> Operating Manual for Project Unicorn
Project Unicorn is a high-frequency trading card game simulating the volatility of the startup ecosystem. Two Founders (Players) compete to dominate the market.
OBJECTIVE: Liquidation.
Reduce your opponent's Runway (Health) from 20 to 0.
If a User cannot draw a card from their Backlog (Deck), they are forcibly sunsetted (You win).
Each User manages their own board state, consisting of:
* Runway: Your life total. Starts at 20.
* Cycles: Your energy resource. Refills every turn. Caps at 10.
* Backlog: Your deck (Draw Pile).
* Deprecated: Your discard pile.
THE BOARD:
* Live Slot (Active): The single Asset currently engaging in combat. You may only have 1 Live Asset.
* Staging Slots (Bench): Where Assets are deployed before going Live. Max 3 Slots.
The game loop executes in four distinct phases per User.
PHASE 1: SYNC
* Refresh: Restore Cycles to maximum.
* Scale: Increase max Cycle Cap by +1 (up to 10).
* Fetch: Draw 1 card.
PHASE 2: DEPLOY
Spend Cycles to execute cards:
* Assets: Deploy to Staging (unless Live slot is empty).
* Actions: Resolve immediately, then Deprecate.
* Hot-Swap: Once per turn, swap an Asset in Staging with your Live Asset.
PHASE 3: EXECUTE (COMBAT)
Mandatory if you have a Live Asset.
1. Targeting: Attack opponent's Live Asset.
2. Direct Hit: If opponent has no Live Asset, damage their Runway.
3. Calculation: Output (Attack) vs Integrity (Health).
4. Result: Both Assets deal damage simultaneously. If Integrity reaches 0, the Asset is Deprecated.
PHASE 4: CLEANUP
* Resolve end-of-turn effects.
* Check win/loss conditions.
* Pass priority to opponent.
Two primary card types exist in Project Unicorn:
ASSETS
Your workforce. Can attack and block.
* Cycles: Cost to deploy.
* Output: Attack power.
* Integrity: Health points.
* Deploy to Staging, then move to Live slot.
ACTIONS
Instant effects. Execute and Deprecate.
* Cycles: Cost to play.
* Effect: Resolve immediately.
* Cannot be responded to (no stack).
* Go directly to Deprecated after use.
Deploy: Play an Asset to the board.
Live: The Asset currently in combat position.
Staging: Bench slots where Assets wait.
Deprecated: Your discard pile.
Backlog: Your deck.
Runway: Your life total.
Cycles: Your energy/mana resource.
Output: An Asset's attack value.
Integrity: An Asset's health value.
Hot-Swap: Exchange your Live Asset with a Staging Asset once per turn.
MINIMUM DECK SIZE: 40 cards
MAXIMUM DECK SIZE: 60 cards
CARD LIMITS:
* Core Game Cards: Up to 3 copies per card
* Partnership/Enterprise Cards: Up to 2 copies per card
* Legendary Cards: Limited to 1 copy
DECK COMPOSITION:
* Must contain at least 15 Asset cards
* Maximum 25 Action cards recommended
* Balance between low-cost and high-impact cards
A User achieves victory through one of two conditions:
1. LIQUIDATION
Reduce opponent's Runway to 0 through combat damage or card effects.
2. DECK DEPLETION
If a User cannot draw a card during their Sync phase, they immediately lose (sunsetted).
DRAW CONDITION:
If both Users would be eliminated simultaneously, the game is a draw.
COMBAT RESOLUTION:
* Damage is dealt simultaneously
* Excess damage does not carry over to Runway
* Assets with 0 or less Integrity are Deprecated
TIMING:
* Actions can only be played during your own Deploy phase
* Effects resolve immediately in order played
* No interrupt or response window (simplified stack)
TARGETING:
* You must attack if you have a Live Asset
* You cannot choose not to attack
* Direct Runway damage only when opponent has no Live Asset
PARTNERSHIP DECKS:
Custom branded card sets featuring real companies.
* Partnership cards can be mixed with Core Game cards
* Each partnership deck contains company-specific mechanics
* QR codes link to company websites for immersive gameplay
* Brand colors customize the game aesthetic
TOURNAMENT PLAY:
* Players may use up to 2 different partnership sets in a single deck
* Partnership cards follow the 2-copy limit
* Core cards still follow 3-copy limit
PROJECT UNICORN // DOCUMENTATION | LAST_UPDATED: Sprint 3 | VERSION: 1.0
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