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.
The six factions
Nova Union
Infrastructure and initiative. Nova Union moves first and builds the board before anyone else is ready.
PlaysTempo and priority plays that set the pace of a round.
Starter deck/First Light
Verdant Court
Gardens and patience. Verdant Court grows its position one round at a time and holds what it takes.
PlaysSustain and board control that rewards the long game.
Starter deck/Root and Bloom
Iron Choir
Machine liturgy. Iron Choir anchors a lane with walls and standing auras and refuses to give it back.
PlaysAnchors and per-round auras that hold a sector shut.
Starter deck/The Forge Line
Glass Market
Markets and leverage. Glass Market turns Charge into advantage and rarely pays full price.
PlaysResource swings and value trades that bend the economy.
Starter deck/Open Floor
Night Harbor
Harbors after dark. Night Harbor works in fog, slipping cards between sectors to strike the newest target.
PlaysMovement and fog that relocate Force and catch the table off guard.
Starter deck/Low Tide
Free Agent
No flag, no rules. Free Agent splices the best of every faction into one flexible deck.
PlaysFlexible, neutral cards that fit any plan you bring.
Starter deck/Open Contract
New to the game? Read how to play first, then browse the card gallery.