A plain-English primer on how Union Arena plays — the cards, the field, building a deck, and the flow of a turn. For the definitive text and rulings, see the official manual.
Official Rule Manual (PDF) ↗Union Arena is a two-player game. You each build a deck around a single anime, game or series and battle. You win the moment your opponent has no cards left in their life area — or can't draw at the start of their turn because their deck is empty.
Each player starts with seven cards face-down in their life area. Direct damage flips those cards; run them out and you lose.
Your attackers and blockers. Played to the front line or energy line, set to resting. Can be moved during your movement phase.
Support that stays on your field. Only played to the energy line — never the front line — and can't be moved.
One-shot effects. Use the ability, then place the card in your sideline. Playable even when your lines are full.
Your resource. Rest an active AP card to pay 1 AP for playing cards and abilities. You run exactly three.
Every playable card shows a required energy (a color + amount your energy line must generate) and an AP cost. The required-energy color is also the card's color. Character and site cards can carry triggers that fire when they're flipped from your life area as you take damage.
Your side of the table has two battle lines plus five supporting zones:
HTR).The builder enforces these for you — a deck is flagged legal only when all four hold.
An attack is declared by resting an active front-line character. The defender may rest an active character to block. Then it resolves by target:
Compare BP. If the attacker's BP is equal or higher, the defender is sidelined. If it's lower, the attacker loses — but is not sidelined. BP itself never changes from battle.
Deal 1 damage (2 with damage ❷). Your opponent flips that many life cards and checks each for a trigger. No life left after checking = you win.
| Step↗ | During your movement phase, this character may move from the front line back to the energy line. |
|---|---|
| Snipe↗ | May attack a character on the opponent's front line directly — and that attack can't be blocked. |
| Double Attack↗ | The first time it attacks each turn, switch it back to active. |
| Double Block↗ | The first time it blocks each turn, switch it back to active. |
| Impact ❶↗ | When this character attacks and wins a battle, deal 1 damage to your opponent. |
| Impact +1↗ | Increase Impact damage by 1 (grants Impact ❶ if the card had none). |
| damage ❷ | When it attacks and deals direct damage, deal 2 instead of 1. |
| Nullify Impact↗ | The character battling this one loses Impact for the duration of the battle. |
Abilities fire at set moments and may carry conditions. The common ones: