VALENCE game cover

VALENCE CD Key

Competitive head-to-head trading card game in a shared laboratory. Players use class-based atoms to summon Molecules and cast Reactions/Equipment while manipulating a shared lab environment (pH, Temperature, Solvent, Light). Cards react to environment; players reduce opponent HP from 30 or cause deck draw loss. Deck size 60.

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Publisher/Developer

VALENCE Studios

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VALENCE description

VALENCE

VALENCE is a competitive two‑player trading card game set in a shared chemistry lab. Each player is a scientist using Molecules to reduce the opponent’s HP while shaping a common lab environment that influences every card in play.

Victory and Setup

  • Starting HP: 30 for each player; Deck size: 60 cards.
  • You win by reducing the opponent’s HP to 0 or by forcing a deck-out when they must draw and their deck is empty.
  • The game is class‑based: each class has access to specific Atom types; Reactions and Equipment are neutral and usable by any class.

Shared Laboratory Environment

All players share a single lab environment that is visible and always active. The four factors are:

  • pH (0–14, starts at 7)
  • Temperature (-100 to 100, starts at 0)
  • Solvent (Water, Polar, Non-Polar, Formalin)
  • Light (Off or On)

Cards can change the environment, and many cards gain or lose power depending on the current lab state. If a value would exceed its limit, it clamps to the nearest boundary.

Card Types and Resources

There are four card types:

  • Atom cards form your resource base. Play at most one Atom per turn into your Atomzone. Each Atom provides one mana and one unit of its atom type per turn, and recharges at the start of your turn.
  • Molecule cards are your combat units. They cost Atom units (not mana) and have Attack and Health, plus possible keywords (e.g., Solid, Gas, Synthesize, Decompose, Freeze, etc.). They cannot attack the turn they are played (summoning sickness).
  • Reaction cards are one‑use effects paid with mana. They can target Molecules, Equipment, leaders, or the environment depending on their text and are played on your turn.
  • Equipment are persistent objects (up to four per player) with health. They can be damaged or destroyed and provide passive or activated effects while on the field.

Play and Resources

Molecules are paid with class‑specific Atoms; Reactions and Equipment use the shared mana pool. You may recycle any Atom card in your hand when needed: pay one mana, discard that Atom, and draw a card. Card recycling keeps your hand fluid and active.

Turn Structure and Combat

Each turn consists of:

  • Start of turn: Atom recharge and mana/atom units reset to full.
  • Draw: draw one card; you lose if your deck is empty.
  • Main phase: play cards (one Atom max) and resolve effects.
  • Combat: Molecules may attack enemy Molecules, Equipment, or the enemy leader. Targets are constrained by Solid and Gas rules: Solid targets must be attacked first if present; Gas can bypass solids.
  • End phase: apply end effects, discard down to ten if needed.

Environment Effects and Strategy

Cards frequently check current lab conditions to alter outcomes (for example, “Deal 2 damage. If pH ≥ 10, deal 4 instead” or “Freeze a target Molecule if Temp ≤ 0”). Cards can set exact values, toggle Solvent, or turn lights On/Off, and these changes affect both players immediately. The strongest plays blend careful sequencing with clever environment control to either advance your plan or disrupt your opponent’s needs.

Marketplace and Depth

An in‑game marketplace lets players trade cards via listings and purchases using gold. You can list, buy, and manage cards to adapt your deck between battles.

VALENCE rewards thoughtful deck construction, precise resource management, and timing—the key is reshaping the lab to suit your strategy while denying it to your rival.