Simultaneous programming
Both players order their cards in secret and lock in. Nobody reacts to what they see: everyone commits before the first order is revealed.
CoreCraft TCG is a tactical card game where both players program their orders in secret and combat resolves at the same time. No reaction windows: just reading, formation and timing.
The game
Every turn is a bet: you spend mana, deploy units, install modules and decide who to attack without knowing what your rival will do. Once it is revealed, you cannot change your mind. Depth lives in formation, the mana curve and what your rival can punish.
Both players order their cards in secret and lock in. Nobody reacts to what they see: everyone commits before the first order is revealed.
Three locations and three slots per player. Your unit hits the facing slot; if it is empty, the damage goes straight to the base. Where you place each card matters.
Both units attack before they die. There is no “I hit first”: the trade is decided by stats, modules, statuses and reads, not reflexes.

Prepare. Mana equal to the turn (max 10), draw a card and regenerate resources.
Program. Deploy units, install modules and cast spells into your slots. Lock your orders.
Reveal. Orders come out by turns; who reveals first alternates every turn.
Resolve. Quick window and normal window, simultaneous damage, unit deaths and life checks.
Mechanics
Units, modules, spells, statuses and locations. Every piece reads at a glance and combines with the rest. Hover each row to see the real screen.
25 units · stats, keywords and triggers
Built in at deck-building · tactical when played · one per unit
13 spells · damage, draw, cleanse and statuses
Three of six per match · seeded draw




Every keyword declares a trigger and a limit. Nothing depends on a hidden reaction.
Nine words that change the trade
Cards
Units to hold slots, modules to change their rules and spells to tilt the trade. Filter by type or element, search a keyword and open any card.
Current catalogue. The Genesis set aims at around 120 cards with factions and starter decks. The game is in Spanish and English.
Provisional art
Boards
The classic board is three locations per player, but before every match you can pick one of seven layouts. Both players always share the same board. Hover to see the board with the orders already placed.
Hover: match in progress → orders placed














A full turn
One complete turn, from drawing the card to the end of the turn: you place orders blind, they reveal by turns and combat resolves in the two windows, with units trading, damage to the base and a death.
The highlights
Slow motion and on loop: the reveal, the simultaneous damage and a spell resolving.
Click any image or video to open it fullscreen.
Orders flip over turn by turn.
Both sides strike before dying.
Blind again, with more units on the table.
The trade resolves and the turn closes.
Roadmap
The game is already playable end to end. What comes next matters as much as what exists: finishing the first catalogue and opening it to everyone.
The full combat loop: turns, lives, modules, statuses and the deck editor.
The game is playable end to end. Sign up to join the next wave, try the combat and tell us what breaks, what makes sense and what makes you want another match.
Signing up does not create an account yet. The beta runs in waves and access goes to the email you enter.
Questions
What people usually ask the first time they see the game. If something is missing, leave your email in the beta and we will answer.
Not yet. The game is in closed beta and opens in waves. Leave your email and we will tell you when there is room.
Web, PC (Windows, macOS and Linux) and Android. iOS and consoles are under review.
Each player has two 20-point lives. Units attack the facing slot and, if it is empty, hit the base. When a life reaches zero you move to the second one with 20 fresh points; excess damage does not carry over. Whoever destroys both rival lives wins.
Between 10 and 15 minutes. We are still tuning the mana curve and the decks with real matches.
Exactly 25 cards: up to 2 copies per unit and per spell, and 1 copy per module. The editor validates the deck before the match.
Yes, they are on the roadmap. We start with 1v1 matches and then ranked arrives with matchmaking and seasons.
No. The art you see is provisional and will be replaced by the final illustrations before launch.