Use Breach
Check in, follow games, react, complete quests, and play Arena.
No rulebook required
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.
The whole game in 20 seconds
Breach and Arena are not two separate accounts. Your activity on the main site builds the Commander you take into battle.
Check in, follow games, react, complete quests, and play Arena.
Those actions raise your six permanent profile stats.
Your level and activity unlock cards and combat skills.
Verified wins give XP, Broin, and more profile progress.
Your first battle
You can learn the finer rules later. This is enough to get a real match started.
Sign in so your loadout and rewards can be saved.
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.
Look for two Minions sharing an Affinity or faction, then place that pair in one Sector.
Choose four Specials. Protocols stay on the Field; Tactics fire once; Countermeasures wait for their trigger.
Equip one Active skill, one Passive skill, and one Ultimate.
Start PvE, select a Minion, click its Sector, then press Attack & End Turn.
Reduce the selected boss to zero HP before its round limit ends.
Guests can practice. Sign in before playing if you want the result and rewards saved.
Profile becomes power
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.
Every 3 daily check-ins gives +1 to all stats. Likes, comments, and follows or saves add up to +5 more.
Every unlocked achievement gives +1 to all six stats, plus +2 to +4 in its focused stat.
Arena, social activity, quests, profile progress, and creator work all lead to combat power.
Unlock achievements and win Arena battles. Indie projects are an optional bonus.
Your STR Minions gain more ATK.
You can build STR entirely through achievements, daily activity, and Arena.
29 + shared progress + STR achievement rewards + PvE wins (max 12) + optional projects (max 12)Check in, like useful posts, follow games or people, and complete quests.
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.
19 + shared progress + DEX achievement rewards + quests (x3) + likes and connections (max 10)Comment, follow or save things, and build connections. Publishing is optional.
Your CHA Minions gain both ATK and HP.
Social participation grows CHA even if you never publish a post.
9 + shared progress + CHA achievement rewards + comments and connections + optional creator bonusesUnlock achievements and keep checking in. Contract stars accelerate it.
Swap more cards before round one.
You get 1 opening swap normally, 2 at 40 Luck, and 3 at 80.
19 + shared progress + LUCK achievement rewards + contract stars (x2) + masteries (x3)Maintain daily activity, level up, and complete verified matches.
Your Commander starts with more HP.
Commander HP grows from 24 up to 28 before skill bonuses.
19 + shared progress + VIT achievement rewards + level bonus (max 12) + match bonus (max 10)Complete your profile and quests, then learn through Arena clears and defeats.
See more of the boss plan before committing your turn.
Preview 1 intent normally, 2 at 40 Mentality, and 3 at 80.
19 + shared progress + MNT achievement rewards + completed quests, clears, stars, and learning bonusSimple 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
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.
You start with 3 Energy. It rises to 4, 5, then 6 as the battle advances. Unused Energy does not carry over.
Play a card into one of three Sectors. Each side can hold two Minions in each Sector.
The second Minion can trigger an Affinity combo, a faction combo, and sometimes a named-duo combo. Each one triggers once per Sector.
Specials use the same Energy. Protocols occupy your Field Uplink until destroyed; one-shot Tactics go straight to the Graveyard.
Your Active skill is a once-per-round tactical move. It costs Energy, so timing matters.
Matching-affinity deployments, new combos, and successful breaches can charge Signal. At 6 Signal, your equipped Ultimate becomes ready.
Press one button. Your Minions attack automatically in deployment order, then the boss acts. Defenders do not hit back during your attack.
The selected boss takes its turn. Mentality lets you preview more upcoming enemy intents.
Drop the enemy Commander to zero. Contracts last 8-10 rounds; at timeout, remaining Commander HP plus board power decides the winner.
A readable opening contract with steady pressure and forgiving energy.
Chains low-cost deployments into combos and protects lanes with Guards.
Break paired Minions early. Remove its deploy-attack Protocol before the next wave.
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.
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.
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.
Cards and skills
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.
Use up to 3 copies of one Minion. Small decks draw key cards reliably; large decks carry more answers.
Specials draw separately. Protocols persist, Tactics resolve once, and Countermeasures wait for a trigger.
Cards stay in your collection. Playing or losing a battle cannot remove them.
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.
One manual move you can use once per round. It costs Energy.
One automatic rule that stays active for the whole battle.
One charged power. Earn 6 Signal, then use it once per battle.
Hotfix Hammer, Runtime Skip, Social Patch
Reinforced Kernel, Quick Boot
Root Permission
Brute Force
Deep Buffer
Packet Route
Sector Cache
Zero-Latency Window
Rally Ping
Last Stand
Adaptive Routing
Mass Patch
Kernel Slam, Fork Process, Signal Boost
Hardened Shell
Hot Swap Kernel
Community Patch
Every 200 total XP adds another profile level.
Tiny dictionary
Player versus player
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 PvPCommon questions
No for a practice battle. Yes if you want your deck saved and your wins, XP, Broin, cards, or profile progress recorded.
No. Unlocked cards stay in your collection. Defeated Minions and Specials in the Graveyard only leave the current battle.
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.
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.
No. The current build has no paid stat boosts, card packs, duplicate upgrades, crafting, trading, or hidden rarity multiplier.
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.
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
The Lobby will show your current stats, unlocked cards, and available skills.