Each player starts with 1,000 Shield Integrity (SI). Your goal is to use your Heroes or Villains to reduce your opponent’s SI to 0. If your deck runs out of cards, you also lose (Data Corruption).
The Deck: 30 cards exactly.
Starting Hand: Draw 5 cards.
The Pool: This is where your PLASTIX Coins are stored.
The Scrap Heap: Your discard pile for destroyed units and used Boosts.
You don’t just "wait" for mana. You manage liquidity.
The Passive Income: At the start of every turn, you gain +1 PLASTIX Coin.
The Logic Gain: Use cards like Logic Static to "Gaining Stage" and add extra coins to your pool.
The Cost: Every card has a Deployment Cost (1 to 4). To play a card, move that many coins from your pool to the Scrap Heap.
Sync Phase: Draw 1 card. Gain +1 PLASTIX Coin.
Deployment Phase: Play Heroes, Villains, or Sidekicks from your hand by paying their Coin cost.
Action Phase: * Attack: Choose a unit to attack the opponent's Shield Integrity.
Defend: If the opponent has a unit on the field, you must battle that unit first unless you have a "Stealth" ability (like Ghost-Thread).
Abilities: Activate "Once per turn" abilities (like Optix’s Deep Scan).
End Phase: Effects that last "until end of turn" expire.
Combat is calculated using ATK vs. DEF.
Direct Hit: If your opponent has no units, your unit’s ATK is subtracted directly from their 1,000 SI.
Unit Battle: * If your ATK is higher than the enemy’s DEF, they are Shattered and go to the Scrap Heap.
Counter-Damage: If the defender survives, they deal their ATK back to the attacker. If the attacker’s DEF is lower, both are Scrapped!
A. The "Unboxing" (Fusion)
To play a Fusion card (like Plastix Prime), you must:
Have both "Material" units on the field (e.g., Captain Plastix + Forge-Master Flux).
Pay the Fusion Cost (usually 2 Coins).
Stack the materials under the Fusion card. If the Fusion is destroyed, all materials go to the Scrap Heap.
B. Boost Cards
These are one-time "Events." You pay the cost, trigger the effect (like Market Crash), and immediately scrap the card. You can play these during your Deployment Phase.
C. Sidekicks
These units don't take up your main "Unit Slots." You can have up to 2 Sidekicks (like Bit-Ticks or Drones) on the field at once to support your main Heroes.
Don't Over-Leverage: If you spend all your coins on one big Hero, a Villain's Lag Spike or Admin Zero can leave you defenseless.
The Mill Risk: Because the deck is only 30 cards, a card like Ghost-Thread that discards your top cards is extremely dangerous. Protect your deck!
Reduce your opponent’s Shield Integrity to zero by deploying heroes, activating combos, and countering villain threats.
Each player starts with:
30 cards (mix of Heroes, Villains, Sidekicks, Combos, and Boosts)
1 Coin Card (used for coin flips and energy boosts)
Shield Integrity: 1000
Each turn has 4 phases:
Draw Phase
Draw 1 card from your deck.
Deploy Phase
Play up to 2 cards (Hero, Villain, Sidekick, or Combo).
Pay the COST using Coin Card energy or discard tokens.
Action Phase
Activate abilities (e.g., Logic Surge, Plastic Pulse).
Attack with ATK stat vs opponent’s DEF.
Use Combo Cards if both required characters are in play.
End Phase
Resolve effects, discard excess cards (max hand size: 7).
ATK vs DEF: If ATK > DEF, deal the difference to Shield Integrity.
SYNC POWER (Combo Cards): Overrides ATK/DEF for one turn.
Abilities stack if same type (e.g., two +6 Logic Surges = +12).
Flip once per game to activate Coin Surge (draw 2 cards + 1 Boost).
Can be used to pay COST instead of discarding.
First player to reduce opponent’s Shield Integrity to 0 wins.
If both decks run out, player with higher Integrity wins.
Plastix: UNBOXED is a fast‑paced, head‑to‑head battle game where players deploy heroes, villains, and combo units to break through their opponent’s defenses. Each player begins with a 30‑card deck, a Coin Card, and a Shield Integrity of 1000. The goal is simple: reduce your opponent’s Shield Integrity to zero before they do the same to you.
At the start of each turn, players draw one card during the Draw Phase. In the Deploy Phase, they may play up to two cards, paying each card’s COST using either the Coin Card’s energy or by discarding cards from their hand. Once units are deployed, the Action Phase begins. Here, players activate abilities, launch attacks, and trigger powerful combo cards if the required characters are already on the field. Combat is resolved by comparing ATK and DEF values; any excess damage goes directly to the opponent’s Shield Integrity. Combo cards use SYNC POWER, which overrides normal ATK and DEF for that turn, creating explosive momentum swings. At the end of the turn, players resolve lingering effects and discard down to a maximum hand size of seven.
Cards fall into several categories. Heroes are the backbone of your strategy, each with unique abilities and stat lines. Villains disrupt the opponent’s board and create pressure. Sidekicks provide buffs, healing, or tactical support. Combo cards fuse two characters into a single, high‑impact play. Boost cards offer one‑time effects such as drawing extra cards, restoring shields, or powering up attacks. The Coin Card adds an extra layer of strategy: once per game, players may flip it to activate Coin Surge, drawing two cards and gaining a free Boost. It can also be used as an alternative way to pay card COSTs.
Victory is achieved by reducing your opponent’s Shield Integrity to zero. If both decks run out of cards, the player with the higher remaining Integrity wins.