Use unique card combinations to control the battlefield -- land, sea, and air
A one- or two-player card-based wargame.
There is always one common element between adjacent cards, and when you put them together, the connected elements activate each other.
As you collect these cards in your hand, you combine them to form units to fight for the 11 frontline cards of the two armies lined up in one dimension. The cards in your hand, when lined up and tabbed, create attack power and special effects, so they must be "exactly" the same as either the temporary "repel" value, which makes the front line temporarily yours, or the "dominate" value, which gives you complete control of the front line, making it impossible to ever get it back, and which you can use as a new weapon repeatedly.
The elements are divided into four categories: Land, Sea, Air, and Supply. The Army can only attack frontline cards adjacent to their own territory, while the Navy can only attack blue frontline cards with an anchor symbol. Because of the restrictions on the attack range of the army and navy, you can't attack deep into enemy territory very well, so you must first "repel" the middle of the enemy's front line with auxiliary range enhancing effects from the air force and supply operations to convert it into your territory.
The designer notes that the game's cards were inspired by Dobble/Spot-It.