The 13×13 matrix
How the move class crosses with the target class and where to consult the whole table.
reviewed 8 August 2026
What it is
The matrix crosses the class of the move against the class of the target, and each crossing is strong, weak or neutral. Thirteen by thirteen gives 169 crossings, and the full table lives on the reference page.
How I do it
How to consult a crossing before sending the esva in front:
- Read both classesIn the Register, check the move class and the target class. It is the move class that enters the matrix, not that of the esva carrying it.in gameRegister → Move
- Consult the full tableThe 169 crossings live on the matrix reference page. This page does not list which classes are strong against which.
- Change who goes in frontIf the crossing is unfavorable, change the front esva. Party changes happen at the Home Post.in gameHome Post → Party
In development
What is missing: Which classes are strong against which — this page lists no individual crossing — and how the crossing resolves when the target carries a secondary class.
What already holds: The matrix exists, it is thirteen by thirteen, and each of the 169 crossings is strong, weak or neutral.
What I get — and what it costs
What I get
Crossing readKnowing, before the encounter opens, whether the move class is strong, weak or neutral against the target class.Requires consulting the reference table. Individual crossings are not on this page.
What it costs
There is only one matrixCrossings do not change from quadrant to quadrant or from incursion to incursion.Three states, no moreA crossing is strong, weak or neutral. There is no fourth state.