Rules
Many formats use Strike Engine, and each format has its own set of rules.
Note: The rules of the formats may not be final by the time of typing.
3Plate
This is a beginner-friendly format.
Its most distinct feature is the use of safegaurds.
This format involves a Champion (a unique character card) and a set of Talents (Skill/Spell cards).
Main Phase
Each player draws two cards and two AP. They also gain resource counters on their Resource Pools equal to their threshold.
To increase the threshold (aka reserves) for Resource pools, players must pay 1 AP to put a Basic resource card from their hand to the bottom of their decks.
You can spend 1 AP to draw a card from your deck, play cards from your hand, Transfer equipment you control from one character to another (or unequip it), reinforce/upgrade units you control, and even carry them.
Combat Phase
This system is similar to Core, but with a minor difference.
Whenever units fight, both players must roll the dice. Whoever gets the highest outcome has a choice to either give +2 ATK or +2 DEF to their unit. (+1 ATK/DEF instead if it comes to squads).
Units can block even if they're not in the Frontline.
Recovery Phase
You can use up the last of your AP to draw cards. This is the only time you can play Recovery cards from your hand.
For full rules, click here.
Clash of Champions
This is SillyRookie's personal format.
This format has more advanced rules than 3Plate.
This format involves a Champion (a unique character card) and a set of Talents (Skill/Spell cards).
Each player has their own Frontline. Their units cannot be targeted, so the ones in the Frontline have to be taken out first before doing so.
Each player has a Champion, a deck of 40 cards, two Talents, and two Resource Pools.
Main Phase
Each player draws two cards and two AP. They also gain resource counters on their Resource Pools equal to their threshold.
To increase the threshold (aka reserves) for Resource pools, players must pay 1 AP to put a Basic resource card from their hand to the bottom of their decks.
You can spend 1 AP to draw a card from your deck, play cards from your hand, Transfer equipment you control from one character to another (or unequip it), reinforce/upgrade units you control, and even carry them.
Combat Phase
This system is similar to Core, but with a minor difference.
Whenever units fight, both players must roll the dice. Whoever gets the highest outcome has a choice to either give +2 ATK or +2 DEF to their unit. (+1 ATK/DEF instead if it comes to squads).
Units can block even if they're not in the Frontline.
Recovery Phase
You can use up the last of your AP to draw cards. This is the only time you can play Recovery cards from your hand.
For full rules, click here.
Close Quarters
This is Neonriser's personal format. Unfortunately, some of the rules are outdated because it was last updated two years ago by the time of typing this sentence.
As usual, each player starts out with 25 Endurance.
Each deck has 30 cards. Each resource deck has 5 cards.
At the start of each turn, both players draw a card.
Whenever you pay your resources to play a card that does not match its cost, you will have to pay an additional resource. If you don't, you will get a Danger counter. If you get three Danger counters and have the least Endurance, you lose the game.
Zones
You have two zones: the Frontline and a Resource Zone.
The Resource Zone can have up to five spaces.
Basic Resources and Resource Upgrades can only go to the Resource Zone.
Resource Items, however, can either go to the Resource Zone or somewhere on the field without a zone.
You can have only three units in the Frontline.
Combat
Combat works the same as Core and Clash.
Second Main Phase
You can play cards from your hand or draw them from the deck.
GodGrave
These rules apply to the game "GodGrave," a free card game currently in development.
According to its creator, it's a fast-paced 2-player game where their units fight in battles in a setting inspired by the heavy metal genre.
For the rules, click here.