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Each player starts with a 20-card deck. You can only have a single copy of each card in your deck.
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Players draw 4 cards to form their starting hand.
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You can only have 7 cards in your hand. Any surplus cards drawn go to the Graveyard.
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From the second turn onward, at the beginning of each turn, players draw 2 cards.
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To play a card, players must discard a number of cards equal to its cost, sending them to the Graveyard. For example, a card costing 1 requires discarding 1 card.
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A player loses if their deck runs out of cards to draw.
Creature Cards
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Each creature has a cost (upper-left corner, i.e. number of cards to sacrifice to play it) and a point value (bottom-right corner).
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Creature cards are played in either the attacking lane (??) or defending lane (???).
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Creature cards remain in play unless they are removed by a card's effect or by a player wanting to free space for a creature on a full lane.
Skill Cards
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Skill cards provide unique effects but do not contribute to point totals directly.
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They may target creatures, castles, or other game elements.
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In addition to cost, points, and effects, a card also has an elemental affinity, marked in the upper-right corner of the card.
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Cards also have rarities ranging from common, uncommon, rare, epic, and legendary, marked at the bottom-left corner of the card.
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The board is divided into two lanes:
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Defending Lane (???): To a player's left. Protects the player’s castle.
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Attacking Lane (??): To a player's right. Targets the opponent’s defending lane.
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A player's attacking lane is the opponent's defending lane, and vice-versa.
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Each player’s castle starts with 10 HP.
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The goal is to reduce the opponent’s castle HP to 0 to win.
Terralore is played in four phases per turn:
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Draw Phase:
Both players draw 2 cards.
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Play Phase:
Players place their cards facedown in either their attacking or defending lane. The placement remains hidden from the opponent.
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Reveal Phase:
All cards are revealed.
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In round 1, and in cases where players are perfectly tied (refer to Tiebreakers section), players roll a die. The winner goes first.
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In other cases, the reveal order starts with the defending lane of the player with the least castle HP, then proceeds clockwise:
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Losing player’s defending lane
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Opponent’s attacking lane
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Opponent’s defending lane
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Losing player’s attacking lane
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Counting Phase:
Resolve combat and effects, calculate lane totals, and apply damage to castles.
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Points in the attacking lane are compared to points in the opponent’s defending lane.
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Excess points from the attacking lane are dealt as damage to the opponent’s castle.
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Each lane can hold a maximum of four creatures per player.
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If a player attempts to play a fifth creature in a lane, they must destroy one of the creatures already in play, sending it to the Graveyard.
Graveyard and Exile:
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Destroyed cards go to the Graveyard unless a card effect states that they are Exiled, in which case they are permanently removed from the game.
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Reduce your opponent’s castle HP to 0 to win.
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The opponent runs out of cards in their deck before you do.
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If castles are tied in HP at the end of the game, the total number of points on the field determines the winner.
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If the total points on the field are also tied, the game is considered a draw.
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Destroy: Send a card from the field to the graveyard.
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Discard: Send a card from your hand to your graveyard.
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Defending lane: The lane on a player's left-hand side, which is the opponent's attacking lane.
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Attacking lane: The lane on a player's right-hand side, which is the opponent's defending lane.
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Here: The lane in which the card was played.