Mars
The Martian RepublicDisciplined infantry, heavy armour and orbital strikes. Mars hits first and hits hard.
Mars, Earth, the Belt and the corporations are at war over the Solar System. Build a deck, take command of a fleet and fight for every orbit — in a story campaign, against the AI or online.
Every commander leads their own faction and one ally, so each deck mixes two ways of fighting.
Disciplined infantry, heavy armour and orbital strikes. Mars hits first and hits hard.
The biggest fleet in the system: energy shields, peacekeepers and capital ships that outlast everything.
Miners turned rebels. Camouflage, minefields, ambushes and ships held together with tape.
Drones, androids and mercenaries — bought on credit and paid back later. And something in the labs that should not exist.
Five acts across the Solar System as a young Martian officer. Win missions to unlock new cards, commanders and bases.
Find an opponent in seconds or send a friend a five-letter room code. Lost your connection? You are put back into the battle.
Over 400 cards. Pick a commander and a base, build 40 cards from two factions and share the deck as a single line of text.
From Recruit to Commander, an AI that plans its whole turn ahead. None of them ever sees your hand.
Hand the mouse over between turns; the screen hides your hand so nobody peeks.
Seven short tutorial missions and a built-in codex with every rule, keyword and card.



You get one more core every turn. Once a turn, burn a card in the reactor for an extra core now.
Ships fight ships, ground units fight ground units — unless a bomber or an anti-air battery says otherwise.
Whoever has more ships controls the air and hits the enemy base every turn.
Every base has its own defences and ability. Bring its life to zero to win.
A story campaign, three AI levels and online battles in one download.