The entire game can change with just one card. That is the promise of most strategy card games, deckbuilding and otherwise. In this week’s Arena, you are going to get that one more card… every turn. Games this week are not at Warp 8, they are not at Warp 9… they are at Maximum Warp.

Format Rules and Technical Data

The Maximum Warp scenario rule is as simple as it gets.

At the start of each player’s turn, they draw a card.

We’re playing with the Colony Wars starter, along with United: Heroes. Trade decks begin with just 92 cards this week.

Technical Note: If your opponent makes you discard cards, you discard them at the start of your turn before the scenario rule takes effect. (In the physical version of the game, this does not come up as you do not wait to discard.)

Statistics: This week there are 18 cards in the trade deck that can get you out of a jam. There are six cards that are acquired directly to hand if you play a card of the same faction: Emperor’s Dreadnaught, Plasma Vent, Colony Seed Ship, and (three copies of) Warning Beacon. There are also the twelve hero cards that are acquired directly to play.