Hide the real Core
Each player secretly places a Core and two Decoys behind three systems: Grain, Ways, and Power.
ARCHIVE 002 · CURRENT 50-CARD PLAYTEST
Three systems. Three hidden Vaults. One real Core. The future belongs to the player who can break through and prove what they have found.
HOW THE DUEL WORKS
Each player secretly places a Core and two Decoys behind three systems: Grain, Ways, and Power.
Deploy Operatives with Access ranks, scout defenders, and face Traps or Bombs. A surviving attacker creates a Breach.
File cards as shared public proof. Two different proof seals in a system let a breached Operative Probe its Vault. Find the real Core to win.
THE TABLE
Each system has a Guard and a hidden Vault for both players. Ordinary Operatives move along adjacent systems. Scouts and Engineers can cross directly between empty friendly Guard slots.
THE TWO STARTERS
The 50 numbered Archive 002 records form two fixed 25-card starters: Marian Vale's Free City and Commander Rook's Continuity. Each contains 1 Head, 1 Core, 2 Decoys, 12 Operatives, 1 Trap, 1 Bomb, and 7 Tactics.
The Junqi inspiration is hidden deployment and ranked encounters. Archive 002 adds its own shared-evidence requirement: proof may help either player verify a Vault. This is a public playtest; balance and visual art are still being revised.