Factions
Pulsewar is set in a bright speculative city where factions compete through infrastructure, markets, gardens, harbors, and machines. Six of them, six ways to play. Pick the one that fits how you think.
Six factions
Nova Union
Infrastructure and initiative. Nova Union moves first and builds the board before anyone else is ready.
Verdant Court
Gardens and patience. Verdant Court grows its position one round at a time and holds what it takes.
Iron Choir
Machines in chorus. Iron Choir trades short-term tempo for relentless, repeating Force.
Glass Market
Markets and leverage. Glass Market turns Charge into advantage and never pays full price.
Night Harbor
Harbors after dark. Night Harbor thrives on the read, punishing committed cards from the shadows.
Free Agent
No flag, no rules. Free Agent splices the best of every faction into one flexible deck.
Style previews
How each faction tends to play. Final card art is on the way; for now here is the shape of each deck.
- Nova UnionTempo and priority plays that set the pace of a round.
- Verdant CourtSustain and board control that rewards the long game.
- Iron ChoirEngines and per-round effects that compound across a match.
- Glass MarketResource swings and value trades that bend the economy.
- Night HarborDisruption and bluff that turn your opponent's plan against them.
- Free AgentFlexible, neutral cards that fit any plan you bring.
Starter decks
Every faction ships with a starter deck you can play from your first match. The full card list lands with the launch content drop; until then, here is what each one is called.
- Nova Unionstarter: First Light
- Verdant Courtstarter: Root and Bloom
- Iron Choirstarter: The Forge Line
- Glass Marketstarter: Open Floor
- Night Harborstarter: Low Tide
- Free Agentstarter: Open Contract
New to the game? Read how to play first, then browse the card gallery.