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. 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.
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.
Equip one Active skill and one Passive skill.
Start PvE, deploy Minions, then press Attack.
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
Place Minions where they can block enemy pressure, use one Active skill, and attack when your board is ready. Your Field Uplink holds one persistent Protocol.
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.
Your Minions attack automatically in deployment order. 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.
Builds a wider hand, taxes your Commander, and promotes its weakest process.
Repairs damaged assets, restores itself, and turns surviving Minions into walls.
Debuffs your whole formation while a fast energy curve races the clock.
Starts ahead, forks free threats, and escalates every surviving process.
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 34 Specials.
Use up to 3 copies of one Minion. Small decks draw key cards reliably; large decks carry more answers.
Specials draw separately. A Protocol persists in your Uplink; a Tactic resolves once.
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.
Hotfix Hammer, Runtime Skip, Social Patch
Reinforced Kernel, Quick Boot
Brute Force
Deep Buffer
Packet Route
Sector Cache
Rally Ping
Last Stand
Adaptive Routing
Every 200 total XP adds another profile level.
Tiny dictionary
Common 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 Minion. Starter, level, activity, and achievement unlocks grant the full three-copy playset. Market Minions are purchased one copy at a time. Specials remain unique.
No. Rarity describes collection status and card identity. 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.