contract stars (x2) + masteries (x3)
VITVitality
To grow it

Maintain daily activity, level up, and complete verified matches.

In battle

Your Commander starts with more HP.

Commander HP grows from 24 up to 28 before skill bonuses.

Exact math19 + shared progress + VIT achievement rewards + level bonus (max 12) + match bonus (max 10)
MNTMentality
To grow it

Complete your profile and quests, then learn through Arena clears and defeats.

In battle

See more of the boss plan before committing your turn.

Preview 1 intent normally, 2 at 40 Mentality, and 3 at 80.

Exact math19 + shared progress + MNT achievement rewards + completed quests, clears, stars, and learning bonus

Simple stat rule: a matching STR, DEX, or CHA Minion gets +0 ATK from 0–39, +1 from 40–79, and +2 from 80–99. CHA gives the same bonus to HP.

Inside a battle

Three lanes. Two slots. Five bosses.

Select a Minion, click its Sector, use an Active when useful, and finish with one Attack & End Turn button. Your Field Uplink and Countermeasure socket handle Specials.

The Moderator (Initiate)26 HP
Sector 1Sector 2Sector 3
Enemy slotEnemy slot
Ctrl Alt Defeat3 ATK · 2 HP
Open slot
Enemy slotEnemy slotOpen slotOpen slot
Enemy slotEnemy slot
The Regexorcist2 ATK · 3 HP
Open slot
Your Commander24–28 HP
01

Energy refills

You start with 3 Energy. It rises to 4, 5, then 6 as the battle advances. Unused Energy does not carry over.

02

Deploy Minions

Play a card into one of three Sectors. Each side can hold two Minions in each Sector.

03

Complete a combo

The second Minion can trigger an Affinity combo, a faction combo, and sometimes a named-duo combo. Each one triggers once per Sector.

04

Play a Special

Specials use the same Energy. Protocols occupy your Field Uplink until destroyed; one-shot Tactics go straight to the Graveyard.

05

Use your Active

Your Active skill is a once-per-round tactical move. It costs Energy, so timing matters.

06

Build Signal

Matching-affinity deployments, new combos, and successful breaches can charge Signal. At 6 Signal, your equipped Ultimate becomes ready.

07

Attack and end the turn

Press one button. Your Minions attack automatically in deployment order, then the boss acts. Defenders do not hit back during your attack.

08

Read the boss

The selected boss takes its turn. Mentality lets you preview more upcoming enemy intents.

09

Beat the contract clock

Drop the enemy Commander to zero. Contracts last 8-10 rounds; at timeout, remaining Commander HP plus board power decides the winner.

01 · initiate

THE MODERATOR

A readable opening contract with steady pressure and forgiving energy.

26 HP10 rounds1 star
25 XP · 20 Broin
02 · standard

QUEUE TYRANT

Chains low-cost deployments into combos and protects lanes with Guards.

Break paired Minions early. Remove its deploy-attack Protocol before the next wave.

30 HP10 rounds2 stars
45 XP · 35 Broin
03 · veteran

CACHE OVERLORD

Pairs Guards with healers and charges Mass Patch to rebuild surviving formations.

Finish damaged units instead of spreading damage. Save burst for before Mass Patch reaches 6 Signal.

34 HP10 rounds3 stars
65 XP · 50 Broin
04 · hard

LADY LATENCY

Hunts weak lanes, punishes crowded Sectors, and refuels with Zero-Latency Window.

Avoid stacking fragile Minions. Keep a blocker in each lane and watch her area-damage Intent.

38 HP9 rounds4 stars
90 XP · 75 Broin
05 · nightmare

ROOT ACCESS OMEGA

Builds a guarded formation, clears weak Sectors, and threatens a charged Pierce attack.

Disrupt the formation before 6 Signal. Shields alone cannot stop overflow from Root Permission.

44 HP8 rounds5 stars
130 XP · 110 Broin

Cards and skills

Your collection grows with you.

Everyone begins with 8 three-copy Minion playsets. Levels, achievements, activity, and PvE wins unlock more full playsets; Market Minions are purchased one copy at a time. You also begin with 4 of 42 Specials.

8-20 Minions

Use up to 3 copies of one Minion. Small decks draw key cards reliably; large decks carry more answers.

Plus 4 Specials

Specials draw separately. Protocols persist, Tactics resolve once, and Countermeasures wait for a trigger.

Unlock, never consume

Cards stay in your collection. Playing or losing a battle cannot remove them.

Three combo layers

Match Affinity, match faction, or assemble a named duo. Compatible bonuses stack once per Sector.

Combo rule: deploy the two partners into the same Sector. STR pairs gain attack, DEX pairs recover Energy, and CHA pairs heal. Faction and named-duo effects can trigger at the same time. Card and combo recovery shares a strict 2-Energy budget on each Commander turn. Moving the same pair away and back cannot repeat a used combo.

Active skill

One manual move you can use once per round. It costs Energy.

Passive skill

One automatic rule that stays active for the whole battle.

Ultimate

One charged power. Earn 6 Signal, then use it once per battle.

Level 1
Active

Hotfix Hammer, Runtime Skip, Social Patch

Passive

Reinforced Kernel, Quick Boot

Ultimate

Root Permission

Level 3
Active

Brute Force

Passive

Deep Buffer

Level 5
Active

Packet Route

Passive

Sector Cache

Ultimate

Zero-Latency Window

Level 7
Active

Rally Ping

Passive

Last Stand

Level 9
Passive

Adaptive Routing

Ultimate

Mass Patch

Level 11
Active

Kernel Slam, Fork Process, Signal Boost

Passive

Hardened Shell

Level 13
Passive

Hot Swap Kernel

Level 15
Passive

Community Patch

Verified boss rewards scale with difficulty25-130 XP + 20-110 Broin

Every 200 total XP adds another profile level.

Tiny dictionary

The only words you need.

Commander
Your profile card and life total. At zero HP, you lose.
Minion
A card you deploy onto the board. It has ATK, HP, cost, and sometimes an ability.
Copy
One playable instance of a Minion. A squad may use up to three copies of one normal Minion, but a card marked Unique is limited to one. You must own every copy selected.
Special
A separate card drawn from your four-card Special loadout. It is a Protocol, Tactic, or Countermeasure.
Protocol
A persistent Special in the Field Uplink. It stays active until its Integrity reaches zero or you replace it.
Tactic
A one-shot Special. Its effect resolves immediately, then the card enters the Graveyard.
Countermeasure
A Special that waits in its own socket until its condition happens, then resolves and enters the Graveyard.
Integrity
A Protocol’s durability. Direct breaches remove 1; sabotage may remove more.
Graveyard
The visible pile for used Tactics and destroyed or replaced Protocols. Cards return after the battle.
Energy
The resource used to play cards and Active skills. It refills every round.
Sector
One of the three battle lanes. Each side has two Minion slots per Sector.
Combo
A one-time Sector bonus created by two compatible Minions. Affinity, faction, and named-duo bonuses can stack.
Faction
A Minion role family: Kernel Court, Patch Pack, Packet Rats, or Glitch Guild. Two matching faction members trigger their faction combo.
ATK
Attack damage dealt by a Minion.
HP
Health. Damage stays on Minions until they are removed or healed.
Shield
Damage protection. Shield is consumed before HP.
Signal
Ultimate charge. Earn up to 2 each turn from matching deployments, fresh combos, and breaches. Spend 6 to use your Ultimate once.
Ultimate
A once-per-battle Commander power selected in your Collection and charged with 6 Signal.
Guard
Enemies in this Sector must attack a ready Guard before other Minions or the Commander.
Pierce
When a Minion destroys its blocker, up to the printed Pierce value can spill into the enemy Commander.
Cloak
This Minion cannot be chosen by hostile targeted effects while another legal target exists.
Anchor
This Minion cannot be Shifted or moved between Sectors.
Exhausted
This Minion cannot attack until its owner’s next turn begins.
Vulnerable
The next damage event against this Minion deals the marked amount of extra damage, then removes it.
Crash
An effect that triggers when the Minion is destroyed.
Shift
Move a Minion to an open slot in another Sector. It normally becomes Exhausted.
Recompile
Return an eligible Minion from your Graveyard to your hand.
Formation
A one-time bonus for controlling a matching Affinity Minion in all three Sectors.
Fortify
A deploy ability that gives every friendly Minion, including the new arrival, 1 Shield.
Repair
A deploy ability that restores 2 HP to your most damaged surviving Minion.
Snipe
A deploy ability that deals 2 damage to the weakest enemy Minion, or 1 to the enemy Commander if the board is empty.
Drain
A deploy ability that deals 1 damage to the enemy Commander and restores 1 HP to yours.
Intent
What the selected boss plans to do on a future turn.

Player versus player

Another Commander. The same cards.

Open PvP from the Arena menu. Matchmaking locks your saved 8-20 Minions, four Specials, skills, and profile stats. It looks for an opponent within five profile levels, then widens the search after 30 seconds. First player is randomized.

Both players have 45 seconds to keep or replace their opening Minions. Then turns alternate: select a card, choose a Sector, play Specials or skills, and press Attack & end turn. Each turn lasts at most 60 seconds. Energy starts at 3 and grows to 6; both players use the same card effects, recovery limits, and once-per-battle Ultimates.

Every accepted action is saved by the server. Refresh or reconnect to resume, but the clock keeps running. Missing a turn deadline or conceding loses the match. If only one player confirms the opening hand, that player wins when the opening timer expires; if neither confirms, it is a draw. Simultaneous Commander defeat, 20 completed rounds, or the 25-minute match limit also draws.

Free PvP has no Broin, XP, ranked rating, or achievement rewards. For a wagered match, choose any whole stake from 1 to 100 Broin or use a quick preset. You only match with a player who chose exactly the same amount. Both stakes are reserved when joining the queue; the winner receives the full pot with no platform fee. This transfers existing Broin, not a new reward.

Cancelling before an opponent is found or letting a queue ticket expire refunds the stake. After pairing, conceding or losing by an opening or turn timeout can lose your stake. Draws and technical cancellations refund both players. Refreshing or disconnecting does not cancel a wager. Wagers require a verified email, an account at least seven days old, and are limited to five matches per rolling 24 hours, with no repeat wagered opponent during that period.

Your cards are never consumed. Opponent hands, deck order, and armed Countermeasures remain hidden. A stale tab cannot replay a turn or overwrite newer actions.

Play PvP

Common questions

Still wondering?

Do I need an account?+

No for a practice battle. Yes if you want your deck saved and your wins, XP, Broin, cards, or profile progress recorded.

Do I spend or lose cards in battle?+

No. Unlocked cards stay in your collection. Defeated Minions and Specials in the Graveyard only leave the current battle.

How do duplicate Minions work?+

A squad may contain up to three copies of one normal Minion. Cards marked Unique and all Specials are limited to one. Starter, level, activity, and achievement unlocks grant a full normal playset; Market Minions are purchased one copy at a time.

Does a Legendary card secretly get stronger?+

No. Rarity describes collection status and card identity: Common is silver, Rare is blue, Epic is purple, and Legendary is gold-orange. The printed cost, ATK, HP, and ability are the actual rules.

Is Arena pay-to-win?+

No. The current build has no paid stat boosts, card packs, duplicate upgrades, crafting, trading, or hidden rarity multiplier.

Why did my stat not change immediately?+

Your profile is calculated from verified Breach activity. Finish the activity, return to Arena, and refresh the Lobby so it can load the latest snapshot.

What is Broin?+

Broin is Breach Points: an account reward used across Breach progression. Verified boss wins award 20-110 Broin depending on difficulty.

That is enough theory

Build a squad. Break a signal.

The Lobby will show your current stats, unlocked cards, and available skills.

Play ArenaGrow my profile