Zone Strike is a 1v1 tactical card duel. Each turn, the attacker plays an attack card aimed at one of three zones — HIGH, MID, or LOW.
The defender must predict which zone the attack is targeting and play a matching block. Guess wrong, and your guard still glances 25% of the damage away. But if you can't predict it at all, a costly Parry can redirect the damage right back.
Reduce your opponent's HP to zero to win. Every decision costs Stamina — a resource you must manage carefully.
⚔️
ATTACK
Pick a zone
→
🎯
PREDICT
Match or miss
→
💥
RESOLVE
HP changes
→
🔄
SWITCH
Roles swap
Step 2 of 7 — Turn Structure
The Turn Flow
Each turn follows five sequential phases. The Attacker drives the first three phases; the Defender responds in phase four. After resolution, roles always switch — the defender becomes the new attacker.
① Draw
Draw up to 5-card hand
→
② Stamina
Gain +3 Stamina (max 10)
→
③ Attack
Play one attack card
→
④ Defend
Defender responds or passes
→
⑤ Resolve
Damage dealt, HP updated
→
↺ Switch
Attacker & Defender swap
Note: The attacker draws and gains Stamina at the start of their turn. The defender does not gain Stamina on the opponent's turn — only when they become the attacker.
Step 3 of 7 — Zones
The Three Zones
Every attack and block card is tied to a specific zone. A block only works if it matches the zone of the incoming attack. Playing the wrong block still costs 1 Stamina and deals full damage.
Tip: Low attacks cost only 2 Stamina vs 3 for High and Mid — useful for pressuring a low-stamina opponent economically.
Step 4 of 7 — Stamina
Managing Stamina
Stamina is the lifeblood of your strategy. Every card you play costs Stamina. Running out means you can't block or attack — leaving you completely exposed.
10
Max Stamina
Starting & cap
+3
Per Turn
Attacker only
−1
Block Cost
Any block card
−2
Low Attack
LOW zone only
−3
Mid/High Atk
MID & HIGH zones
−4/5
Special Cards
Unblockable / Counter
Tip: The defender does not regenerate Stamina on the opponent's turn. If you enter defense with low Stamina, you may be forced to take damage — plan ahead.
Step 5 of 7 — Outcomes
All Possible Results
When an attack is played, one of four outcomes resolves based on what the defender plays (or doesn't).
Attack
Defense
Result
Damage
Any zone attack
Matching block
✓ PERFECT BLOCK
0 DMG
Any zone attack
Wrong zone block
✗ GLANCING BLOCK
75% DMG
Any zone attack
No block (pass)
✗ HIT
Full DMG
Death Blow
Any block
✗ UNBLOCKABLE
9 × 2 = 18 DMG
Any attack
Parry
↺ COUNTER
DMG → Attacker
Key insight: A wrong-zone block still glances 25% of the damage away for 1 Stamina — a real edge over passing for free, so guessing is almost always worth it. Only pass outright when you're completely out of Stamina.
Step 6 of 7 — Special Cards
The Game-Changers
Several cards operate outside the normal zone system and can flip momentum instantly.
💀
Death Blow
5
Stamina
18
Damage
Bypasses ALL block cards. Only a Parry stops it.
↺
Parry
5
Stamina
100%
Reflected
Negates ANY attack. Reflects full damage back at the attacker.
Advanced cards add more tactical depth: Ghost Strike declares HIGH zone but resolves MID — tricking ARES into the wrong block. Focus Break scrambles ARES's composure, forcing a pass. Iron Turtle absorbs 50% from any zone. Second Wind heals 12 HP at the cost of your attack turn. Chi Reversal reflects and heals 8 HP. Phantom Step can never be perfectly blocked — even a correct read only glances. Lure Strike punishes a correct block by draining 2 extra Stamina.
Step 7 of 7 — Meta Game
Contracts, Rank & Challenge
Zone Strike has a full progression layer built on top of every match you play.
📋 DAILY CONTRACTS
Three fresh contracts every day — Easy, Medium, Hard. Complete them to earn Credits and keep your streak alive. A 7-day streak doubles your reward.
⬡ RANK & SHOP
Every match earns XP — more for wins, counters, and clean blocks. Level up to unlock new content. Spend credits in the Shop on themes and card packs.
⚔ CHALLENGE A FRIEND
After any match, share a Challenge Link. Your friend plays the exact same deck and starting conditions — same seed, same ARES — and you compare results. No server. Just a URL.
You're ready to play. Good luck, duelist.
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◆ How the Deck Builder Works
🃏Card Pool (Left)
Click any card to add a copy to your deck. The badge shows current / max copies.
A gold badge means you've hit the copy limit. The card greys out.
Use the filter buttons to browse by zone or card type.
Hover any card to read its full rule as a tooltip.
📋Your Deck (Right)
Click any card in the list to remove one copy. The red ✕ appears on hover.
Progress bar turns green at 17 cards (recommended size).
Bar turns red above 20 — remove cards before starting.
The Deck Analysis shows zone balance, card counts, and avg stamina cost live.
⚖️Deck Rules
Minimum:15 cards
Maximum:20 cards
Recommended: 17 cards
Warnings fire if you have no attacks or no defense cards.
🔢Copy Limits
Card Type
Max
Standard Attacks
3×
Standard Blocks
3×
Death Blow
2×
Parry
2×
Iron Turtle
2×
Pressure Point
2×
Twin Fang
2×
Chi Reversal
1×
Strategy tip: Cover all three zones so ARES can't predict you. Aim for 2–3 blocks per zone (6–9 defense cards total). One or two counter/special cards add threat, but they cost 4–6 Stamina — too many will starve your economy.
◆ Build Your Deck
QUICK BUILD:
↓ scroll
Your Deck
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Deck Analysis
HIGH
0
MID
0
LOW
0
0
Attack
0
Defense
0
Special
—
Avg Cost
VICTORY
You defeated ARES
0Wins
0Losses
0Streak
—Win Rate
◆ MATCH BREAKDOWN
◆ ZONE ACTIVITY
◆ WHAT HAPPENED — LAST 3 TURNS
◆ WEEKLY CHALLENGE
DAILY CONTRACTS
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RECORDS
WEEKLY CHALLENGE
—·—
Same seed for everyone this week. This board tracks your own best attempts on this device — not a shared leaderboard yet.