RTS meets Card Strategy - Tactical, Calculated, Cooperative
RTS through Card Deployment
Clear Controls for Strategic Minds
Frontline Protocol brings cooperative real-time strategy to a new level - completely without frantic clicking. Instead of directly commanding your units, you play cards to construct buildings, spawn troops, or perform actions. Each card is played in real time and has an immediate effect on the battlefield. You don’t need to click or select units - you need to plan, prioritize, and time perfectly. You always keep the overview - and can fully focus on strategy and tactics.
This system creates a high level of game depth: You react to attacks with targeted card combos, send reinforcements at the right time, or delay enemies with tactically placed action cards. It’s not about who clicks fastest - it’s about who thinks best.
Base Building with Card Logic
Economy & Control
As in classic RTS games, you construct buildings in Frontline Protocol - but via cards and on predefined building slots. Each building fulfills an economic function: It generates credits, produces supply, or converts resources. Depending on rarity and synergy with map resources like iron or wood, the yield varies. Eco-management plays a key role: Whether you invest in early production or rely on late-game upgrades affects your long-term strategy.
Capturing bases grants you new building slots. At the same time, you must decide whether a new structure is worth the space or if an existing one should be upgraded - since upgrades take time to pay off. These decisions create tactical depth and reward long-term planning.
Influence over Destruction
Capture Bases through Control, not Annihilation
Unlike many RTS games, you don’t have to destroy enemy bases - you capture them. This is done via “influence,” which your units generate upon reaching an enemy spawner. The amount of influence varies by unit type - infantry grants little, tanks significantly more. And: Injured units generate less influence, making tactical movement and timing increasingly important.
A base is considered captured once your influence reaches 100%. This may grant you new resources and shift the frontline. Those who combine smartly - e.g., with fast units, distraction squads, or precise action cards - can take a base without full-blown combat. This system promotes tactical play over brute force.


