Terralore: Complete Rules
Added 2025-01-02 18:22:16 +0000 UTCDeck Composition and Setup
Each player starts with a 20-card deck. You can only have a single copy of each card in your deck.
Players draw 4 cards to form their starting hand.
You can only have 7 cards in your hand. Any surplus cards drawn go to the Graveyard.
From the second turn onward, at the beginning of each turn, players draw 2 cards.
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.
A player loses if their deck runs out of cards to draw or their castle reaches 0 HP.
Types of Cards
Creature Cards

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).
Creature cards are played in either the attacking lane (⚔️) or defending lane (🛡️).
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

Skill cards provide unique effects but do not contribute to point totals directly.
They may target creatures, castles, or other game elements.
Landmarks

Landmarks persist between turns.
Each player can only have one landmark on the field at a time.
Playing a new landmark destroys the one previously in play.
Landmarks don't occupy creature slots
Affinity / Rarity
In addition to cost, points, and effects, a card also has an elemental affinity, marked in the upper-right corner of the card.
Affinities are fire 🔥, water 💧, wind 💨, darkness 🌑, light, ✨ lightning ⚡, earth ⛰️ and nature 🌲.
Cards also have rarities ranging from common, uncommon, rare, epic, and legendary, marked at the bottom-left corner of the card.
The Board and Castle
The board is divided into two lanes:
Defending Lane (🛡️): To a player's left. Protects the player’s castle.
Attacking Lane (⚔️): To a player's right. Targets the opponent’s defending lane.
A player's attacking lane is the opponent's defending lane, and vice-versa.
Each player’s castle starts with 10 HP.
The goal is to reduce the opponent’s castle HP to 0 to win.
Game Phases
Terralore is played in four phases per turn:
Draw Phase:
Both players draw 2 cards. (This phase is skipped on the first turn.)Play Phase:
Players place their cards facedown in either their attacking or defending lane. The placement remains hidden from the opponent.Reveal Phase:
All cards are revealed.In round 1, and in cases where players are perfectly tied (refer to Tiebreakers section), players roll a die. The winner goes first.
In other cases, the reveal order starts with the defending lane of the player with the least castle HP, then proceeds clockwise:
Losing player’s defending lane
Opponent’s attacking lane
Opponent’s defending lane
Losing player’s attacking lane
Counting Phase:
Resolve combat and effects, calculate lane totals, and apply damage to castles.Points in the attacking lane are compared to points in the opponent’s defending lane.
Excess points from the attacking lane are dealt as damage to the opponent’s castle.
Lane and Board Mechanics
Each lane can hold a maximum of four creatures per player.
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:
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.
Victory Conditions
Reduce your opponent’s castle HP to 0 to win.
The opponent runs out of cards in their deck before you do.
Tiebreakers
If both players run out of cards at the same time, the player with the highest HP wins.
If castles are tied in HP at the end of the game, the total number of points on the field determines the winner.
If the total points on the field are also tied, the game is considered a draw.
Glossary
Destroy: Send a card from the field to the graveyard.
Discard: Send a card from your hand to your graveyard.
Defending lane: The lane on a player's left-hand side, which is the opponent's attacking lane.
Attacking lane: The lane on a player's right-hand side, which is the opponent's defending lane.
Here: The lane in which the card was played.
Banish: Remove a card from the game.
Synergy: Effect triggered when all cards in the deck fulfill a requirement.
Trap: Skill card that is played face-down and is only revealed when certain conditions are met.
Token: A card generated by another card. Once it is played or removed from the field it is banished.
Comments
What a simple little game you’ve got here. For anyone who’s addicted to cardboard it’s easy to see how well this was put together. A lack of creature combat makes removal impactful. Small deck size would limit creativity but you can only have copy of a card per deck. Draw and search cards are double edged swords and the four monster limit per lane stops a Zerg rush and other such unfun low turn OTK’s. I see a lot of wiggle room for rule bending key words, legendary cards of untold power, and even mega cards that take up multiple slots on a lane. Possibly both lanes. The crab hammer being a great example of the latter. Just remember, we can’t rules lawyer rules we don’t know exist. With a card pool as big as the number of animals on world time at least 5 skills per race and new things being found all the time it will at least make sense when people don’t know what a card does.
Coleman
2025-01-02 19:48:07 +0000 UTCHi, everyone! If you have questions, or feel that there's any information missing, please let me know!
Cássio Ferreira
2025-01-02 18:22:43 +0000 UTC