TERRA MIRAN · BASE SET 01

How to play

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.

20 → 0 Reduce the enemy Leader to 0 Health to win. If both Leaders reach 0 in the same damage batch, the match is a draw.
30 cards in a deck
5 creatures maximum
10 cards maximum in hand
10 maximum Energy
1

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.

2

EVERY TURN

Start → Main → Attack → End

1

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.

2

Main

Spend Energy to play Creatures and Actions in any order. The second player may also spend their Reserve here.

3

Attack

Attack with your eligible creatures in any order. Each creature gets at most one normal attack on your turn.

4

End

End-of-turn abilities resolve, temporary bonuses expire, and any unused Energy is lost.

3

PLAYING CARDS

Creatures and Actions

CREATURE

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.

ACTION

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.

4

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.

3/2attacker ⇄ 2/3defender Both are destroyed.

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.

Guard

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.
Charge

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.
5

COMMON EFFECTS

Things cards can do

Damage Removes Health. A creature at 0 Health is destroyed.
Heal Repairs existing damage, but cannot raise a character above its maximum Health.
Draw Takes cards from the top of your deck. Empty-deck draws cause Fatigue instead.
Modify stats Changes a creature's Attack and/or Health. Some bonuses last until the end of the turn; others last while that creature remains in play.
Summon Creates a creature directly on the board if there is room. A summoned creature does not trigger an On Play ability.
Painted Echo A summoned 2/1 token with Charge. Glass Doppelganger summons one on death; Painted Company costs 5 Energy and summons two. Tokens need free board spaces and disappear when destroyed or returned. Charge allows one attack on entry during your Attack phase.
Return Sends a creature back to its owner's hand. Its damage, buffs and Silence are cleared before it is played again.
Silence Turns off printed abilities and keywords and removes current stat modifiers. It does not erase damage or change printed Attack/Health.
6

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.

7

DECK BUILDING

Build a legal 30-card deck

Exactly 30 cards Only normal Creature and Action cards count.
Maximum 2 copies Different art or rarity versions of the same card still count as the same definition.
Mix affinities freely Might, Vitality, Arcane, Decay, Trickery and Neutral may be combined in any amounts.
No required ratio There is no minimum number of Creatures or Actions.
No Tokens or Leaders Those cannot be placed in your 30-card deck.
Rarity is not power Rarity does not change copy limits, stats or match rules.

ABILITY TIMING

Four ability timings to remember

On Play Triggers when that Creature is played from your hand by paying its cost.
On Death Triggers when that Creature is destroyed by reaching 0 Health.
Start of Turn Triggers at the start of its controller's turn, before the normal card draw.
End of Turn Triggers at the end of its controller's turn, before temporary bonuses expire.

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

  1. Start: refill/increase Energy, ready creatures, resolve start abilities, draw 1.
  2. Main: play Creatures and Actions; use Reserve here if you have it.
  3. Attack: each eligible creature may attack once. Guard must be attacked first.
  4. 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.