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THE UPRISING

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In Rogue Uprising

In Rogue Uprising, you command a crew of battle-born misfits. Choose your three. Outwit your opponent. Deploy support tech, zone anomalies, and one-shot battlefield events. 

Strategy is key, but so are style and brutality. Every character is unique, a living relic of ruin: engineered in secret labs, exalted as gods, or unearthed from the wreckage of long-dead stars. Every turn, a gamble. Every win, hard-earned through grit, guts, and tactics.

And like the world that spawned it, this game mutates — As new cannabis strains hit the shelves, new fighters enter the war, pulled straight from the DNA of the product itself. These aren’t expansions. They’re evolutions. Real-world drops bring fresh cards, new powers, and entirely new ways to fracture the battlefield.

Whether you’re a rules purist or a chaos dealer, this game bends to your table. Invent house rules. Remix stats. Build custom formats. The universe is broken—your format can be too.

The Rules

Knock out your opponent’s Characters by reducing their HP to zero by using strategic attacks, abilities, and zone advantages.

1v1 or teams of 2

Setup

BATTLEFIELD

Card Types

01

CHARACTERs

Your fighters, each with unique stats, traits, abilities. Build your team carefully!

02

Events

One-time effects; change the battlefield or disrupt opponents.

03

Supports

Temporary buffs or strategic effects usable during your turn.

04

Zones

Alter stats or abilities. Only one zone is active at a time; matching a character’s zone grants them a bonus.

01

CHARACTERs

Your fighters, each with unique stats, traits, abilities. Build your team carefully!

02

Events

One-time effects; change the battlefield or disrupt opponents.

03

Supports

Temporary buffs or strategic effects usable during your turn.

04

Zones

Alter stats or abilities. Only one zone is active at a time; matching a character’s zone grants them a bonus.

turn phases

01

Draw

Draw 1 card from your deck.



If your hand exceeds 5 cards,discard down to 5.

02

Action

Each player chooses ONE actions per round

03

Resolve

Apply damage, effects, or card results.

04

End

Calculate at end of round, check for knockouts, switch characters if needed.

Actions

Reminders

Maximum 5 cards in hand at all times.

No limit on the size of your draw pile.

Draw up to 5 at the end of your turn.

If deck runs out, shuffle your discard pile to reform deck.

Attack

Use your active Character’s given ATK to deal damage.

Defend

Boost your active Character’s DEF +5 until your next turn, does not stack.

Support

Play a Support or Zone card from your hand.

Event

Play an Event card from your hand

Engage Trait

Turn Active Character’s trait on. Remains active for 3 rounds.

Special

Use your active Character’s Ability.

Switch

Swap out primary Character.

Engage Trait

Turn your Character’s Trait on or off

Special

Use your active Character’s Ability.

Switch

Swap out primary Character.

Attack Calculators

STEP 1
Calculate base damage: Attacker’s ATK − Defender’s DEF
STEP 2
Calculate bonus damage: (All bonuses are fixed numbers)
STEP 3
Calculate final damage: Sum all above (minimum 1 damage per attack).
STEP 4
Apply damage: Subtract final damage from Defender’s HP.

Speed Bonus

+5 DMG

if same or slower

0 if same or slower

Stealth Bonus

+5 DMG

if enemy has lesser DEF than your STL

0 if more or same STL

Magic Bonus

+5 DMG

if your MAG is higher

0 if same or less

Notes

Given Stats Overview

Community & Mutation

This world grows with every strain drop, every fight, every remix at your table. Whether you’re building custom house rules or brewing up new cards from your favorite genetics, we want to see how you play.

We’re watching, learning, and mutating right alongside you. Share your battles, custom cards, and house rules. The Uprising grows with every post.

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DISCORD Community

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