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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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