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Card types and keywords

Card types · Personnel · Equipment · Facility · Procedure · Incident

Units. They print HP and ATK, a Clearance requirement, a Swipe cost, a faction and traits (OPERATOR, GUARD, RAIDER, MEDIC, EXECUTIVE, COMMANDER, CIVILIAN).

  • They enter play READY but under ORIENTATION: they cannot strike or be stationed until your next Shift Start (lore: ANRO orientation, “Mr. Tutorial”). The Security Car lets a SECFOR unit skip it.
  • Damage is persistent. It does not heal at the end of the shift. HP 0 → discarded. MEDIC effects heal.
  • Stationing is a posture, not a place. A READY Personnel may be STATIONED during Operations. STATIONED Personnel can block, count for Power Orders if OPERATOR, benefit from Facility Posts, and cannot strike. They stay stationed across shifts until recalled. Lore: “You are currently stationed.”
  • Roster limit: 7. UNIQUE Personnel: one in play per player (Shift Manager, Plant Director — “one per server”).

Attaches to one Personnel you control. Three classes — WEAPON, VEHICLE, TOOL — and a Personnel holds at most one of each. Equipment is discarded when its Personnel leaves play unless it has SALVAGE. Faction restrictions are printed: D-23 STAR is “STRATOCRACY or SECFOR only” (the STAR family is Stratocracy-made); the Bloxian-made Weston SMG is Neutral because both blocs field it in lore.

Persistent locations of the plant and its surroundings. They print Integrity (a Facility HP), optional GRANTS (a keycard), optional Posts (n) (how many stationed Personnel benefit from the stationed bonus) and effects. Each Facility you control adds +1 Swipe per shift. Plant infrastructure — Control Room, Reactor Hall, Coolant Pumps, Emergency Diesel Generators — is Neutral: it belongs to whoever holds it, so hostile decks can cool their own core too. Site limit: 6. UNIQUE Facilities: one in play per player.

One-shot: resolve, then discard. Subtypes:

  • ACT — executive acts (Exigent Circumstances Act). Clearance A. One ACT per player per shift (the lore 20-minute cooldown).
  • DOCTRINE — commander doctrines (Armored Wall, Shock Troops, Armored Assault, Infiltration Specialist in the full set). Require a COMMANDER you control; one per shift.
  • REACTIVE — may be played during the opponent’s shift in response to a strike or an ALARM. Not yet live in v1 (see the changelog).
  • Plain Procedures — Relief Valve Cycling, Class 2 Lockdown.

Persistent events attached to a shift — yours, the opponent’s, or SITE-WIDE (both). Deployable only in your Incident phase, one per shift. Each prints ALARM: text (resolves in the affected shift’s Incident phase) and either DURATION n (removed after n resolutions) or CLEAR: (a cost the affected player may pay in their Incident phase), or both. Alarm Board limit: 3 per shift.

Incidents are the game’s weather. Site-wide Incidents must be symmetric in text; asymmetry comes from board state — a Hostile Raid helps whoever has more RAIDERS. Because you can deploy Incidents on your own shift, some are beneficial. Every Incident has a way off the board.

KeywordRules text
ACTProcedure subtype. One ACT per player per shift. Clearance A unless printed otherwise.
ARMORPrevent all damage to this Personnel from sources with ATK ≤ 1.
CIVILIANCannot strike or block. If destroyed by an opposing Personnel, that Personnel becomes WANTED.
CLASSIFIEDClearance Z. Cannot be played normally. Play it face down as REDACTED during Operations for its printed Swipe cost, ignoring Clearance. It reveals only as its own text says. While face down it is a Personnel with HP 1, ATK 0, cannot strike, and can be targeted only by CAMERA SCAN.
CAMERA SCANLook at the opponent’s hand, or reveal one REDACTED card. Cannot target SCAN-IMMUNE Personnel. (Plant Director: 35 cameras.)
COMMANDEREnables DOCTRINE cards. One per player.
DISGUISEWhile un-stationed, this counts as STRATOCRACY for opposing cards’ text. The first strike this makes each game cannot be blocked.
DOCTRINEProcedure subtype. Requires a COMMANDER you control. One per player per shift.
DURATION nIncident is removed after its ALARM has resolved n times.
EXECUTIVEOne-per-server plant executives. If your reactor SCRAMs while you control an EXECUTIVE with “auto-fired”, discard it.
GRANTS XWhile you control this, your Clearance Level is at least X.
GUARDWhen this blocks, it deals its damage first.
HACK nOn an unblocked reactor strike, you may put n HACK counters on the defender’s SKALA panel instead of dealing heat.
HAZARD PAYThe following text applies only while your core is in the Overheat band.
HAZMATImmune to radiation damage (Overheat Shift End damage and any effect that says “radiation”).
HEAT n / COOL nRaise / lower the named core by n K.
LOCKDOWNA state on a shift until its next Shift End: opposing Personnel cannot strike that shift’s reactor or Facilities; HACK counters cannot be added; that player cannot complete Power Orders.
MEDICHas an Exhaust: heal ability (IFAK).
OPERATORCounts for the Power Order check while STATIONED.
ORIENTATIONThis Personnel cannot strike or be stationed until its controller’s next Shift Start.
POSTS (n)Up to n Personnel STATIONED “here” receive this Facility’s stationed bonus.
RAIDERMay strike Facilities and the reactor.
REACTIVEMay be played during the opponent’s shift in response to a strike declaration or an ALARM.
SALVAGEWhen the attached Personnel leaves play, this Equipment stays in play unattached; re-attach for 2 Swipes.
SCAN-IMMUNECannot be targeted by CAMERA SCAN, WANTED or “look at”/“reveal” effects. (Federal Ranger Regiment, 14th Recon.)
SHUT DOWNReactor state after SCRAM.
SITE-WIDEIncident attached to both shifts; its ALARM resolves in both Incident phases.
STATIONEDPosture: can block, counts for OPERATOR / Posts, cannot strike.
UNIQUEYou may control only one copy at a time.
WANTEDA marked Personnel. LMP/NMP effects can “arrest” WANTED Personnel: exhaust it and it cannot ready for 2 Shift Starts.

NARAMO TCG does not use “energy”, “mana”, “prize”, “bench”, “evolve”, “trainer”, “minion”, “hero”, “tap” or “instant”. It uses shift, station, swipe, clearance, alarm, lockdown, SCRAM — the plant’s own vocabulary.