1.Deck construction
A legal Velocity team consists of exactly 10 Athletes, a 40-card Playbook, 1 Head Coach, 1 Arena and a 10-card Side Deck.
No more than three copies of any single card may appear across the Playbook and Side Deck combined. Athletes are unique — one copy each.
2.Game structure
Players alternate possessions. Each possession runs Warm-Up, Main Phase, Play Phase and Scoring Attempt in order.
The game ends immediately when a team reaches the Victory Point target for the format (7 in standard play).
3.Momentum
Momentum Points (MP) are the game's shared resource. Each player banks up to 10 MP.
You gain MP at the start of each Warm-Up and from card effects. Unspent MP carries over up to the cap.
4.Fatigue
Every Athlete has a Fatigue limit. Actions and abilities add Fatigue counters.
An Athlete at or beyond their Fatigue limit is benched during the next Warm-Up and recovers there.
5.Timing and priority
The active player acts first in each phase, then priority passes. Responses resolve last-in, first-out.
Arena effects apply continuously and are checked before any Action resolves.
6.Keyword glossary
- ANCHOR
- CHEMISTRY
- CLUTCH
- DURABLE
- IMPACT
- LEADER
- MOMENTUM
- PRESSURE
- REST
- SPARK