Only one rocket will ever lift off — and it takes minutes to decide which.
A turn-based card duel: two rockets on facing pads, one deck per battle and a choice every turn. Red cards hit the enemy rocket, blue cards repair yours, raise armor and speed up your income. Attack and materials build up on their own — strike now or save for heavy gear, that call is yours.
WHAT IS INSIDE
— 15 campaign sectors, from the icy Landfall to the Last Launch
— 15 enemy commanders, each with his own style and his own planet
— 19 cards: infantry, vehicles, repairs, armor, jamming and sabotage
— 6 commander skills: burn, salvo, cover, pierce, cutoff, boost
— 7 daily battle rules and a streak for days in a row
— 5 squad levels: your favourite cards grow with you
— 3 card sets, 9 rocket models and 4 card backs
DAILY BATTLE
A new battle with a new rule every day: more armor, fragile rockets, boosted generators, veterans only or recruits only. The squad is issued the same for everyone, only the first run counts, and days in a row add up to a streak.
THE COMMANDER DECIDES
Your commander has his own card in the deck and one active skill. It changes how that card strikes and is picked to answer the enemy: a salvo is enough for one, another falls only to pierce.
EARNED, NOT BOUGHT
The Militia and Machines card sets, card backs and rockets are unlocked with points earned in battle. A set changes how the deck looks, never how strong the cards are: the battle turns on how you play it.
ALSO
— Plays offline, except for showing ads
— Russian and English
— No in-app purchases
— A reward video for a score bonus is optional; skipping it costs you nothing
— Gesture controls: swipe a card up to play it, down to discard
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Turn-based card duel: build a deck and destroy the enemy rocket