# V5 Hunter Card Game Rules

This ruleset is V5-original and follows ADR 0018. It uses general collectible
card concepts only where they are broad genre patterns: factions, hand
management, lanes, rounds, merchants, drops, and tournaments.

## Match Shape

- A match is best of three rounds.
- Each round uses three lanes: Frontline, Skirmish, and Engine.
- Players alternate playing one card or passing. A passed player cannot play
  again in the current round.
- A round ends when both players pass or both hands are empty.
- The higher total board power wins the round. Ties award no round win.

## Deck Construction

- A legal deck has exactly 25 cards.
- All cards in a deck must share one faction.
- A deck may include at most two copies of the same card.
- A deck must include at least 13 Unit cards.

## Card Types

- Unit cards have base power and must be played to their authored lane.
- Tactic cards have no base power and resolve an immediate lane or hand effect.
- Relic cards have low base power and apply a durable board effect.

## Effects

- `BolsterLane`: allied Unit cards in the played lane gain 1 power.
- `SapOpposingLane`: enemy Unit cards in the played lane lose 1 power, never
  below zero.
- `DrawSignal`: the acting player gains one card-advantage point for the round.
- `RecallLowest`: one low-value allied card can return to hand after scoring.
- `AnchorStrongest`: the acting player's strongest Unit gains 2 power.

## Progression

- Enemy defeats can drop cards through deterministic faction-weighted tables.
- Merchants sell faction-focused offers with prices derived from provision cost
  and base power.
- Tournament brackets eliminate non-winners each round until one champion
  remains.

## Originality Guardrails

- Card names, faction names, effects, scoring, and UI text are V5-authored.
- The game does not claim compatibility with any external card game.
- Content review must reject copied names, copied effect text, and copied
  scoring terminology.
