Ops Protocol · Orientation
Void Primer
How warband cards work, what the stats mean, and how turn duels play out across the dominions.

Hover for full card preview
- ManaTop-left cost
- AttackBottom-left power
- HealthBottom-right durability
- KronosRealm affinity
The Elemental Quadrant
At the precipice of the Void, four elemental realms fight a losing battle against oblivion. These shattered worlds of stone, wave, flame, and wind are home to remnants of civilization, powerful decks, and ancient devastation. Explore the bastions before the Aether Bleed consumes the last of reality.
Kronos
The Monolithic Depths
The Monolithic Depths — obsidian gates and buried titans.
Thalassa
The Drowned Abyss
The Drowned Abyss — storm-black seas and sunken cathedrals.
Infernus
The Ashen Wastes
The Ashen Wastes — rivers of magma beneath sulfur skies.
Anemos
The Void Vortex
The Void Vortex — floating ruins held by endless hurricanes.
Win the duel
You and an opponent trade turns playing units from your hand. Reduce their hero health to zero before they defeat you.
Reading a card
Each card is a unit or effect you deploy on your side of the fractured battlefield.
- ManaMana cost in the top-left — you need enough mana to play the card.
- AttackAttack in the bottom-left — damage dealt when the unit fights.
- HealthHealth in the bottom-right — damage it can take before being destroyed.
- DomainElemental dominion — Kronos, Thalassa, Infernus, or Anemos.
- AbilityNamed power with rules text — often the reason a card breaks a line.
- KeywordsQuick-reference traits that modify combat or deployment.
The board
You control four slots. Units stay on the board until their health reaches zero, then the slot opens again.
Turn structure
- Refresh mana at the start of your turn — you start at five and gain +1 max mana each turn.
- Double-click affordable cards to play them onto open slots.
- Press Battle [B] so your units attack first.
- Press End Turn [E] — the enemy plays, then combat resolves.
- Leftover attackers hit the enemy hero. Keep cycling until someone reaches zero health.
Deck building
Standard matches use twenty-card decks. Curve your mana costs so you always have a play — cheap early units, mid-range control, and late finishers.
