Closed beta1v1 · PvP · AI

Read your rival.Position.Commit.

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.

54
playable cards
5
AI levels
7
boards
Simultaneous damage
Both units strike
Durability
2 lives × 20 points

The game

Not a duel of reflexes.
A duel of reads.

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.

No reactionsMana 1 → 1025-card decks10–15 min matchesKeyboard · Gamepad · TouchEN / ES
01

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.

02

Formation with consequences

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.

03

Simultaneous damage

Both units attack before they die. There is no “I hit first”: the trade is decided by stats, modules, statuses and reads, not reflexes.

CoreCraft TCG programming screen: cards in hand ready to be placed in the board slots.
Programming phase
You place. So does your rival.
Hidden orders

The turn, in four decisions

  1. 01

    Prepare. Mana equal to the turn (max 10), draw a card and regenerate resources.

  2. 02

    Program. Deploy units, install modules and cast spells into your slots. Lock your orders.

  3. 03

    Reveal. Orders come out by turns; who reveals first alternates every turn.

  4. 04

    Resolve. Quick window and normal window, simultaneous damage, unit deaths and life checks.

See all mechanics

Mechanics

The pieces
of the board.

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.

Triggers
On deploy, attack, taking damage, dying, installing, and at the start or end of the turn.
Movement
Push to a free slot in the location and immobilize. No free movement.
Modules
One tactical module per unit. Replacement only if the card declares it.
Mulligan
Opening hand with a decision to keep or replace before the first turn.

Units and formation

25 units · stats, keywords and triggers

Tactical modules

Built in at deck-building · tactical when played · one per unit

Spells and control

13 spells · damage, draw, cleanse and statuses

Location effects

Three of six per match · seeded draw

Units and formation
Tactical modules
Spells and control
Location effects
Combat vocabulary
Nine words that change the trade

Every keyword declares a trigger and a limit. Nothing depends on a hidden reaction.

Nine words that change the trade

Quick attack
Taunt
Double attack
Piercing
Barrier
Lifesteal
Overwhelm
Stealth
Reborn

Cards

54 cards.
Many ways to break a formation.

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.

25 units16 modules13 spells6 elements
54 de 54 cartas

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

Seven boards,
one rule.

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

Classic — 3 · 3 · 3Classic — 3 · 3 · 3
Classic3 · 3 · 3
Duo — 3 · 3Duo — 3 · 3
Duo3 · 3
Wide flanks — 2 · 3 · 2Wide flanks — 2 · 3 · 2
Wide flanks2 · 3 · 2
Line of 5 — 5Line of 5 — 5
Line of 55
Narrow flanks — 1 · 3 · 1Narrow flanks — 1 · 3 · 1
Narrow flanks1 · 3 · 1
Big centre — 1 · 5 · 1Big centre — 1 · 5 · 1
Big centre1 · 5 · 1
Line of 7 — 7Line of 7 — 7
Line of 77

A full turn

You program. It reveals.
It resolves at once.

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.

44 s1920 × 1080One full turn

The highlights

Three seconds
of each rule.

Slow motion and on loop: the reveal, the simultaneous damage and a spell resolving.

Click any image or video to open it fullscreen.

Reveal

Orders flip over turn by turn.

Simultaneous damage

Both sides strike before dying.

Second turn

Blind again, with more units on the table.

Final attack

The trade resolves and the turn closes.

Roadmap

Where it is
and where it goes.

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.

Updated · 9 Nov 2026No promised dates
In betaIn progress

The game

The full combat loop: turns, lives, modules, statuses and the deck editor.

Phase milestones

In beta
  • Board, formation and facing slots
  • Secret programming, reveal and simultaneous damage
  • Two 20-point lives
  • Modules, statuses and location effects
  • 25-card decks and an editor with copy limits
  • Seven boards, local and online matches
  • Cost and stat tuning with real matches
Closed betaPC · Android

The beta opens
in waves.

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.

  • 1v1 matches against the AI or local, with 25-card decks.
  • Online with accounts when a wave has room.
  • Direct feedback: every match and every message tunes the balance.
No promised dates. Beta notices only.
Access list
Open

We only write when a wave opens. No spam.

Beta in wavesPC and Android

Signing up does not create an account yet. The beta runs in waves and access goes to the email you enter.

Questions

Before you
sign up.

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.

Can I play yet?

Not yet. The game is in closed beta and opens in waves. Leave your email and we will tell you when there is room.

Which platforms will it be on?

Web, PC (Windows, macOS and Linux) and Android. iOS and consoles are under review.

How do you win a match?

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.

How long is a match?

Between 10 and 15 minutes. We are still tuning the mana curve and the decks with real matches.

How do you build a deck?

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.

Will there be ranked and seasons?

Yes, they are on the roadmap. We start with 1v1 matches and then ranked arrives with matchmaking and seasons.

Is the art final?

No. The art you see is provisional and will be replaced by the final illustrations before launch.