RULES 1.1.0 · BASE-01 REVISION 3
Learn Terra Miran in a few minutes
Bring the enemy Leader from 20 Health to 0. Build your board, spend Energy on Creatures and Actions, then send your creatures into battle.
BEFORE THE FIRST TURN
Set up the match
Both players
Start with a shuffled 30-card deck and a Leader at 20 Health.
You may replace any number of cards in your opening hand once. The replacements are dealt, then the cards you replaced are shuffled back into your deck.
Going first
Draw 3 opening cards and take the first turn.
Going second
Draw 4 opening cards and gain Reserve, a one-use bonus that gives +1 Energy for one MAIN phase.
EVERY TURN
Start → Main → Attack → End
Start
Your Energy increases by 1, up to 10, and refills completely. Your creatures can attack again, start-of-turn abilities resolve, then you draw one card.
Main
Spend Energy to play Creatures and Actions in any order. The second player may also spend their Reserve here.
Attack
Attack with your eligible creatures in any order. Each creature gets at most one normal attack on your turn.
End
End-of-turn abilities resolve, temporary bonuses expire, and any unused Energy is lost.
PLAYING CARDS
Creatures and Actions
Creatures stay on the board
Pay the card's Energy cost and place it on your board. You may control no more than 5 creatures at once.
A creature normally cannot attack on the turn it enters play. Its Attack and Health are shown as Attack / Health, such as 3/4.
Actions happen once
Pay the Energy cost, resolve the card's effect, then put it into your discard pile.
Actions can damage, heal, draw, buff, summon, return or silence depending on the card.
There are no response windows, interrupts or hidden traps in v1. A card or ability finishes resolving before the next choice is made.
COMBAT
How attacking works
Attacking a creature
Choose one of your eligible creatures and an enemy creature. They deal their Attack to each other at the same time.
Damage on creatures persists; it does not disappear at the end of the turn.
Attacking a Leader
If you attack the enemy Leader, only your attacker deals damage. Leaders do not attack or retaliate.
Extra damage dealt to a creature never spills over to its Leader.
If the defending player controls any Guard creatures, attacks must target a Guard. The attacker chooses which Guard.
Guard only restricts attacks. Actions and other card effects can ignore it.A creature with Charge may attack during the ATTACK phase on the same turn it enters the board.
It still gets only one attack that turn.COMMON EFFECTS
Things cards can do
HAND & DECK
Overflow and Fatigue
10-card hand limit
If you already have 10 cards and draw another, that drawn card is discarded face up. It still leaves your deck.
Empty deck = Fatigue
When you try to draw from an empty deck, your Leader takes Fatigue damage. The first empty draw deals 1, the next deals 2, then 3, and so on.
DECK BUILDING
Build a legal 30-card deck
ABILITY TIMING
Four ability timings to remember
QUICK ANSWERS
Common questions
Can I play a card after I start attacking?
No. Moving to ATTACK is one-way for that turn.
Can a new creature attack immediately?
Normally no. It must wait until your next turn unless it has Charge.
Can I attack the Leader while a Guard is in play?
No. If the opponent has at least one Guard creature, your attacks must target a Guard until no Guards remain.
Does a defending creature use up its own attack when it fights back?
No. Retaliating is automatic and does not consume that creature's normal attack.
Does creature damage heal at the end of the turn?
No. Damage stays until it is healed or the creature leaves play.
Does Guard stop Actions from targeting something else?
No. Guard changes attack targets only. Card effects follow the targets printed on the card.
What happens if my board is full?
You cannot play another Creature while you already control five. Summon effects only create as many creatures as there is room for.
QUICK REFERENCE
One-screen reminder
- Start: refill/increase Energy, ready creatures, resolve start abilities, draw 1.
- Main: play Creatures and Actions; use Reserve here if you have it.
- Attack: each eligible creature may attack once. Guard must be attacked first.
- End: resolve end abilities, expire temporary bonuses, lose unused Energy.
Win: enemy Leader reaches 0 Health. Remember: max 5 creatures, max 10 cards in hand, Energy caps at 10.