A run is three acts. Draft a squad between fights, position it, then hands off — they fight on their own.
Buy mechs — 3 of a kind fold into one bigger ★2, and ★2 lets you pick an ability that reshapes it
Drag them from the bench onto your half — position matters, tanks at the front
Drag one ★2 mech onto a different ★2 to fuse them into a new machine that fires both their ultimates
Matching traits power the whole squad — tap the traits chip to see what's live
Charged tiles light up the arena — Conduit (faster attacks), Socket (faster ults), Wreckage (cover) and Rupture (burns whoever stands on it). They work for both sides
Mechs keep their damage between fights. A fallen mech is down for the run — revive it with gold, or recycle it for Scrap
The Overdrive bar fills as you fight. At 100% tap to fire every ult at once — or hold it to Overcharge for a squad heal too. Hold too long and you lose it
Climb the branching map through 3 acts, each ending in a different Warlord. Beat all three to win
Dying still pays — you bank Cores every run and spend them in the Foundry on permanent upgrades