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AliNovel > Hidden Class: Card Slinger > Bonus Content: Terralore Rules

Bonus Content: Terralore Rules

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    Deck Composition and Setup


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    Each player starts with a 20-card deck. You can only have a copy of each card in your deck.


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    Players draw 5 cards to form their starting hand. You can only have 7 cards in your hand. Any surplus cards drawn go to the graveyard.


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    At the beginning of each turn, players draw 2 cards.


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    To play a card, players must sacrifice a number of cards equal to its cost by discarding them to the Graveyard. For example, a card with a cost of 1 requires sacrificing 1 card.


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    A player loses if their deck runs out of cards to draw.


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    Types of Cards


    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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    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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    Affinity/Rarity:


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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 and Castle


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    The board is divided into two lanes for each player:


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    Defending Lane: Protects the player’s castle.


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    Attacking Lane: Targets the opponent’s defending lane.


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    Each player’s castle starts with 10 HP. The goal is to reduce the opponent’s castle HP to 0 to win.


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    Game Phases


    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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    Cards are usually revealed simultaneously.


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    If the order of play matters (e.g., for "on reveal" effects), the reveal order starts with the defending lane of the player losing the game, 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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    Lane and Board Mechanics


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    Each lane can hold a maximum of four creatures.


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    If a player attempts to play a fifth creature in a lane, they must sacrifice one of the creatures already in play, sending it to the Graveyard.


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    Graveyard and Exile:


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    Removed 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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    Victory Conditions


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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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    Tiebreakers:


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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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    Additional Rules and Scenarios


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    Lane Overflow: Sacrificing a creature to play a new one allows for strategic decision-making, as weaker creatures can be replaced with stronger or more synergistic ones.


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    No Creature Combat: Without direct creature combat, players focus on maximizing points and using skill cards strategically.


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    Running Out of Cards: If a player cannot draw a card during their Draw Phase, they immediately lose the game.


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