Disco Infinity is a 1v1 competitive deck building card game. The game is played in rounds, and in each, both players will place 3 cards into the action row. The game involves a lot of strategic positioning.
It includes elements of deck building games as well as a placement mechanic where players take turns choosing a card from their hand and placing it anywhere in the card sequence. In order to outplay your opponent, you will need to think carefully about where and when you play your cards.
Achieving any of these objectives ends the game immediately:
Each player chooses two of the 6 factions and starts with the 12 base cards from the combined faction starting decks. These are indicated by the text below the card name in the upper left of the card.
Each player starts with 3 BASE_SHIPS in their deck, 0 Research Points, and 0 Power Tokens on the board. You cannot go negative in Research Points or Power Tokens.
At the start of each round, draw 5 cards from your draw pile into your hand. When your draw pile is empty and you need to draw, shuffle your discard pile to create a new draw pile, then continue drawing.
At the end of each round, all cards from your hand and from the action row (except those in the orbit row or trashed) move to your discard pile.
Important: Only shuffle your discard pile into your draw pile when you actually need to draw a card and your draw pile is empty—not before. This matters because newly acquired cards go to your discard pile first.
Each turn consists of the following phases:
There will be more details about the phases after a description of some of the game mechanics.
The central piece of the board is the Action Row. The Action Row is 6 spaces, numbered 1-6. These are called action spaces. This is where you and your opponent will compete to create action sequences that advance your agenda and stop your opponent from advancing their agenda. Once a round starts, you and your opponent take turns placing cards into the Action Row. Every time you place a card, you may place your card in any action space, and if necessary you may slide other cards out of the way.
This means that before the last card is placed, the action space that a card occupies is ambiguous. It also means that the player going last in the round has the advantage of being able to place the final card and guarantee the action space it is placed in. Players take turns going first each round.
TODO: Create some really nice diagrams of this!
Some cards have an effect that triggers on Placement. This is denoted by the card section "Placement:" in the yellow section. If you place a card with such an effect, do what the card says in the Placement section when you put it in the Action Row. Often these effects can help you rearrange other cards in the Action Row or have other immediate impact on the game such as moving a Satellite or getting a card out of the trash pile.
Once all 6 cards have been placed in the Action Row, their Action effects trigger in order from Space 1 to Space 6. Begin in Space 1 and do what the card says in the "Action:" section, and go in order to Space 6. After the cards in all 6 Spaces have been triggered, the Action Phase is over.
Each player starts with 3 BASE_SHIPS in their deck. BASE_SHIPS are special cards that cannot be trashed by normal damage effects. If a BASE_SHIP would be trashed due to damage, it is instead destroyed and removed from the game permanently.
If all 3 of your BASE_SHIPS are destroyed, you immediately lose the game.
BASE_SHIPS have their own unique effects when played in the action row, functioning as powerful cards that can turn the tide of battle.
Shield cards' default Action effect is to be moved into your Shield Reserve.
When you would take damage, you may first play any number of cards from your Shield Reserve to reduce that damage by their total Shield_POWER. Played shields are moved to your discard pile unless noted otherwise.
Shields only block one damage instance—excess Shield_POWER is lost and doesn't carry over to other damage sources, such as being hit by another missile or damaged by a trap.
When you take damage after shields have been applied:
1 Damage: Draw 1 card from your draw pile and trash it. If the card is a BASE_SHIP, it is destroyed instead of trashed.
2 or More Damage: Draw that many cards from your draw pile. Your opponent chooses one of those cards to trash (or destroy if it's a BASE_SHIP). You also choose one of those cards to trash (or destroy if it's a BASE_SHIP). This can activate trap card effects and allows you to strategically thin your deck. If you drew only 2 cards, the same card may be chosen by both players.
The remaining cards that were drawn but not trashed are placed in your discard pile.
One type of card has the ability to stay on the board at the end of the round. Satellite cards' default Action effect is that they launch into your Orbit Row. This is the row between you and the Action Row. The Satellite launches into the Space in the orbit row aligned with the Space in the Action Row where it was triggered. Then the Satellite will generally stay in that place (with some exceptions) until it is either destroyed (generally by a Missile Card) or moved or stolen (by a card with the ability to Select a Satellite and move it).
Note: Satellites can stack! There can be multiple Satellites in one Space.
If a Satellite has the ability to launch a Missile, that Missile launches as if it launched from the action row. This means if the Missile is reversed, it will hit the Satellite that launched it!
Drift -- Satellites with this symbol move 1 Space downstream during the End of Round phase. All satellites with the drift effect move simultaneously. An example is Space Mine. This card moves 1 Space at the end of each round, enabling it to likely run into another Satellite if there are any downstream of it and blow them up.
At the end of the round, any Satellites with the drift effect move 1 Space downstream simultaneously.
Several cards generate Power Tokens, and Power Tokens are always on a card. At the end of a Round, any power tokens that are on cards in the Action Row will go away with those cards. So if you want to accumulate Power Tokens and hold onto them, you will need to do so with Satellites. This makes Satellites a key part of the game if you are pursuing a Power Token victory or if you are using Power Tokens to support some other strategy!
Note: If you ever have 15 more Power Tokens than your opponent, the game ends, and you win.
While Power Tokens are attached to cards, Research Points are attached to the Space in which you got them. If you gain a Research Point in Space 2, that Research Point is located in that Space. Some cards scale based on the number of Research Points in the space where they are triggered. Other cards can steal or destroy Research Points in the Space where they are triggered. You should think carefully about where you want your Research Points to be.
However, regardless of which Spaces your Research Points are in, you win immediately if you ever accumulate 10 total.
Missile Cards exist primarily to do Damage to your opponent, but Missiles can also be used to shoot down Satellites. You must trigger the Missile Card from the Space in the same column as the Satellite(s) you want to shoot down (unless otherwise noted on the Missile Card!). This means that a Satellite in Space 3 of your opponent's orbit row may only be shot down by a Missile Card Triggered from Column 3. If there are multiple Satellites stacked, they are all destroyed (unless there is a Satellite with some special defensive ability that protects the others).
If a Missile hits a Satellite (or Satellites), the Missile Damage is absorbed by the destroyed Satellite and does not affect your opponent. This means Satellites also have the potential to play a defensive role in certain situations.
If your Missile does not hit any Satellites, the Damage is dealt to your opponent according to the damage rules.
At the start of each round, you and your opponent both draw 5 cards, and do the Start of Round effects on any Satellites you have in orbit.
Take turns placing cards in the row. Ends after 6 cards are in the row.
Action effects on cards are triggered starting in space 1 and moving to space 6.
Any Satellites with the drift effect move 1 Space downstream simultaneously.
Optionally, take 3 cards from the top of the draft deck, choose one and add it to your discard pile. The other two are moved to the cycled deck.
BASE_SHIP
Shield Reserve
Research Points
Missile
damage
Gain
Accumulate
Transfer
Spend
Action Space
Orbit Space
Column
Retain
Draw
Select
Launch
Owner
Stack
Power Token
Transfer
Draft
Discard
Trash
Downstream
Upstream
Next
In different contexts, the term "next" can mean different things. - The next space is the space immediately downstream. For example, space 4 is the next space after space 3. - The next card placed is referring to the next card sequentially that is placed during the PLACEMENT_PHASE. - The next missile launched/satellite launched/shield card triggered, all refer to during the Action Phase, the next time a specific event happens, and it does not have to do with the space where it happens.
Trigger
Alien Tech
Draft Deck
Orbit Row
Action Row
If a card in the action row is trashed during the Action Phase, this does not result in any reordering or movement of cards from their spaces, unless the card effect specifies this.
Any time an effect is triggered that ends the round immediately skips all the remaining parts of the round and players go directly to the Start of Round phase of the next round.
When drawing cards for damage, if both your draw pile and discard pile are empty, shuffle all cards in your hand and draw from those shuffled cards to resolve the damage effect.
When taking damage of 2 or more, if you only draw 1 card total (due to deck size), your opponent must choose that card to trash. You may also optionally choose to trash it (which would have no additional effect since it's already being trashed).