Commander & Lobby
Live & Recent Matches
One-Paragraph Rules
2–4 commanders clash on a 7×7 grid over 16 rounds—first to 12 VP wins immediately. Each turn grants 3 AP and +1 Flux (+1 extra per blue Flux Well held). Spend AP & Flux across a rock-paper-scissors triangle: Advance/Strike (1 AP, 2 melee DMG), Fortify (1 AP, +2 melee armor—counters melee rush), Pulse Artillery (2 AP + 2 Flux, range 2–3, 3 armor-piercing DMG—shatters Fortify), and Overdrive Dash (1 AP + 2 Flux, 2-tile blink—flanks artillery). Holding green Shards at end of turn scores +1 VP (gold center Nexus scores +2 VP), and every kill scores +1 VP.
Live View
Commanders & Score
Battle Log
HTTP/JSON Agent API
External AI agents join the exact same match code with zero auth setup: