Lose #1: Both your supplies on other active bases.
Lose #2: Die!
Rule: 3 moves per turn, with one Boost.
Rule: 1 attack per turn.
Rule: Turn ends when you pick up an item.
Rule: You get up to 2 new modules at the end of your turn.
Otherwise, you can play all the cards you like, and you can do things in pretty much whatever order you like.
To join an existing game, you can check out the LRS hub page, where you can connect to a persistent server or join a currently hosted game. You can also find games from the BYOND pager, using the "Hub" tab. Once in a server, you're ready to play.
Just click the "JOIN" button on the display screen, if there isn't already a game running, or use the "join game" command to get on the waiting list for the next game.
Keep in mind while playing that most play involving actions and the like are done via the Browser tab. Only a few actions like moving (arrow keys) and choosing a target are done on the map.
You may move three spaces each turn, and attack once per turn (except not on the first round). You may use a module to attack, or move on top of your enemy and zap them (zap deals 1 power of damage). Dealing damage is very easy to do, but it can take awhile, given everyone starts out with 15 power.
You cannot move diagonally.
In addition to modules that allow you to do things in the game, there are two special modules, the Control Module and the AI Module. The Control Module shows you effects currently impacting you and gives you basic commands like "Pick up object" and "End turn". The AI Module summarizes the game rules and sometimes has notes about the state of the game.
Whenever a module has a Line of Sight restriction, you can always click the module link to start using it, at which point you will be shown on the map what valid robots or items are in Line of Sight. If you don't want to continue with the action, you can Cancel the module at this point.
Your attacker may have a defense for your defense, causing things to ping-pong back and forth. For example, I attack Deadron with Superheated Air, and his Quantum Mirror defense activates, reflecting the Superheated Air back to me. However, I have the Anti-Anti-Matter defense, which destroys a defense used against my attack. So Deadron's Quantum Mirror is destroyed, and my original Superheated Air hits him, causing damage.
Any module that is active takes a place in your hand (max of 7 modules under most circumstances). At the end of your turn you fabricate up to two modules (not going over 7). You may delete modules at will, if you want to make room for drawing new modules, or otherwise have a reason for removing a module.
Some modules impact other modules. For example, you can use the Recycle module to get another module back after it is used.
You can use as many modules as you find use for in a turn, with the exceptions noted above. In the right circumstances you could use all your modules in a single turn.
One of the hardest choices most players will have to make at least once, is to continue get Power Supplies to base, or to stop someone else from doing the same. In a case where them dropping it off may kill you or win them the game, it can get ugly. Never underestimate your opponent, because even when inexperienced, a way to victory can be very clear to them, but you could be blind to it. Use your best judgement when deciding to ignore someone, or go out of your way to try and stop them.
Never go into combat without any defenses. That BSOD may deal 10 damage, but a Quantum Mirror could make you see red.
It is almost always in your best interest to be able to draw 2 cards. It may not be easy deleting Spyware (no pun intended), but if you are stuck with the perfect set of cards to do Power Supply runs, go with the flow. Being ready for combat near the end of the game, when attacking was scarce, will get you nowhere, especially when the kill will take time you don't have.
Don't waste Boosts. You may have 5 now, but it is ALWAYS a welcome experience moving a little closer to base, to drop off that first Power Supply, and saving the others for getting another at light speed, then being glad you had that seemingly useless Boost 2 to finish that low opponent. And besides that, all too often have people said "He won't win unless he has a 5", and that person whips out a Boost 5, bringing about a very close victory.
Time your cards. You may want to use Drain Battery to move really far really fast at the game's start, but it's too much of a risk to your life, and later when players are 'ready' to stop you, you will wish you had that edge still, to get back to base in 14 moves. Same goes for things like Teleport, or high Boosts.
Don't trust anyone. You may have a common enemy, but he could be ready to kill you, just for your Power Supply. Remember that EVERYONE has a common enemy, with and against everyone else.
Force fields are basically walls with more ways to go through them. However, you must remember that even if you have a one-time entrance through one, doesn't necessarily mean you have a way back (unless of course it DOES that). Same goes for things like Superheated Walls.
Although you can't be ready for EVERYTHING, it is vital to ALWAYS have a back-up plan. Remember that if you don't have cards to call for one situation, a skillful player will always have a way to make their cards call for another.