WHAT REMAINS
STANDING
FOUNDRY EDITIONBreak them. Build something better.
LOCAL RUN
WAVE 01 / 06First contact
TURN 01
OPERATION / LAST LIGHT

The Foundry

Protect the relay. Survive six waves.

YOUR MOVE
A CLEAN SLATE

Start a new run?

The current yard and crew progress will be replaced.

SALVAGE RECOVERED

Make it your machine.

Install one module for the rest of this run.

FIELD MANUAL / 02

Every wreck is a possibility.

Three ways to finish

Shove leaves solid cover. Arc leaves live ground. Dismantle leaves clear space and extra scrap.

Rebuild the battlefield

Rebuild a wreck into a sentry, power cell, or bulwark. The relay and power cells supply sentries within two orthogonal tiles. Powered sentries fire before enemies act.

Every crew member matters

Rook shields nearby crew. Iris overloads clusters. Patch repairs crew and machinery, and builds for less scrap. Abilities use one action and need two turns to recover.

Watch the chain reaction

Destroyed power cells and violently destroyed Capacitors deal two damage to adjacent units, including your own. Shove or dismantle Capacitors to contain them.

Plan, then commit

Each crew member gets one move and one action, in either order. Enemy forecasts update with your plan. Undo is available until End Turn.

Keep the relay standing

Between waves, choose a free module and use two service actions to repair, clear terrain, or rebuild. The Iron Warden arrives in wave six.