NeoCatics Bit Cards Rules
Key Terms
Battler — A character card; the most important card in any deck. Each battler has an HP value and at least one Base move.
Charge — The game's main resource. Spent to use moves on your battlers.
Base Move — A normal-power move every battler comes with. Costs 1 charge. Can be replaced via Recodes.
Recoding — The action of changing or adding a move to a battler.
Attacked — A battler is "attacked" when a move that deals damage targets it.
KO — When a battler's HP reaches 0 or below it is KOed, flipped face down, and no longer active.
Start of the Game
Play your 2 battlers face down on the field.
Flip a coin to decide who goes first.
Draw 4 cards from your console deck.
Flip all battlers face up.
Note: card draw, battler count, and deck size may vary by game mode. Rules on this page assume standard.
On Your Turn
- Start: draw cards until you have 4 in hand.
- Charge any attacks (Base or Hyper) using your charge pool.
- Once per turn: place a card from hand into your charge pool (face down).
- Once per turn: play one Console card from your hand (unless it is your first turn).
Battler Actions (Per Battler)
Actions marked with ~ are restricted on the first 2 turns.
- Attaching a Recode (once per type of recode).
- Attaching a Tool.
- ~ Using any move.
Attacking and Using Moves
- Moves must have a valid target.
- Base moves always cost 1 charge to use.
- Battler position is left to right from the attacker's perspective and rolls over (e.g., pos 1 maps to pos 3 and 5).
- Moves cannot self-KO the battler using them.
- There are two main types of moves: Base Moves and Hyper Moves.
Base Moves
Cost 1 charge and are used instantly.
Hyper Moves
Cost 2 charges and are used instantly after the second charge. A battler has 1 attacking turn by default.
Statics
Statics are passive abilities that stay in play until the battler is KOed.
Some statics can only be used once per turn and do not consume a move usage.
You can replace a recode with another, but the charges and usages will reset.
Recoding
Recoding is core to the game: it grants your battlers access to powerful moves.
Recoding can happen once per type of recode.
You can replace a recode with another, but the charges and usages will reset.
Charging
- Adding a charge can be done once per turn with any card in hand.
- Hyper Recodes can store charge on the card.
- When using a charge, declare what is being charged and send it to the discharge.
- By default you can store up to 4 charges in the charge pool.
Hyper Recodes
Hyper Recodes are a special type of card under the Recode card category.
Hypers are powerful Recodes that require 2 charges.
Base Recodes
When a base recode is played you attach it; as long as it is attached, the old base move cannot be used until the base recode is used twice. While attached, only the base recode and your hyper can be used. Each use of the base recode consumes a charge on the card. After 2 usages the card is discarded.
Tools
You may only attach 1 tool per battler, and only to a battler with no tool currently attached. Once attached, a tool cannot be replaced.
When a tool is discarded, all effects of the tool leave with it unless stated otherwise.
Background Tasks
Background Tasks stay in play until replaced by another or removed by other means.
The effects of Background Tasks apply to both players.
Statuses
A battler may have any number of status conditions at a time. They must be removed externally (by a card effect or by end-of-turn). When a battler is KOed all status conditions are removed.
List of Status Conditions
Stunned — when using a move, flip a coin. On heads the move resolves as usual. On tails nothing happens, but if the move was a Hyper Recode it is discarded as if used successfully. A base recode takes a usage either way. Stun lasts 1 turn.
Infected — this battler takes 20 DMG at the end of each turn until removed. At end of turn, flip a coin; on heads the infection is removed.
More Keywords
Some cards have keywords used in their effects. They are defined as follows:
Elevate — you may pay the elevate cost to play this card on your opponent's turn.
Vengeance Claws
Vengeance Claws triggers when you have fewer battlers than your opponent.
Under Vengeance Claws you gain:
- +2 charge storage
- A 2nd charge per turn
- An extra move turn
Winning the Game
Score objective points based on the game mode.
Standard gameplay scores 1 point per battler KOed and requires 2 points to win.
Loss Conditions
- Your opponent has achieved all their objective points.
- All your battlers are KOed.
- You cannot charge an empty pool when your turn begins.
Rules updated 2/23/2026 · V1.4