CARD TYPES

BIO-CLASH turns real biology into a strategic card game.
To keep the game clear and true to science, every card belongs to a specific type — just like biology itself has agents, events, systems, and states.

Each type has a strict role:


Units

Living agents. The main fighters of BIO-CLASH.

Units represent individual biological entities — cells, viruses, bacteria, engineered organisms, hybrids — but the art focuses on what they do, not what they literally look like.

What Units do:

  • Attack and defend
  • Take damage
  • Can be destroyed
  • Build synergy when played in numbers

Units always show:

  • Attack (crossed surgical scalpels icon) — bottom left
  • Vitality (anatomical heart icon) — bottom right
  • ATP Pathway cost — top right

Actions

Instant biological events. One-time effects.

Actions represent fast biological moments: chemical releases, signaling bursts, sudden reactions, and quick interventions.

Think of Actions as:

  • A burst of signaling
  • A sudden discharge
  • A rapid reaction
  • A one-time biological event

If an effect is meant to last, it becomes a Condition, Structure, or Environment instead.


Structures

Persistent biological systems and locations.

Structures represent organs, barriers, tissues, and functional networks — the systems that change how the battlefield works over time.

Structures:

  • Stay in play
  • Modify rules, interactions, or production
  • Represent systems, not individual organisms

Examples include organs, tissue zones, defensive barriers, and network hubs.


Conditions

Ongoing biological states attached to Units.

Conditions represent what a Unit is currently experiencing — infection, inflammation, mutation, hypoxia, apoptosis, and more.

Conditions:

  • Attach to a Unit
  • Persist until removed or resolved
  • Represent states (not objects)
  • Can be harmful or beneficial

Equipment

Biological or technological tools that enhance function.

Equipment in BIO-CLASH can work in two ways:

1) Attached Equipment (Units only)

Equipment can attach to Units to represent integrated tools or modifications — biological or technological.

2) Field Equipment (Persistent System)

Some Equipment exists on the battlefield as a persistent system until removed (like an “enchantment” effect).

✅ Equipment can attach to Units
❌ Nothing attaches to Specialists

That rule is strict and always true.


Specialists

Mythic embodiments of biological control and intelligence.

Specialists are not normal fighters.
They represent system-level regulation — the “minds” of biology: coordination, memory, oversight, prediction, and control.

Specialists:

  • Use influence-style abilities to reshape the battlefield
  • Represent control systems, not physical agents
  • Are rare, story-defining entities in the BIO-CLASH universe

Important canon rule:
❌ Nothing attaches to Specialists (no Equipment, no Conditions)


Environments

Global battlefield states. No stats. Affects everything.

Environments represent the conditions biology is forced to fight inside — internal or external.

Examples include:

  • Fever
  • Hypoxia
  • Radiation zones
  • Microgravity
  • Septic shock states

Environment rules:

  • Affect the whole battlefield
  • Have no Attack and no Vitality
  • Stay active until removed or replaced (depending on rules)

Why This System Matters

BIO-CLASH works because each type mirrors real biology:

  • Units = agents
  • Actions = events
  • Structures = systems
  • Conditions = states
  • Equipment = tools
  • Environments = global context
  • Specialists = regulation and control

It keeps gameplay strategic and readable — while letting the art and lore be as mythic and cinematic as possible.