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Level 99 Games

Pixel Tactics No.1

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Pixel Tactics No.1 is a head-to-head tactical card game for 2 players, playable in around 30–45 minutes at a medium complexity and suited to ages 12+. Draft a leader from an identical 25-card deck, then command your unit's front and back rows to defeat your rival's leader.

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About the Game

Pixel Tactics No.1 is a head-to-head game of tactical combat for two players. A typical match sees each rival draft a leader from an identical 25-card deck, then trade blows across the unit's rows until one leader falls — games are usually played as a best-of-three or best-of-five series.

It's built for 2 players, runs around 30–45 minutes, sits at a medium complexity, and suits ages 12 and up. Every card is flexible: place it in the front rows for offensive power, the back rows for support, or spend it as an order — a powerful one-time effect that can turn the tide of battle. Because your chosen leader reshapes how every other card plays, each deck offers 25 distinct ways to play.

Published by Level 99 Games, Pixel Tactics shares its world and characters with BattleCON: War of Indines, though its gameplay is entirely unrelated. No.1 is the first numbered set in the Pixel Tactics line.

History

Pixel Tactics is published by Level 99 Games and takes place in the same world as the publisher's BattleCON: War of Indines, featuring many of that game's characters, though its gameplay is entirely unrelated. The No.1 set is the first numbered release in the Pixel Tactics line.

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Watch: How to play

Rules of Pixel Tactics No.1

  • Setup: give each player an identical 25-card deck, draft or select one card as the leader, place it in the leader slot, then shuffle the remaining cards and draw the opening hand set by the rulebook.
  • Leader matters: your leader stays in play and changes how the rest of your cards function, so read its text before committing to a plan.
  • Card uses: most cards can become a hero in the front/vanguard row for pressure, a hero in rear/support rows for abilities, or be spent as a one-time order.
  • Turn flow: alternate turns deploying heroes, using support effects, attacking with heroes, and timing orders; keep enough cards in play to protect your leader.
  • Combat goal: clear or neutralise defenders that block the path, then strike the opposing leader.
  • Game end: a single game ends immediately when one leader is defeated.
  • Match play: a full match is commonly best-of-three or best-of-five, with leader choices adjusted between games.

Strategy

  • Pick a leader whose ability you can use repeatedly, not just one with a flashy single moment.
  • Early on, prioritise board presence: a stable front row usually beats spending every card as an order.
  • Use rear/support heroes to protect your leader and keep your attackers threatening; avoid leaving an open route to your leader.
  • Hold one order for a genuine swing, but do not hoard so long that the opponent takes control of the rows.
  • Because both decks are identical, note key heroes and orders you have seen and expect similar answers from your opponent.
  • Attack with a purpose: remove the specific defenders that enable a leader hit instead of trading into every target.
  • In a series, change leaders or timing based on what beat you last game rather than forcing the same plan again.