Learn the alpha in one scroll

Choose a Commander. Control three lanes. Break through.

Leets: Circuit Clash is a one-versus-one card game. Build around a Commander, deploy Units, use Tactics and Modules, and reduce the opposing Commander from 30 Health to zero.

You can learn in solo play without a wallet. Friendly Battle requires a currently owned Leet, but playing a match does not create a wallet transaction.

Example blue and silver Leet Commander
Example Commander Your Leet shapes the kit
01 1 versus 1

One Commander and one deck per player.

02 3 lanes

Each lane holds one Unit per side.

03 30 cards

Your Commander stays outside the deck.

04 5 opening cards

Keep them or replace any once.

05 30 Health

Reduce the opposing Commander to zero.

The sixty-second version

How a match works

Units contest matching lanes. If the opposing side of a lane is empty, a Ready Unit in that lane can attack the opposing Commander instead.

Hold or open a lane

Attack the opposing Unit in the same lane. No Unit there? The Commander is exposed.

Spend Energy

Energy pays for cards and abilities. It refills and grows as your turns progress.

Act in any legal order

Play cards, attack, or use abilities until you choose Review End Turn.

Reach zero first

Damage is applied to Shield first, then Health or Integrity. Zero Commander Health ends the match.

Your first-match route

From sign-in to result

  1. 1Sign in
  2. 2Review Briefing
  3. 3Prepare Commander
  4. 4Save legal deck
  5. 5Choose a mode
  6. 6Confirm opening hand
  7. 7Play and review result

Sign in with Google, or use the code sent to your Gamer Center email.

Chapter 1 · Get ready

Play tells you what’s ready. Prepare lets you change it.

These are the two main alpha destinations. Start on Play, use the Briefing if you want a quick refresher, and open Prepare for your Commander or deck.

Play combines readiness, modes, account status, and your latest match.
1

Start on Play

Follow the useful next action

  • Briefing: five short lessons covering Commander, deck, opening hand, arena, and turn controls.
  • Readiness: confirms your active deck, Academy Commander, wallet, and Friendly Commander state.
  • Modes: Practice, Daily Circuit, and Friendly Battle appear with any blocker explained.
  • Account and history: check Scrap, Gamer Center XP, reward delivery, and your latest result.
2

Choose your Commander

Solo and Friendly use different Commander access

Practice and Daily

An Academy Frame is ready without a wallet. Use it to learn and test your deck.

Friendly Battle

Connect a wallet, find an owned Leet, then confirm and select it before matchmaking.

  1. 01
    Connect the wallet you want to use.

    This loads the Leets currently visible in that wallet.

  2. 02
    Find a Leet by artwork or token number.

    Missing artwork does not mean the Leet is missing or invalid.

  3. 03
    Select it and complete the ownership check.

    The game checks again when you enter Friendly.

Ready and Selected are the two states to look for before Friendly.
A deck must be legal, saved, and active before a new match.
3

Check your deck

Exactly 30 cards. Commander separate.

The alpha supplies one editable Academy Starter deck. It is a real account-owned deck, so you can adjust it as your collection grows.

30
cards in the active deck
2
maximum copies of most cards
1
maximum copy of a Unique card
0
Commander cards inside the deck
  • You can only add cards your account owns.
  • Unsaved changes are not used in the next battle.
  • If the deck becomes invalid, Prepare explains what to repair.
  • Look for 30/30 cards and Deck ready.

Choose a mode

Three ways to play in the alpha

All three use the same core rules. Pick the level of pressure and competition you want.

Solo · Repeatable

Practice

Play a clearly labelled AI opponent. The AI’s choices are shown, making this the easiest place to learn.

Solo · Daily setup

Daily Circuit

Face the same daily AI setup as other players. The first completed run carries extra daily value.

Player versus player · Unranked

Friendly Battle

Enter matchmaking with a verified owned Leet. Hands stay private, and an active match can be resumed.

If Friendly search takes too long, you can leave the queue or use the offered Practice fallback.

Chapter 2 · Know your cards

Three card types, three different jobs

Every card shows an Energy cost. Units also show Attack and Integrity. Read the rules text before committing—once a legal action is confirmed, the battle moves on.

Battle Droid Alpha Unit artwork
Unit

Occupies a lane

Units stay on the battlefield, attack from their lane, and have Attack and Integrity values.

  • Attack is damage dealt.
  • Integrity is how much damage the Unit can take.
Quick Repair Tactic artwork
Tactic

Resolves once

Tactics create an immediate effect—damage, repair, Shield, a draw, or another short change—then go to the Scrap pile.

  • Some need a highlighted target.
  • Others resolve as soon as you confirm them.
Edge Capacitor Module artwork
Module

Attaches to a Unit

Modules stay attached and change a Unit’s Attack or Integrity. Each Unit has one Module slot.

  • Choose the friendly Unit to receive it.
  • Replacing a Module scraps the old one after confirmation.
4

Before Round 1

Choose your opening hand

Five cards are dealt. Select any cards you want to replace, then confirm. You can keep all five, replace all five, or choose anything between.

  1. 01
    Swipe or scroll through all five.

    Do not judge the hand from the first visible cards alone.

  2. 02
    Select cards to replace.

    The card changes from Keeping to Replacing.

  3. 03
    Confirm once.

    Replacement cards are dealt and the match begins when both players finish.

Who acts first?

The starting player skips the first normal draw. The second player receives an extra generated card called Overclock to help balance going second.

Select replacements once, then confirm your five-card opening.

Chapter 3 · Play the battle

Read the arena from top to bottom

The scoreboard tells you who is active. The lanes show threats and openings. Your action prompt and hand sit near the bottom, while extra controls float over the right edge.

The numbered list carries the same information as the visual pins.
  1. 1
    Commander panels

    Names, portraits, Health, and Shield. The opponent panel can become a target.

  2. 2
    Round and turn

    Shows the round, active player, and Friendly countdown.

  3. 3
    Opponent lanes

    Units on the far side block Commander attacks in their matching lane.

  4. 4
    Your lanes

    One Unit can occupy each of your left, centre, and right lanes.

  5. 5
    Unit state

    Booting, Ready, or Exhausted tells you whether a Unit can act.

  6. 6
    Action area

    Placement, targeting, cancellation, and Review End Turn use this shared position.

  7. 7
    Your hand

    Swipe or scroll the framed rail. Card costs are visible at the top.

  8. 8
    Control rail

    Open Available Actions, Commander abilities, battle menu, and other supporting controls.

One turn, six checks

Take actions in any legal order

  1. 1
    Check Energy

    Only cards and abilities you can afford are available.

  2. 2
    Choose a source

    Select a card, a Ready Unit, or a Commander ability.

  3. 3
    Follow the highlights

    Legal lanes, Units, or Commander targets are made unmistakable.

  4. 4
    Confirm the action

    The contextual prompt replaces Review End Turn while a decision is active.

  5. 5
    Check Available Actions

    Use it whenever you are unsure what remains legal.

  6. 6
    Review End Turn

    The game warns if meaningful actions are still unused.

Read Unit state before selecting

Booting, Ready, Exhausted

Booting

Preparing

A newly deployed Unit normally waits. A Unit with Rush may act sooner if its rules allow.

Ready

Can act

Select the Unit to see its legal attack targets. Ready Units are refreshed at the start of your turn.

Exhausted

Already acted

The Unit cannot attack again until it becomes Ready, unless another effect changes its state.

Worked example

Place, target, attack

Select a source first. The arena then shows only the legal places or targets for that action.

1. Place. Choose one highlighted open lane.
2. Recover. Available Actions lists every legal move.
3. Attack. An open opposing lane exposes the Commander.

When you do not know what to click

Open Available Actions

It is the complete list of legal moves for the current state. You can also attack an exposed Commander by selecting its highlighted scorecard or the contextual Attack Commander button.

Damage, Shield, and Repair

Shield absorbs damage first. Damage that remains reduces Commander Health or Unit Integrity. Repair restores lost Health or Integrity up to its maximum; it does not restore Shield.

Unit combat

When a Unit attacks the opposing Unit in the same lane, both deal their Attack damage at the same time. A Commander does not retaliate when attacked through an open lane.

Commander abilities

Your Leet’s six traits create passives and three visible ability slots. Hands is a direct ability, Antenna uses a turn cooldown, and Chest spends Ultimate Charge. The interface shows the exact cost, target, and availability.

Ultimate Charge

Charge can build from spending enough Energy, taking enough Health damage, and card or Commander effects. Chest abilities spend Charge when their requirement is met.

Destroyed Units and a full hand

A destroyed Unit and its attached Module move to the Scrap pile. Your hand can hold nine cards; an extra draw beyond that limit is scrapped.

Running out of deck

If you need to draw with an empty deck, Core Overload damages your Commander. Repeated empty draws deal increasing damage.

Chapter 4 · Finish well

Review the turn, then read the result

Review End Turn is a safety check, not a requirement to spend everything. If meaningful actions remain, inspect them, cancel, or end the turn anyway.

Check the list if you might have missed a useful move.
Cancel

Return to the same battle state without ending the turn.

Show available actions

Open the complete current legal-move list.

End turn anyway

Pass control to the opponent and leave those actions unused.

6

After the final action

Outcome, reason, rewards, next step

  • Outcome: Victory, Defeat, or Draw.
  • Reason: Commander defeated, concession, timeout, or the round limit.
  • Rewards: Scrap, Gamer Center XP, and any earned cards.
  • Delivery: XP may briefly show as pending and retry automatically.
  • Next: choose another mode or review the saved replay.

Replay shows the saved sequence of moves that produced the result. It is a readable match history, not a scrub-through video.

The result closes the match and points to another useful choice.

How a match ends

Four result paths

Commander defeated

One Commander reaches zero Health.

Concession

One player confirms that they are leaving the battle.

Repeated timeout

A player misses enough timed turns for the match to resolve.

Round limit

The game compares Commander Health, surviving Unit Integrity, then deck size; an exact tie is a Draw.

Ready for match one?

First-match checklist

Tick these off as you prepare. Your choices are saved only in this browser.

Alpha now and what may follow

The core game is here. The alpha will shape the next priorities.

This section separates what you can use now from likely areas of investment. It is direction, not a dated promise or release schedule.

Included in alpha

Playable now

  • Focused Briefing and supplied editable starter deck
  • Owned-Leet Commander selection for Friendly
  • Practice and Daily Circuit against transparent AI
  • Unranked two-player Friendly matchmaking
  • Three-lane battles, Commander kits, and current card pool
  • Scrap, Gamer Center XP, card rewards, history, and replay
Likely priorities after alpha

Strengthen and expand

  • More cards and strategies.Broader archetypes, balance work, and clearer counterplay.
  • More resilient Friendly play.Matchmaking, reconnect, moderation, recovery, and anti-cheat foundations for more players.
  • Player recovery and support.Clearer error recovery, moderation, reporting, and support paths as more players join.
  • Ranked after the foundations are ready.Only after population, stability, matchmaking, balance, and anti-abuse controls support it.

Longer-term possibilities

Ideas the core game can grow into

  • Richer solo challenges
  • Asynchronous community play
  • Commander mastery and quests
  • Crafting and deeper collection goals
  • Spectating and tournaments
  • Seasonal events and presentation upgrades

These are possibilities, not selected features or promises.

Help when something feels unclear

Quick answers and plain-language terms

Start with Available Actions during a match. For preparation problems, check the exact readiness message on Play or Prepare.

Common questions

Do I need a Leet to play?

No for Practice and Daily Circuit: they use an Academy Frame. Yes for Friendly Battle: you must select a Leet currently owned by your connected wallet.

Does a match create a wallet transaction?

No. The wallet is used to find and confirm the Leet you own for Friendly eligibility. Playing cards and resolving the match happen inside the game.

Why can’t I start a match?

Check whether the deck is legal and saved. Friendly also needs a connected wallet and a Ready, Selected owned-Leet Commander. Play shows which requirement is missing.

Why can’t I find my Leet?

Confirm that you connected the correct wallet, refresh the collection, and search by token number. If ownership changed, select a Leet currently in that wallet.

What if Commander artwork is missing?

The game may show a fallback icon while media is unavailable. That does not by itself remove the Commander’s identity or prove that ownership is lost.

I selected a card or Unit. What next?

Follow the highlighted lane, Unit, or Commander target and use the contextual prompt. If no next action is obvious, cancel and open Available Actions.

Can I resume after a refresh or lost connection?

Active matches are saved and can be resumed. In Friendly, the turn countdown continues while you are away, so return promptly.

Why is Gamer Center XP pending?

Your local match reward is saved first. If XP delivery is delayed, the result explains that it is pending and the game retries automatically.

Glossary

Find a term

Academy Frame
A game-native Commander used for Practice and Daily Circuit. It does not require a wallet and cannot enter Friendly.
Available Actions
The complete list of legal moves in the current battle state.
Booting
A Unit that is preparing and normally cannot act yet.
Commander
The leader outside your 30-card deck. Reduce the opposing Commander from 30 Health to zero to win.
Daily Circuit
A solo mode with a shared daily AI setup and extra value for the first completed run.
Energy
The in-match resource used to play cards and activate some Commander abilities.
Exhausted
A Unit that has acted and cannot attack again until it becomes Ready or an effect changes it.
Friendly Battle
Unranked live player-versus-player matchmaking for players with a verified owned-Leet Commander.
Health
The Commander’s remaining durability. Reaching zero ends the match.
Integrity
A Unit’s remaining durability. A Unit at zero is destroyed.
Lane
One of three matching battlefield paths: left, centre, or right. Each side can place one Unit in each lane.
Module
A card that attaches to a Unit and persists, changing its Attack or Integrity.
Opening hand
The first five cards. Before Round 1, you may replace any of them once.
Practice
A repeatable solo match against a clearly labelled, transparent AI opponent.
Ready
A Unit state meaning the Unit can act.
Repair
Restores lost Commander Health or Unit Integrity up to its maximum.
Scrap
An account reward earned from matches. It is separate from the in-match Scrap pile.
Scrap pile
The in-match destination for destroyed Units, used Tactics, replaced Modules, and some overflow cards.
Shield
Temporary protection that absorbs damage before Health or Integrity.
Tactic
A card that resolves an immediate effect once, then moves to the Scrap pile.
Ultimate Charge
A Commander resource spent by the Chest ability when its charge requirement is met.
Unit
A card that occupies a lane, has Attack and Integrity, and can attack while Ready.

Your best first move

Review Briefing, then play Practice once.

That gives you the arena, opening hand, targeting, and end-turn rhythm before another player is waiting.

Review the route