Making a deck
In order to play NEON, each player obviously need a deck! Here is what you
need to have a complete deck to play with:
Step 1 - Choose your hero
Choose the hero that appeals to you the most! Your choice will then
determine what cards you can put in your deck. Look for the icon in the
top right corner. You can put cards with that symbol in your deck, as
well as generic cards which have the asterisk symbol.
Step 2 - Chose 5 Evos
Evos stay with you all game and are always available. Chose 5 of them to
add to your deck. This part should be easy, since there are only 5 evos
currently available for each hero, but in the future, more options will
be added!
Step 3 - Create your deck
A deck is made of exactly 40 cards. You can add 2 copies of any card
that can be played by your hero. You can also have 2 copies of all
versions of a card if you need redundancy, up to 6 times the same card.
Try to find the cards that work well for your hero and your playstyle!
Before you play
Now that both players have their decks ready, here are additional things you
need to have before starting the game:
A way to track resources
Each player starts the game with 80 life, have 4 movement points per round,
and may gain other resources during the game. Make sure you have a way to track
these! Either a pen and paper, dice, tokens, a digital app, or any combination
of these.
An arena to play on
NEON is played on a 3x6 grid battlefield. You can either print one, draw one
on a piece of paper, or use one of our official playmats! Make sure both players
have their own side of the battlefield with plenty of space to place their
decks, discard pile, backups, hero and evos.
Your smile
Don't forget to have fun! NEON is a game made to be enjoyed, not stressed over.
Make sure to keep a positive attitude, and remember that winning isn't everything.
Always try to be the player you would like to play against!
Start of Game
It's time to start playing! Here is how a game of NEON starts:
1. Each player places their hero in the middle of their half of the arena,
then the starting player is decided randomly. The player winning the
random choice decides who goes first.
2. Both players choose 3 Evos they will have available throughout the
game, then they reveal them at the same time. This will help you decide
how to shape your strategy for the game.
3. Both players may now change cards in their deck for cards in their
sideboard. Your final deck must have at least 40 cards. This is your last
chance to tweak your deck before the game starts!
Round 1, Fight!
In NEON, the game is played in rounds, with rounds being made of turns. Here
is how the first round starts:
Each player draws 4 cards and gain 4 movement points. Then, if they are
any start of round effects, they are resolved now.
The active player (the player that goes first) then starts his turn. If
they are any start of turn effects, they are resolved now. It is during
your turn that you can move, play cards and activate abilities.
During your turn, you may spend 1 movement point to move 1 square on the
battlefield, either before or after doing any action. You can only move to
an adjacent square that is not occupied (adjactent means horizontally or
vertically, not diagonally).
You can also play cards from your hand or activate abilities on your Evos
and Hero. You may do as many actions as you want during your turn, as long
as they all have Continue. Otherwise, you must stop after each action.
One last thing you can do during your turn is backing up cards. You may
place a card face down in your backup zone, up to two cards. These can be
used in later rounds to either add to your hand or draw new cards.
Very important: during you turn, as long as you have cards in hand, you
must do something! You cannot just pass your turn if you have cards
available. You must either move, play an action, activate an ability, or
backup a card. If you have no cards in hand, you may pass your turn.
Once the active player ends his turn, the opposing player then starts his
turn. This then repeats until both players have no cards in hand and both
players end their turns without doing anything. The round then ends, and
the next round begins.
Round 2 and beyond
From round 2 and onward, each round follows the same structure as round 1,
with a few additions:
Change the starting player. The player who went second in the previous
round now goes first.
After you draw your cards at the start of the round, for each card you
have backed up, you may choose to either add it to your hand or discard it
to draw another card. This is where backing up cards becomes very useful!
Types of cards
There are many types of cards in NEON, each with their own rules and uses.
Here are the main types of cards you will find in the game:
Actions
Action cards are the most common type of cards in NEON. They represent one-time
effects that you can play during your turn. Once played, they go to the discard
pile, like all cards played from your hand.
Attacks and Spells
Attacks and Spells are the main way to deal damage to your opponent. Their
damage is shown in the bottom left corner of the card.
Machines
Machines are special cards that stay on the battlefield once played. They can
attack and be attacked, and often don't last long! They can only be deployed
on adjacent squares to your hero. Make the most of their effects before they
are destroyed.
Reactions
Reactions are special cards that can be played outside of your turn, usually
in response to an action from your opponent. They can turn the tide of battle
in your favor if used wisely. Once a reaction is played, it must resolve before
the next reaction or action can be taken.
Instants
Instants are similar to reactions, but can be played in response to a reaction.
They are versatile cards that can be used in many situations. Instants can
also be played in response to other instants, creating a chain of effects.
Attack Patterns
Attacks and spells have attack patterns that determine which squares they
can target. Here are the symbols used in attack patterns and what they mean:

The green square with a circle represents the caster. This is often used to
indicate the origin of the attack or spell.

The red square with an x represents a square that will be hit by the attack.
There can be multiple hit squares in an attack pattern.

The blue square with an arrow represents a projectile. It will travel in a
straight line until it hits a target.
Here are some examples of attack patterns and how they work:

This attack pattern represents a melee attack that hits the square directly
in front of the caster.

This attack pattern represents a melee attack that hits the three squares in
front of the caster in a line.

This attack pattern represents a ranged attack that hits a single square, anywhere
on the battlefield.

This attack pattern represents a ranged attack that hits a wide area in front
of the caster, covering three squares in width two squares ahead.

This attack pattern represents a projectile that travels in a straight line
and hits all squares around the target hit.