Game Rules

Tetraverse Trading Card Game Rules

Are you Mana-Gifted?

Tetraverse TCG is a multiplayer trading card game where each player represents an elemental kingdom from the world of Tetraverse. The inhabitants of Tetraverse harness the magical power of resources scattered throughout the land to master elemental abilities.

In this turn-based strategy game, players place equippable Tamers and Animas, upgradable Structures, mana-generating Landscapes, and hidden Trap cards to control the playing field. Spell-casting Enchantments and Items corresponding to Equipment and Consumable cards are played as well.

Each player has a single Castle Structure card, and can no longer place cards onto the board once it is destroyed. Do you have what it takes to destroy your opponent's Castle?

Element Types

During the Inheritor Age, the Human Empire fractured apart into many different people and nations, each with their own cultures, values, and traditions.

The twelve nations were born and humans began to refine their many talents in a mana-saturated world, each specializing on one of the twelve types of elemental mana forming naturally.

Of these, 4 Mana are known to be Core Mana: Pyro, Terra, Aqua, and Sky.

From the Core Mana, 4 types of Mana can be derived. The 4 Derived Mana include Metal, Nature, Frost, and Lightning.

Finally, the 4 remaining Mana types are called Special Mana: Dusk, Bright, Crystal, and Void.

  • Core: Pyro

    - Strong against Nature
    - Weak against Aqua

  • Core: Terra

    - Strong against Sky
    - Weak against Sky

  • Core: Aqua

    - Strong against Pyro
    - Weak against Nature

  • Core: Sky

    - Strong against Terra
    - Weak against Terra

  • Derived: Metal

    - Strong against Frost
    - Weak against Lightning
    - Derived from Pyro and Terra

  • Derived: Nature

    - Strong against Aqua
    - Weak against Pyro
    - Derived from Terra and Aqua

  • Derived: Frost

    - Strong against Lightning
    - Weak against Metal
    - Derived from Aqua and Sky

  • Derived: Lightning

    - Strong against Metal
    - Weak against Frost
    - Derived from Sky and Pyro

  • Special: Bright

    - Strong against Dusk
    - Weak against Dusk

  • Special: Dusk

    - Strong against Bright
    - Weak against Bright

  • Special: Crystal

    - Strong against Crystal
    - Weak against Crystal

  • Special: Void

    No strengths or weaknesses

Card Types

In the Tetraverse Trading Card Game, there are 7 different types of cards: Anima, Tamer, Structure, Landscape, Event, Item, and Mana.

  • Anima

    Anima are the semi-sentient beings of Akhira. Much like animals, they hunt, live in the wild, and wander. Unlike most animals, Anima have the ability to naturally channel mana. This mana infusion may result in an uptick in intelligence.

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    Anima are supernatural creatures which have empathy-abilities which allow them to Bond with Akhrians and Aol-Akhirans. This capability allows them to transfer mana they naturally generate to others. 

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    Anima Bonds with Tamers are a rare and unstudied phenomena. Anima who have Bonded with a Tamer can grow smarter and more capable of generating mana, while the Tamer benefits from having a living mana-battery linked to their souls.

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    Anima are also capable of manifesting into stronger forms when their concentration of mana reaches a peak state. 1st Manifest Anima are placed into play by tapping mana equal to their placement cost. Higher Manifest Anima can be placed on top a compatible Anima.

  • Tamer

    Tamers are some of the most powerful humans (Akhirans) and Aol-Akhirans of the Tetraverse universe. They can Bond with the Anima of Akhira, which grants them an ever-recharging mana-source, greatly enhancing their abilities.

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    However, Anima Bonds aren’t simply batteries. To Bond with Anima is a psychological and spiritual experience. Tamers are often seen taking on traits similar to their Anima. The psychological effects are also profound, developing an appreciation for some of the Anima’s personal tastes.

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    The Bond works both directions.  Anima generally enjoy higher intelligence and sentience, as well as stronger focus and longer life-spans. Only a person attuned to a mana-element can become a Tamer. People who perform the Bond without an affinity (null) don’t benefit in any mana-way.

  • Structure: Castle

    At the start of the game, each player places their Castle card into play. This allows for the placement of other units into play. When this Structure is destroyed, no additional units can be placed. Therefore, a primary goal of the game is to destroy each opponent's Castle.

  • Structure: Tower

    Towers are offensive structures that have high Health values and several abilities. Towers are used to cast abilities against nearby enemies. They can be placed defensively, such as to protect the Castle from enemies, or offensively to help advance the position of allied units.

  • Structure: Building

    Buildings provide utility to units in play, such as statistic increases.

  • Landscape

    Roughly following the geographic regions of the world, this is where a certain type of mana-energy is very strong.  The local Anima reflect this type of mana and the elemental force of the region has a powerful effect.

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    This confluence is caused by a combination of underground, stratospheric, and celestial Ley Lines, which are devilishly difficult to track or measure.  As a result, certain mana infusions appear even in areas where they’re not commonly seen.

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    Landscape cards can be used to reduce the casting cost of abilities of adjacent allied units or the placement cost of units placed adjacent to them. Additionally, they can be tapped in the place of a mana card.

  • Event: Enchantment

    Event cards represent a lore-driven scene from the Tetraverse novellas. They consist of cards classified as either Traps or Enchantments.

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    Enchantments can be used instantaneously on any player's turn. These can be used for specific actions, such as applying additional damage to an enemy, drawing cards from your deck, or countering a spell. In order for a player to use an Enchantment, they must have enough untapped mana available in their Mana Pool to account for the casting cost of the associated ability.

  • Event:Trap

    Traps, which are played face down, can be used when triggered on an opponent's turn when an enemy is within range of the Trap's ability, given that the Player has enough untapped mana for to cover the ability cost.

  • Item: Consumable

    Consumable Items are used on a Player's turn to provide immediate utility, such as recovering Health, removing status ailments, or drawing a card. Comsumables, as the name implies, are consumed upon use.

  • Item: Equipment

    Equipment can be attached to Tamers or Anima. They can be used to raise statistic values such as dexterity, mobility, or intellect, as well as to allow the wielder to cast new abilities. However, in order to equip such an item to an ally, that unit needs to have enough available dexterity remaining. The dexterity cost determines whether the being has "space" to equip the card.

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    When an Anima manifests into a higher level manifestation, the equipment that are equipped remain so. However, if a card with equipment is Vanquished the equipment goes to the Vanquished Realm. If a card with equipment is returned to a Player's hand, the equipment is returned as well, unless otherwise specified.

  • Mana

    Mana works through the manipulation of mana energies found in an element. The mana networking the world can be touched and manipulated by people sensitive to it or specially attuned artifacts. 

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    Mana generally grows stronger during environmental shifts. For example, terra-mana is more common during earthquakes or rockslides. Aqua-mana is more common in a strong river than a shallow stream.

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    A user can direct mana in a certain pattern or pathway to ensure it follows that direction. The mental image of the pathway is important. 

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    Generally, physical motions, words, and actions help cement the pattern of mana-motion. Masters can align mana-patterns with physical attacks for extra potency.

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    Mana cards can be placed once per turn into a player's Mana Pool. They are tapped to cover the placement cost of Anima, Tamers, Structures, and Landscapes, the casting cost of abilities, or the upgrade cost of Structures.

Abilities

Passive abilities (blue) are activated when the card is played. Active abilities require Mana to be tapped from the player's Mana Pool to cast.

Game Zones

Deck : Draw Pile

Vanquished Realm : Discard Pile.

Hand : Playable cards drawn from the Deck

Mana Pool : Mana Pile

Battlefield : Game Board where cards are placed.

Turn Phases

Each turn is made up of 6 Phases.

Untap
- Untap all Units, allowing them to Move or Cast Abilities
Upkeep
- Add/Remove damage tokens from Status Buffs and Ailments
- Apply Passive Abilities that occur each Turn
Draw
- Add a Card from one's Deck to their Hand
Placement
- Add Mana to Mana Pool
- Place Unit by Tapping the required Mana in the Mana Pool
- Build Structure by Tapping the required Mana in the Mana Pool
- Manifest Anima
Movement
- Move a Unit on the Battlefield by up to the amount of Tiles specified by the Unit's Mobility statistic
Attack
- Tap the associated Mana Cost of an Active Ability to use that Ability
- Only 1 Active Ability can be used per Unit each turn
- Tap the Unit using the Ability, indicating that they cannot use another Ability
- Apply the Effects of the Ability

Status Effects

-Status Ailments

: Burn

: Poison

: Freeze

: Stun

: Exile

-Status Buffs

: Recover

: Regen

: Stealth

: Immune

: Cleanse

  • Health

    Amount of Hit Points the Unit has - when Health reaches 0, the card is Vanquished to the Vanquished Realm

  • Intellect

    Allows the Unit to cast abilities

  • Dexterity

    Allows the Unit to wield Equipment

  • Mobility

    Determines the number of tiles the Unit can move in a turn