TOP 10 RULES MISTAKES

Avoid These Errors • Learn From Common Confusion • Master The Rules

"The first mistake kills you. The second guarantees it. Learn the rules. Die less often."
1
Forgetting Heat Strain Roll
Skipping Strain roll when Heat is 5+
ALWAYS roll Strain at Refresh Phase if Heat ≥ 5 (1d6 + Heat, if 10+: Meltdown)
Why this matters: Heat management is a core tension mechanic. Missing Strain rolls removes risk from high-Heat playstyles.
2
Drawing Before Spending All SP
Drawing cards during or before Action Phase
Draw Phase comes AFTER Action Phase. You draw based on cards played THAT turn.
Why this matters: Turn order matters. Drawing early breaks the action economy and gives unfair card advantage.
3
Moving Through Enemies
Moving through hex occupied by enemy Casket
Enemies BLOCK movement. You must go AROUND them or push through with special abilities.
Why this matters: Positioning and zoning are core tactics. Free movement through enemies negates tactical positioning.
4
Rotation Costs SP
Paying SP to rotate facing
Rotation is FREE (once per turn, any direction, any time during Action Phase)
Why this matters: Free rotation allows tactical repositioning without burning your action economy. Use it!
5
Defense Dice Reduce Damage
Treating Defense Dice blocks as damage reduction (e.g., 5 damage - 2 blocks = 3 damage dealt)
Defense Dice CANCEL hits completely. Each [SHIELD]/[ABSORB] blocks 1 damage.
Why this matters: This is correct! Blocks = damage reduction. If you're subtracting, you're doing it right.
6
Damage Discards From Hand
Discarding cards from HAND when taking damage
Damage discards from DECK (or discard pile if deck empty). Hand stays the same size.
Why this matters: Deck = HP. Hand = tactical options. Keeping them separate maintains strategic depth.
7
Forgetting Component Destruction Effects
Destroying component but not applying permanent penalties (e.g., Head destroyed but still drawing 6 cards)
Component destruction is PERMANENT: Head (-1 Draw), Arms (-2 dmg), Legs (-2 Move), Chassis (-1 SP)
Why this matters: Death spiral is core design. Component loss should hurt more and more.
8
SCRAP Cards Count As Equipment
Trying to play SCRAP cards as if they had abilities
SCRAP cards are BLANK. They do nothing when played (dead draws). Salvage 3 SCRAP → Draw 2 cards.
Why this matters: SCRAP is intentionally bad. It's the price of component destruction. Clear the SCRAP or suffer.
9
Reshuffling Without Adding DAMAGE Card
Reshuffling discard pile into deck without consequence
Every reshuffle adds 1 DAMAGE card to deck permanently (death spiral mechanic)
Why this matters: Each reshuffle makes your deck worse. Late game becomes harder as DAMAGE cards accumulate.
10
Not Declaring Target Component
Rolling attack dice before declaring which component you're targeting
ALWAYS declare target component BEFORE rolling. Component choice affects tactics (targeting Head vs Legs, etc.)
Why this matters: Declaring targets first prevents retroactive optimization. Commit to your strategy.

QUICK REMINDERS

"Ten mistakes. Ten deaths. Learn them all, or die learning."

See Also

Player Reference Card

One-page quick reference for all core rules

→ View Reference Card

Combat Flowchart

Visual guide for attack resolution

→ View Flowchart

Turn Structure

Complete rules for 4-phase turn system

→ Read Turn Rules

Quick Reference (Full)

Complete condensed rules reference

→ Read Quick Ref

Return to Codex Home