There are 3 kinds of cards. unit, equip, and power point cards.
Unit cards are split into several catigories. troops, tanks, mechs, and aircraft.
Troops take half damage from all sources except anti-infantry weapons.
Tanks come in 3 forms, anti-troop, anti armor, and anti-air. each one giving bonuses at the cost of attack power vs something else.
Aircraft come in helicopter and jet form. Helicopters can remain in the air for several turns making them immune to most weapons besides anti-aircraft weapons and LRMs. Jets remain on the ground except when attacking making them vulnerable to all weapons, however they can change payloads without needing a different unit card meaning they can switch to what you need.
Mechs come split into weight classes.
Lights dealing more damage to tanks and troops but less to mechs.
mediums deal damage equally.
heavies deal damage equally except for aircraft where they do extra damage.
Assaults do regular damage to everything except troops where they deal half damage.
Units may be played in defense mode, they cannot attack in this state, and can only switch once per turn. if a lance with a defense unit is attacked, the defending unit may counter attack any attacking units besides Jets, for double the cost of power points.
Weapons are split into firing types.
Shots deal all their damage to one unit.
volleys deal a set amount of damage, but it may be divided up to any unit in the engaged lance.
All lasers are shots.
Examples of a blank card.

Red contains the picture of the mech. Yellow the missile hardpoints. Orange the Ballistic hardpoints. Bright Blue the energy hardpoints. Blue is the armor and health values. purple is the name and type of unit. Violet is the tonnage of the unit. Green is the loadout. and quirks.
here is one for the Atlas D

The Colors are just for visual reference and likely will be different for the real cards so please don't comment on the colors of the cards because they are just for ease of explanation.
Equip cards come as weapons, upgrades, dropships, or HQ boosts.
Weapons take up a slot permanently. So if I put another LRM 20 on that atlas, I can choose to replace the SRM or the LRM20. then that weapon is removed, and a missile is used up. You can no longer equip something to replace that used up hard point. So If I replace both missile hardpoints with SRM4s, then all those hardpoints are used and I cannot remove them or replace then.
Upgrades can improve damage resistance. FF, Endo, AMS, and other armors fall into this category. only one can be equipped. if a mech already has one then it cannot equip another.
HQ boosts can be used to heal an HQ or provide defenses such as walls to increase health or block lance attacks.
Dropship equip cards are a used only during the dropship phase.
Power cards contain Missile, Energy, and/or Ballistic points. These points may be added to a pool, then split between any lances and star. each attack with a weapon from a unit uses up some of the points
----------------------------------------------------------------------------------
First player cannot attack.
Draw phase is first. A player draws 5 cards from their deck.
Dropship phase. A player uses any dropship cards they have if they wish. Dropships have a limited tonnage. If a unit weights 10 tons, and you draw 5, you may drop all 5 if you want. Mechs and units must be assigned a lance or star. 3 lances and 2 stars per person. only clans units may go in the stars, only IS units may go in the lances. 4 units per IS lance, 5 units per Clan Star.
A player may then equip their units with any equip cards. Power point cards may be used to add to the total pool of energy points.
Attack phase. A player may engage any lance/star with units to enemy lances/stars. Engaged units will use up power points for each attack. The Atlas - D for example can fire all its medium lasers for 4 energy points, then its LRM20 for its missile cost. then the lance that atlas is in has those points subtracted from its pool.
If a lance is engaged to another lance, it cannot engage any other lance. Alpha lance cannot engage the enemy Alpha lance but cannot attack any of the other lances or stars.
HQ cannot be attacked as long as that player controls a unit.
End phase. The player may bank up to 3 cards they own. Banked cards must be instantly played and cannot be overridden. If all 3 slots are filled with unplayable cards you cannot bank any more. All other cards are discarded.
If the player runs out of cards in the deck they may use all Discarded cards to shuffle and make a new deck pile.
units destroyed go to the grave zone and cannot be revived or reshuffled in anyway.
A player loses when their HQ reaches 0 health, or they have no more possible players. IE no power points left, no playable cards in the draw or discard pile.
power points may be transferred from empty lances to any lance with a unit.
Criticisms, ideas, suggestions, blind hatred because you have a personal vendetta against me, questions?