Game Rules
Learn how to play:
Decide who chooses whether to go first or second by flipping a coin or rolling dice.
Battlefield:
The Battlefield encompasses 3 rows: the Outpost, Auxiliary, and Frontline. To the right is the Deck Zone and the Beyond Zone. To the left is the Mana Source Zone and the Mana Pool Zone.
Turn Phases:
The Start phase consists of Untap, Upkeep, Draw. Untap all cards that are tapped including Mana and Units in play. During the upkeep inflict or recover damage from status ailments and buffs, or reduce/remove status effect tokens. Draw a card and add Mana from the Mana Source to the Mana Pool.
The Action phase consists of Placement, Movement, Attack, in any order. Place beings into play in the Outpost Zone, build structures if there is a Tamer in play, or Manifest Anima into stronger forms. Move beings from Tile to Tile determined by their mobility statistic. Attack enemy units by tapping mana to cast abilities.
Setup:
The Castle is placed in the center of the Outpost row. The Players’ 40 card decks are placed in the Deck zone, shuffled. The Players’ 20 card Mana decks are placed in the Mana Source Zone.
Game Start:
Each Player draws 5 cards and decides whether to keep their Hand or Mulligan. In case of a Mulligan, the Player places his Hand on the bottom of the Deck and draws 5 more cards. Each Player can only Mulligan once.
Turn 1:
The first Player draws a card and adds 1 Mana from their Mana Source to their Mana Pool. They can then play cards from their Hand, typically a 1 cost being or a Consumable Item card. Once the turn is passed, the second Player draws a card and adds 2 Mana from their Mana Source to their Mana Pool. From this point, each Player will draw 1 card and add 2 Mana each turn.
Placement:
In order to place units into play, their placement cost must be covered. Beings (Anima and Tamer cards) are placed on an empty Outpost tile, tapped. From the Mana Pool, the placement cost in Mana is tapped. In order to place a Structure card, an untapped Tamer card must be present. Structures can be placed on any empty Tile on the Player’s Battlefield, adjacent to the Tamer building the Structure. The Placement cost is tapped from the Mana Pool, and the Structure comes into play untapped. Instead, the Tamer that built the Structure gets tapped.
Movement:
Beings have a Mobility statistic that determines how many Tiles it can move per turn. A mobility of 1 is equivalent to 1 adjacent Tile. Units with mobility 2 can move diagonally. Structures are immobile units and cannot move once placed. A unit must be untapped to move from Tile to Tile. When a unit casts an ability, they are tapped, and can no longer move.
Manifestation:
Anima can manifest into a stronger form if the appropriate manifestation is present in the Player’s hand (the previous manifest is present on the card). The anima card must be untapped for manifestation and the placement cost of the higher manifest must be covered. Manifested anima remain untapped and can mobilize or attack on the same turn they were placed, as well as manifest to the next manifestation if the conditions are met.
Passive vs Active abilities:
Passive abilities activate when the unit comes into play. In order to cast active abilities, the unit must be untapped and the ability’s mana cost must be covered and a target must be selected within range of the ability. The mana is then tapped from the Mana Pool and the unit casting the ability gets tapped. AoE (area of effect) abilities effect all units in range relative to the caster. AoE abilities that inflict damage do not effect allied units, and AoE abilities that recover damage do not effect enemy units.
Upgrades:
Some structures have the option to be upgraded to activate a new passive ability. In order to upgrade a structure, untapped mana from the Mana Pool must be allocated to the unit equal to the upgrade cost by attaching the mana to the unit. Once allocated, each turn on the upkeep phase, a Mana is returned to the Mana Pool, untapped. Once all of the allocated Mana is returned, the Upgrade takes effect.
Status Ailments:
Abilities may inflict status ailments on their target including Burn, Poison, Stun, Freeze, Exile and Push/Pull. The effect lasts a specified amount of turns. Burn and Poison inflict damage each turn on the Opponent’s upkeep phase. Burn(2,1) inflicts 2 damage for 1 turn. Poison(1,2) inflicts 1 damage for 2 turns. Stun, Freeze, and Exile specify the turns the infliction remains since cast. Freeze(1) prevents movement for 1 turn, removed on the caster’s upkeep phase. Similarly, Stun(1) prevents the unit from casting abilities for 1 turn, removed on the caster’s upkeep phase. Exile vanquishes the being after a set amount of turns, for example Exile(2) would vanquish the being after 2 turns since it was cast. Status Ailments can only effect Being units (Anima and Tamers) and not Structures. Push and Pull displace the target either away from or toward the Caster to an empty Tile. Push(1) would move the target 1 Tile away.
Status Buffs:
Unlike Status Ailments, Status Buffs can effect all units, including Structures. Status Buffs include Regen, Recover, Immune, Cleanse, Stealth. Regen is found in the passive ability which heals the unit a specified amount on the upkeep phase. Regen(2) heals 2 damage during the upkeep phase. Similar Recover heals damage, but to a selected target within range usually during an active ability. An ability with Recover(2) with a range of 2 selects an allied unit within range to heal 2 damage, including itself. Immune prevents the unit from being inflicted by a Status Ailment. Cleanse removes Status Ailments from a targeted unit. Stealth prevents the unit from being targeted by an enemy ability. A unit with Stealth can still receive damage if they are within range of an enemy AoE ability when targeting a different unit. Stealth is removed when the unit casts an ability, revealing its position.
Landscapes:
Landscapes can be placed on an empty Tile on the Player’s Battlefield. Landscapes reduce the Mana cost of placement, abilities, and manifestation of adjacent units and units sharing a Tile with the landscape. (Unlike Structures, Landscapes don’t hinder mobility of units.) Each Player can only have 1 Landscape card in their Deck.
Events:
Events consist of Traps and Enchantments. Trap cards are played facedown, without tapping any Mana. Its Mana Cost is covered when the Trap is activated. Trap cards can be activated on any Player’s turn when an enemy unit is in range of the Trap’s ability, and there is enough untapped Mana in the Player’s Mana Pool. Similarly, enchantment cards can be played on either Player’s turn to a target within range as long as there is enough untapped Mana in the Player’s Mana Pool and the unit casting the Enchantment’s ability is untapped. Playing an Enchantment then taps the unit casting the ability, similar to using an active ability. Enchantments can be cast by being cards (Anima or Tamers).
Items:
Item cards consist of Consumables and Equipment. Consumable items have no cost and any number can be played on the Player’s turn. Once played, the Consumable is vanquished to the Player’s Beyond Zone. Equipment cards have a Dexterity cost and can be attached to being cards in play, as long as the wielder’s Dexterity statistic is higher or equal to the sum of Dexterity cost of each equipment equipped. For example, a unit with Dexterity 6 can equip 2 Equipment cards that each have a Dexterity cost of 3. When the wielder is vanquished, all attached equipment is also sent to the Beyond. When the wielder is returned to the Player’s Hand, all attached equipment is returned to their Hand as well.
Win Condition:
The game is won when a Player destroys their opponent’s Castle.
Card Types
There are 7 different types of cards in Tetraverse TCG: Anima, Tamer, Structure, Landscape, Event, Item, and Mana.
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Anima
Anima are mobile units placed on the Field. An Anima is also capable of manifesting into a stronger form. A 1st Manifest Anima is placed into play by tapping Mana equal to its Placement Cost. 1st Manifest Anima are those that do not depict another Anima that it manifests from on the left side of the card. If a player has a higher Manifest Anima that manifests from an Anima in play, it can be placed on top of the compatible Anima. To do so, the player must tap Mana equal to its Placement Cost.
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In addition to Placement Costs, Anima have stats such as Health, Intellect, Dexterity, and Mobility. These are further described in the Statistics section. Anima also have an element-based Strength trait which increases the amount of damage done to units with the associated element.
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Tamer
A Tamer is a mobile unit that is placed onto the Field. Like Anima, they have Stats, Placement Cost, and Abilities. Structures (aside from the Castle) must be placed adjacent to an existing Tamer.
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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.
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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.
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Structure: Building
Buildings provide utility to units in play, such as statistic increases.
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Landscape
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.
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Event: Enchantment
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. 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.
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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. To activate a Trap, the Player must have enough untapped mana to cover the associated Ability Cost.
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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.
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Item: Equipment
Cards that can be equipped, such as to add a status buff or teach an ability.
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Equipment can be attached to Beings. They can be used to raise Statistics such as Dexterity, Mobility, or Intellect. They can allow the wielder to cast new abilities. However, 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, all 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 are returned as well, unless otherwise specified.
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Mana
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 and Enchantments, and the Upgrade cost of Structures.
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.
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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
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
Beyond : Discard Pile
Mana Source : Mana Draw
Mana Pool : Mana Pile
Hand : Playable cards drawn from the Deck
Battlefield : Game Board where cards are placed. Consists of the Outpost, Auxiliary, and the Frontline.
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
Statistics
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Health
Amount of Hit Points the Unit has - when Health reaches 0, the card is Vanquished to the Vanquished Realm
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Intellect
Allows the Unit to cast abilities
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Dexterity
Allows the Unit to wield Equipment
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Mobility
Determines the number of tiles the Unit can move in a turn