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Terrene Odyssey

Terrene Odyssey Rulebook

Table of Contents

Table of Contents

  • The Basics
    • Welcome to Terrene Odyssey
    • Forward
    • Better Rules
    • New Mode
    • Deck Lists
    • Contents
    • The Goal
    • The Deck
  • Card Types
    • Characters
      • Character Classes
      • Hero Characters
      • Characters and Supply
      • Character Card Anatomy
    • Assignables
      • Status Conditions
      • Items
      • Commands
      • Assignable Card Anatomy
      • Types of Assignables
    • Terrains
  • The Game
    • Setup
      • 2nd Turn Player Rule
  • Turn Overview
    • Turn Phases
    • Action Tokens
  • Gameplay Rules
    • Hand Limit
    • Decking Out
    • Taking Damage
    • Steal Effects
    • Ties
  • Action Phase Breakdown
    • Recruit a Character
    • Declare an Attack
    • Pay for Trigger Abilities
    • Terrain Switch
    • Hide a Character
    • Assign Cards
    • Activate an Assignable
    • Trade Face-Down Assigned Cards
    • Dismiss a Card
    • Run (Concede)
    • Block (Outside of Your Turn Only)
    • End Turn
  • Battle Step
  • Battle Definitions
    • Direct Attack
    • Unblockable
    • Effect Damage
    • Battle Damage
    • Stab Damage
    • Overkill Damage
  • Discard and Removed from Play
    • Trigger Effects in the Discard
    • Banished Cards
  • XP and Leveling Up
    • Resolving XP and Leveling Up
    • XP Ownership
    • XP Stacks
    • Wasted XP
    • Leveling Up
    • Defeat
    • Types of Terrain XP Gains
  • Status Effects and Gained Abilities
    • Status Effects
    • Gained Abilities
  • Ability Types
    • Trigger Abilities
    • Responding to a Trigger Ability
    • Priority
    • The Chain
    • Static Abilities
    • Meeting Trigger Conditions
    • Trigger Limit
    • Reveal, Activate, Resolve, Negate / Cancelled
  • Hidden Cards
    • Hiding Characters to Dodge Effects
    • Status of a Hidden Card
    • Revealing Enemy Characters
  • Supply Details
    • Oversupply
    • 0 Supply Characters
  • Token Types
    • Strategem and Charge Counters
    • Token Characters
  • Custom Deck
    • Unique Character Rule
  • 2v2 Format
  • Errata
    • Haste Potion
    • The Revenant
    • Intensity
    • Steam Fields
    • Scoops McGee & Johnny Donuts
    • Wanderer Alpha and Wanderer Beta
    • Energy Token
  • 3-12 Player Draft Rules
    • Card Pool
    • Card Pile Creation
    • Custom Card Pool
    • The Draft Begins! Pick Your Cards Wisely
    • Deck Creation
    • Additional Rules
    • Matchmaking
    • Total Rounds
    • Determining the Winner
  • Quick Reference
    • Setup
    • Action Phase
    • Assignables
    • Battle
    • Supply
    • LV and XP
    • Win Conditions
    • 2nd Turn Player Rule
  • Deck Lists
    • Basic Deck 1: Greggory Beatdown
    • Basic Deck 2: S.K. Item Steal
    • Advanced Deck 1: Natural Power
    • Advanced Deck 2: Machine Revolution
    • Expert Deck 1: Spellcaster Control
    • Expert Deck 2: Adapting Gameplay
    • Developer Deck 1: The Fear
    • Developer Deck 2: Ability Steal
    • Developer Deck 3: Mass Energy Tokens
    • Developer Deck 4: Critical Hit
    • Developer Deck 5: Rainstorm OTK

The Basics

Welcome to Terrene Odyssey

Terrene Odyssey is a battle card game about team compositions and timing. Create strong teams from your deck to create a starting party. Dismiss and recruit characters often to counter your opponent's composition. Defeat characters, gain XP, and smash your opponent's team to win the game!

Forward

The original Terrene Odyssey released in early 2015 as an all-inclusive battle card game about team compositions and technical battle decisions. This document cleans up the pre-existing experience, adds new deck lists for all heroes, and adds a new exciting game mode using only the original content of the game! Thank you for continuing to enjoy Terrene Odyssey!

Better Rules

  • Updated Rulebook
  • Includes card errata

New Mode

  • 3-12 player draft rules

Deck Lists

  • Original 6 hero deck lists
  • 7 new Kickstarter hero deck lists
  • Extra extremely powerful developer deck lists

Contents

  • Three copies of 108 unique cards (Total of 324)
  • Tokens for status condition, damage, actions, and token characters.

The Goal

  • Win a game by defeating all your opponent's characters or reducing your opponent's HP to 0.
  • Win 2 out of 3 games to win the match.

Note: You can also play a single game if you are looking for a shorter 20 - 30 minute experience.

The Deck

Each player starts with a 30-card deck. Only cards in these decks will be used during the course of the game. Decks are constructed from the following card types:

  • Character
  • Assignable (items and commands)
  • Terrain

Deck lists are found at the back of this rulebook (see Deck Lists below). It is possible to have all basic, advanced, and expert decks constructed at the same time. This will not be possible with bonus and developer deck lists.

Card Types

Characters

Characters are the primary card type in the game. Use them to attack, block, and activate assignable cards. They gain XP when they defeat other characters, granting permanent improvements.

Character Classes

Each character belongs to a class. There are 12 classes in Terrene Odyssey.

  • Offensive: Warrior, Beast
  • Defensive: Guardian, Golem
  • Support: Spellcaster, Tactician, Engineer
  • Technical: Machine, Assassin, Thief, Interdimensional, Energy

Hero Characters

Some characters feature the HERO tag. These are very powerful characters. You can include a maximum of 1 in your deck.

Characters and Supply

Each character has an SP value (supply). You can only ever control 4 SP worth of characters at any time.

  • Some characters cost 2+ SP or 0 SP.
  • Face-down (hidden) characters always count as 1 SP.
  • Some characters cost 0 SP.
  • When a character leaves play, the SP they were occupying becomes available.

Character Card Anatomy

a. Name b. Class c. Hero tag d. HP (hit points) e. ATK (attack strength) f. DEF (Defense reduction against damage) g. Element h. LV (Amount of XP given out when defeated) i. SP (Supply consumed when recruited) j. Activation bar k. Ability box

Assignables

You can assign your characters assignable cards face-down on your turn. Activate them by revealing them and paying their cost. These cards must be assigned to a character in order to be activated. Characters can only be assigned one card at a time. Once resolved, the card is sent to the discard (On-Going cards remain in play).

Status Conditions

Characters may gain status conditions during the course of the game. The duration of the status will be stated on the card giving that status condition.

Items

Activate a character's assigned item by flipping it face-up and paying the activation cost.

Commands

Commands are similar to items except they have class activation requirements.

Assignable Card Anatomy

a. Name b. Type of card c. Subtype d. Activation Bar e. Effect box

Types of Assignables

  • Ongoing: These cards stay face-up and are not discarded after use. Often these cards have persistent effects or other triggers you can use from this point forward.
  • Spells: Some commands are spells. They can only be activated by the Spellcaster class.
  • Traps: Traps can only be activated by a Tactician in your party.

Terrains

This card is the glue to your game plan. Terrains give you actions, abilities, and determine what advantages you gain when you earn XP.

Terrain Card Anatomy

a. Name b. Actions generated c. XP Tree d. Elemental ability 1 e. Elemental ability 2

Affiliations

There are 6 affiliations in the game: Earth, Fire, Water, Wind, Light, and Dark. Match these affiliations with the requirements to your terrain's abilities to get access to powerful elemental abilities.

Terrain Subtype: Storm

You can't begin the game with Storm cards. These cards feature extremely powerful XP gains at the cost of generating fewer actions. All Storms have their own ability that will affect all recruited characters (hidden characters are unaffected unless otherwise stated). Use these Storms to push through at the right time to break strong enemy team compositions.

The Game

Setup

Each player starts with a 30-card deck. To begin the game, each player must complete the following steps:

  • Determine which player will go first.
  • Secretly select a terrain card from your deck. Place it face-down (you cannot select Storm cards).
  • Secretly select 4 unique 0 or 1 SP characters from your deck. Place them face-down in a row.
  • All cards must be unique.
  • Secretly select 4 unique assignable cards and place them behind each character, face-down.
  • Each player shuffles their deck.
  • Flip the terrain cards face-up.
  • Give each player 4 AP tokens.
  • Players start the game with no cards in their hand.

2nd Turn Player Rule

  • The 2nd turn player in a 1v1 game gains an extra action on their first turn of the game only.

Turn Overview

Turn Phases

  1. Restock Phase: The active player loses unspent actions, then gains the amount of actions their terrain produces. Players cannot act during the Restock Phase.
  2. Command Phase: Resolve "Start of Turn" abilities. The active player's abilities go on the chain first.
  3. Draw Phase: The active player draws one card from their deck.
  4. Action Phase: Spend AP tokens to resolve player actions. (It's recommended to save your action tokens so you can use responsive abilities on your opponent's turn.)
  5. End Phase: When the active player ends their turn, the game moves to the End Phase. During the End Phase all "until end of turn" effects expire and any "End of turn" triggers get put on the chain to be resolved.

Action Tokens

These tokens are used to keep track of your remaining actions. Place them on your terrain card and flip them over once they are used. They are also used as Charge and Stratagem counters.

Gameplay Rules

Hand Limit

There is no hand limit.

Decking Out

When you run out of cards to draw, you lose 1 SP during your Draw Phase. Once you reach 0 SP, you lose.

Taking Damage

When you take damage, place the damage on your terrain card.

Steal Effects

When you Steal an item card, you have gained control of that card. What happens to that item will be stated on that card.

Ties

If the game ends in a tie (simultaneous party wipe from retaliate damage, for example) both players get a win. In a set, this counts as a "win" for both players.

Action Phase Breakdown

Recruit a Character

Pay 1 action to recruit (turn face-up) a hidden (face-down) character, OR recruit a character from your hand face-up. Recruited characters are available to attack, defend, use their abilities, and use their assigned card. Recruited characters remain face-up until they are defeated or dismissed.

Declare an Attack

Pay 1 action to declare an attack with a character against another player. Hidden characters cannot attack. Each character can declare one attack per turn. Characters can attack on the turn they are recruited. (Note: A player may not declare any attacks during the very first turn of the game.)

Pay for Trigger Abilities

Characters, terrains, items, and command cards have trigger abilities. You can pay the trigger cost to use these effects.

Terrain Switch

Once per turn, you can either play a new terrain from your hand OR switch between terrains you control. Place the new terrain over the old. It is now the active terrain. The old terrain isn't discarded.

Hide a Character

You can put a character into play face-down (hidden) from your hand. You cannot hide characters that have already been revealed. Hidden characters use 1 SP. You do not need to hide a character before you recruit it. See page 14 for additional information on hidden characters.

Assign Cards

You can assign a character an assignable card if they are not already assigned one. These cards must be placed face-down (hidden) before they can be activated. Assignable cards are items and command cards. See page 5 for more on assignable cards.

Activate an Assignable

Reveal the assignable of a revealed character. Pay its cost to resolve its effect. Hidden characters cannot activate assignables.

Trade Face-Down Assigned Cards

Once per turn, two allied characters can trade assigned cards they control (hidden or recruited). Face-up (revealed) ongoing cards cannot be traded.

Note: Allied characters are characters controlled by you and your team. Use this in 2v2 games to synergize with your team.

Dismiss a Card

You can dismiss any character or assigned card you control during your turn. As a penalty, you take damage to your HP equal to any damage on the dismissed card.

Run (Concede)

You can run from the battle and forfeit the game. If you forfeit the game (not the set), you will be allowed to draw 2 cards instead of 1 on your first turn of the next game. This game must be part of the same set.

Block (Outside of Your Turn Only)

You can block an opponent's attack by assigning one of your recruited characters as a blocker.

End Turn

You can end your turn.

Battle Step

Attacks are resolved in the following manner:

  1. Attacking player declares an attack with a character. When a player declares an attack by spending 1 action, they slide that character forward to indicate the attack. Attacks are declared against the opponent or opposing team. Characters CANNOT be attacked directly. Characters must attack one at a time. This starts battle.

  2. Defending player declares a blocking character. Once an attack has been declared, the defending player may choose one of their revealed characters to block as a free action. There is no limit to how many times a character can block an attack; however, only one character may block per attack. The defending player can also choose not to block and instead take a direct attack to their HP.

    IMPORTANT: After a player declares a blocker, that character has accepted damage. They will receive that damage even if they become Stunned.

  3. Resolve damage. To resolve damage, take the attacking character's ATK (attack) value and subtract the blocking character's DEF (defense) value. The remaining value is the amount of damage the blocking character will take. Place DMG on the blocker.

    IMPORTANT: The blocking character does not deal damage to the attacker.

  4. Resolve overkill. If a defeated character had more damage than HP, the remaining damage is dealt to the player's HP. Only battle damage can cause Overkill damage.

  5. Remove defeated characters. When a character receives total damage greater than or equal to their HP, discard that character and any assigned cards they control immediately.

  6. Defense decay. Each time a character successfully blocks an attack, that character suffers Defense Decay. Their DEF is reduced by 5 until the start of their player's next turn. Defense Decay can stack, but a character's DEF value can never drop below zero. Blocking is the only action that causes Defense Decay. This ends battle.

Battle Definitions

Direct Attack

An attack that cannot be blocked. Direct attacks select a player or character to receive damage.

Unblockable

Unblockable characters can't be blocked. Their attacks are direct attacks.

Effect Damage

Damage dealt by abilities and cards outside of battle is effect damage. Effect damage is reduced by a character's DEF value before it hits their HP.

Battle Damage

Battle damage is the type of damage dealt when you declare an attack with a character. Battle damage is reduced by a character's DEF value before it hits their HP.

Stab Damage

Any damage identified as Stab damage ignores the defense stat. This damage is dealt directly to a character's HP.

Overkill Damage

When a character is defeated by battle damage, any damage above their HP is dealt to the player's HP.

Discard and Removed from Play

Trigger Effects in the Discard

Some cards say they can be triggered in the discard. These cards are considered activated by the player. It is the only instance in the game when the player is resolving a card's effect. If a player defeats a character this way, it is considered wasted XP, since only characters can gain XP.

Banished Cards

When a card is Banished, it is placed in the bottom of the discard face-down. They are considered removed from the game. Banished cards are not considered cards in the discard. If a character is Banished, its assigned card is discarded and it automatically loses all tokens.

XP and Leveling Up

Resolving XP and Leveling Up

When a character receives XP, it improves based on your terrain. Reference your terrain card to see what permanent gain your character has earned! Characters each possess their own pool of XP.

XP Ownership

The player chooses where to assign XP when they gain it.

XP Stacks

When a character gains 1 XP and later gains another, they will have a total of 2 XP and will gain the reward listed next to 2 XP on their terrain card.

Wasted XP

If a character is defeated in a way that has no connection to a character, that XP is lost.

Leveling Up

When a character gains XP, it might also gain a LV (level). Remember, characters are worth XP equal to their LV when defeated. Be careful!

Defeat

Characters can't gain XP by defeating allied characters. A defeated character is not also considered "dismissed".

Types of Terrain XP Gains

When a character gains XP, it grows itself or helps the player. In all cases the source of the effect is the character.

  • ATK / +DEF / Heal / Gained abilities: These are specific to the character that gained the XP.
  • Draw cards / gain actions: The character has gained the ability to draw cards for the player and/or gain actions just once. This effect takes place immediately.
  • Target gains: Some XP gains allow you to select a target for that gain. The character that gained the XP is selecting the target and granting the gain.

Status Effects and Gained Abilities

Status Effects

Characters may gain status effects during the course of the game. The duration of the status will be stated on the card giving that status effect.

  • Slow: A character with Slow must pay 2 actions to declare an attack. An attacking character that gains Slow must pay an additional action or their attack is cancelled. (No action spent is refunded.)
  • Stun / Stunned: A character with Stun can't attack or defend. If an attacking character is Stunned, its attack is cancelled. (That character still spent an action to attack and is considered to have attacked this turn.) If a blocking character is stunned, it will not prevent the character from blocking.
  • Silence: A character with Silence is considered to have no ability text on their card, and loses gained abilities! If a character is Silenced while using a trigger ability, the effect is negated.

Gained Abilities

Sometimes you may earn a new effect. These are gained abilities. A gained ability is not a status condition. Gained abilities cannot be Silenced.

  • Haste: A character can declare an attack for 0 actions instead of 1.
  • Resourceful: A character with Resourceful may play one of its assigned cards for 0 actions once per turn.
  • Retaliate: When a character with Retaliate blocks an attack, it does Stab battle damage back to the attacker equal to its own DEF. Retaliate can defeat and overkill attackers.
  • Stab: A character with Stab will ignore the DEF value of any character that blocks it.
  • Immunity (no token): When a character has Immunity, it is unaffected by whatever it has Immunity to. This does not stop that effect from resolving or affecting other cards.
  • Other abilities (no token): Certain cards may give you unique abilities and conditions. These are gained abilities and are never status conditions.

Ability Types

Trigger Abilities

Trigger abilities can only be used if their cost is paid and/or condition is met. Trigger abilities are indicated by a colored banner.

  • Normal trigger abilities: Can be used during your turn only. They can't be played in response to other triggers.
  • Quick trigger abilities: Can be played in response to other trigger abilities and player actions on any turn.
  • Interdimensional trigger abilities: Can be played in response to other trigger abilities and resolve immediately after being added to the chain.

Responding to a Trigger Ability

You may play a trigger ability in response to another player's action. If you do so, other players have a chance to respond to your response. This chance to respond passes around the table in player order until there is no further action from any player. Then the effects resolve from last played effect to the first played effect. This is called a chain. You may still respond to links in the chain when the chain begins to resolve.

Priority

The player who is currently taking their turn starts with the ability to initiate actions (priority). Once that player takes any actions or moves to the next phase of the turn, priority is passed to the closest opponent. The opponent may then choose to take actions in response and add those actions to the chain. If that player chooses to do nothing, priority is passed. This is repeated until all players pass priority. Once all players pass priority, all actions on the chain begin to resolve.

The Chain

Any action or ability goes onto the ability chain once it is activated. Actions on the chain resolve in the opposite order of how they were put there. In other words, the first ability or action that was taken in the chain of effects resolves its effects last.

Static Abilities

Some cards have static abilities that are always in effect. They happen as they are written and they cannot be responded to by any player action. For example, Rika the Voltaic has the static ability "Immune to stun".

Meeting Trigger Conditions

As long as a condition is on the chain, you may respond to it. It does not matter where on the chain your ability's condition is met.

Trigger Limit

Each trigger ability can only be used once per chain.

Reveal, Activate, Resolve, Negate / Cancelled

  • Reveal: The moment a card is flipped face-up. It is also the moment when a card is shown to all players from hand, play, or deck.
  • Activate: The moment an assignable card's conditions are met and it is revealed.
  • Resolve: The moment an effect or attack changes the game state. Effects and attacks are removed from the chain at this point.
  • Negate / Cancelled: When a card's effect or attack is negated or cancelled, its effect does not resolve (does not affect the game state). Those effects and attacks are then removed from the chain.

Hidden Cards

Hidden characters are not affected by any effect, have no affiliation, ATK or DEF. They also can't be targeted, attacked, or block unless a card specifically states otherwise. Hidden characters always occupy 1 SP. They can still have an HP value, damage, status conditions, and gained abilities.

Hiding Characters to Dodge Effects

Hidden characters can't be targeted by an effect unless specifically stated on the card. For example, you could not choose to target a hidden character with a Fire Bomb. However, if the character gets hidden in response to a Fire Bomb, the Fire Bomb will be negated (it will have no effect) when it tries to resolve.

Note: A character cannot be hidden during battle! Effects that would normally hide a character have no effect during battle.

Status of a Hidden Card

When a character becomes hidden, that character does not lose any damage, status conditions, or gained abilities acquired. That character is flipped face-down and all tokens belonging to that character are placed on top of or next to the card. Hidden characters are always 1 SP.

Revealing Enemy Characters

You control both recruited and hidden characters. If you recruit an enemy character, you are only flipping it face-up and not gaining control of it, unless specifically stated.

Supply Details

Oversupply

You are oversupply if you have more than 4 SP. You can recruit a character to put yourself into oversupply. If you do, you must dismiss down to 4 SP immediately. No player may take actions while oversupply. If you are forced into oversupply (by a Flare, for instance), you must also dismiss down to 4 SP immediately. This is a gameplay rule and not considered a player action, and therefore can't be responded to by any player.

0 Supply Characters

A character might have 0 SP. You can begin the game with these characters. You can control as many 0 SP characters as you like!

Token Types

Strategem and Charge Counters

Some cards ask you to place these counters on certain cards. Use an action token to represent them. These counters are unique from each other. Certain cards will use certain types of counters specifically.

Token Characters

Some cards generate character tokens. These character tokens are treated exactly like regular characters. They can attack, be assigned a card, be defeated and gain XP. When a token character becomes hidden, it consumes 1 SP. Use a hidden token to mark your character.

Custom Deck

Build the ultimate party by building your own custom 30-card deck. Mix and match with any Terrene Odyssey cards! Here are the rules for building your own deck:

  • Card count: The deck must be exactly 30 cards.
  • Hero rule: You can only have up to one Hero in your deck.
  • Villain rule: You can only have up to one 3 SP character.
  • Starting party rule: Your deck must be able to create a legal starting party.

Here are a few tips:

  • We recommend 8 - 12 characters depending on your strategy.
  • Keep an eye out for synergies with your terrain cards when picking your party.
  • Assigned cards are part of your starting party. Consider how they play into your turn 1 strategy.
  • Consider your starting party's build based on whether or not you get the first attack.
  • Consider how many strong starting party compositions your deck can generate.

Unique Character Rule

You cannot control two characters with the same name at one time. You can't legally recruit a character with the same name. This does not apply to token characters.

2v2 Format

Two versus two play is an official format for Terrene Odyssey, but a few rules are changed:

  • A team shares 50 HP.
  • Each player starts the game with 3 SP instead of 4.
  • You lose if you control no characters as a team. It's OK for an individual to control no characters.
  • You and your teammates are considered allied. The resources you both control together are considered allied.
  • Players take turns acting, alternating between teams and players. (See the following diagram.)
  • The second player (first player of Team B) gets to declare the first attack.

Diagram (as printed, described in text): Team A is Player 1 and Player 3, with Player 3 marked "2nd attack". Team B is Player 2 and Player 4, with Player 2 marked "1st attack" and Player 4 marked "3rd attack".

Errata

Some mistakes were made. These errata fix certain cards that were unclear in print.

Haste Potion

New effect wording: Free action (blue) -> Deal 10 damage to a character you control. That character gains Haste until end of turn.

The Revenant

New effect wording: Whenever another Interdimensional character is recruited -> This character gains 1 XP.

Intensity

All stuns on this card should have the duration of "until end of turn."

Steam Fields

New effect wording (2nd effect): Control a fire character and a water character -> Once per turn, target character gains Resourceful until end of turn.

Scoops McGee & Johnny Donuts

Scoops McGee and Johnny Donuts are both Dark affiliation and Machine class.

Wanderer Alpha and Wanderer Beta

Wanderer Alpha and Wanderer Beta are both Dark affiliation and Machine class.

Energy Token

Energy token is Light affiliation and Energy class.

3-12 Player Draft Rules

A draft game of Terrene Odyssey is a true Random Encounter! You will create a pool of Terrene Odyssey cards from which players will gain cards to create their deck. After all players have created their deck from the draft, a small tournament will take place to determine the winner of the draft.

Card Pool

Create a pool of cards based on how many players:

  • 3-4 Players: 1 copy of each card (108 cards).
  • 5-7 Players: 2 copies of each card (216 cards).
  • 8-12 Players: 3 copies of each card (all 324 cards).

Card Pile Creation

  • Shuffle all the cards.
  • Make small piles of cards depending on the amount of players:
    • 3 players: 9 piles of 12 cards (3 piles per player)
    • 4 players: 12 piles of 9 cards (3 piles per player)
    • 5 players: 15 piles of 14 cards (3 piles per player)
    • 6 players: 18 piles of 12 cards (3 piles per player)
    • 7 players: 21 piles of 10 cards (3 piles per player)
    • 8 players: 24 piles of 13 cards (3 piles per player)
    • 9 players: 27 piles of 12 cards (3 piles per player)
    • 10 players: 40 piles of 10 cards (4 piles per player)
    • 11 players: 44 piles of 7 cards (4 piles per player)
    • 12 players: 36 piles of 9 cards (3 piles per player)

After card pile creation, you will end up with a few excess cards. Move them into an Excess Card Pile. These cards are revealed face-up on the table to all players. The contents of the Excess Pile are always considered public information. Use this information to determine what cards might not show up when playing your opponents.

Custom Card Pool

If you have the Kickstarter cards, you may include them in this draft format; however, be sure to remove the same kind of card from the card pool. If you want to create a Custom Card Pool from various Terrene Odyssey sets, you can create a card pool using the following ratios. When using a custom card pool, you do not need to have multiple copies of the same card in the card pool.

  • 3-4 Players: 10 Terrains / 50 characters / 50 assignable cards (~100 - 110 cards).
  • 5-7 Players: 20 Terrains / 100 characters / 100 assignable cards (~200 - 220 cards).
  • 8-12 Players: 30 Terrains / 150 characters / 150 assignable cards (~300 - 330 cards).

The Draft Begins! Pick Your Cards Wisely

Each player picks up a pile of cards. They pick one card from that pile and then pass the pile to the player to their left. There will be piles in motion equal to the amount of players at all times. This process continues until all cards from that pile have been picked. Repeat this process for the next pile of cards, but this time pass the cards to your right. Alternate directions until there are no more piles of cards. The players will create a 20 card deck from the cards they have drafted.

Deck Creation

Now all players have a unique pool of cards. Players will create a 20 card deck using their unique pile. After they have done so, the cards they did not put into their deck are placed into the Excess Card Pile. After all players have created their deck, the tournament can begin.

Additional Rules

  • Deck card count: A deck must be exactly 20 cards (instead of the usual 30).
  • Lacking starting party: If you did not draft well enough to create a proper starting party (four 1 SP characters, 4 assign cards, and a terrain), you are at a disadvantage! You will have to begin the game with fewer cards in your starting party.
  • No terrain: If you did not draft a Terrain, you are at a disadvantage! You get 4 Actions and can only choose between +5 ATK and +5 DEF when you gain XP.

Matchmaking

Each player will play an opponent in a best of 1 series. The winner of that game is awarded 1 tournament point. The pairing of the first round of the tournament is determined at random. When the second round of the tournament is to begin, players must play other players with the same amount of tournament points as them. This process continues after X amount of rounds have passed. In tournaments with an odd number of players, a player may be awarded a bye. A bye is awarded to the player with the lowest amount of tournament points who has not already received one. Byes are considered equal to a win.

Total Rounds

  • 3 Players: 2 rounds
  • 4 Players: 2 rounds
  • 5 Players: 3 rounds
  • 6 Players: 3 rounds
  • 7 Players: 3 rounds
  • 8 Players: 3 rounds
  • 9 Players: 4 rounds
  • 10 Players: 4 rounds
  • 11 Players: 4 rounds
  • 12 Players: 4 rounds

Determining the Winner

After all rounds have expired, the player with the most tournament points is the winner!

Quick Reference

Setup

  • Decide who goes first by flipping a coin.
  • Four 1 SP or less characters.
  • Four assignables, each assigned to a character.
  • 1 Terrain.
  • Place them all on the table face-down. When all players are ready, all terrains are flipped face-up.
  • Start each turn by drawing 1 card and refilling your actions.

Action Phase

  • Recruit a character by paying 1 action.
    • Attack with a character by paying 1 action.
    • Each character can attack once per turn.
    • The 1st turn player can't attack on their 1st turn.
  • Pay for trigger abilities.
  • Hide a character into play from your hand by playing it face-down. (Always takes up 1 SP.) You cannot hide a recruited character with this free action.
  • Block an attack from an enemy character. You can only do this on your opponent's turn. After you block an attack, you have accepted damage.
  • Assign items and commands to your characters (these are placed behind the character).
  • Trade: once per turn, face-down assigned cards between two allied characters.
  • Terrain switch: once per turn, you can either play a new terrain from your hand OR switch between terrains you control. The new terrain will be placed over the old terrain. It is now the active terrain.
  • Dismiss characters and assigned cards you control. (You take any damage on these cards to your HP.)
  • Run from battle and forfeit the game. If you run during a set, you draw 2 cards on your first turn of the next game instead of 1 (same set only).
  • End turn: you declare the end of your turn.

Assignables

These go behind your characters face-down. Characters can only control one of these cards at a time. These cards are sent to the discard unless they are "Ongoing".

Battle

  • Damage: Attacker's ATK - Blocker's DEF.
  • Hidden: Face-down characters can't attack, block, use their abilities, be targeted, or be dealt damage unless a card specifically can affect a hidden character.
  • Defense Decay: After you block an attack from a character, your DEF is decreased by 5 until the start of your next turn. Only blocking causes Defense Decay (never Items, Commands, or Abilities).
  • First Turn: The player who goes first can't attack on their first turn.

Supply

  • In a 1v1 game, you control 4 SP.
  • In a 2v2 game, you control 3 SP each.

LV and XP

Your characters gain XP equal to the LV of the character they defeated.

Win Conditions

  • Win 2 out of 3 games to win the match.
  • Win a game by defeating all your opponent's characters or reducing your opponent's HP (or your opponent(s) HP) from 50 to 0.
  • Lose if you run out of cards and your SP drops to 0.
  • The loser of a game will choose to go first or second in the following game of the same set.

2nd Turn Player Rule

  • The second turn player in a 1v1 game gains an extra action on their first turn of the game.

Deck Lists

You can find various deck lists here. It is possible to have all basic, advanced, and expert decks constructed at the same time. This will not be possible with bonus and developer deck lists. Each list gives its characters (heroes and villains marked), assignables (items and commands), and terrains, followed by the printed strategy and the opening plans for the 2nd turn player (who gets the first attack) and the 1st turn player (on defense).

Note: Two printed decks carry the same heading "Adv. Deck 2" (Natural Power and Machine Revolution); they are transcribed here under their printed headings.

Basic Deck 1: Greggory Beatdown

  • Characters, Hero: Greggory the Hoarder
  • Characters, Villain: Zane the Ender
  • Characters: Inu the Inferno, Bellicose the Insightful, Ike the Aggressive, Deborah the Direct, Just a Traveler, Jace the Saboteur, Peter the Indurate, Olivia the Graceless, Sade the Rejuvenative, Pernicious x2
  • Items: Haze Bomb, Healing Salve x2, Strength Potion x2, Life Potion x2, Haste Potion, Blinding Bomb, Prophecy, Silence Orb
  • Commands: Intimidate, Item Expertise, Aggressively Engaged
  • Terrains, Regular: Emberstadt, Steam Fields
  • Terrains, Storm: Firestorm

Strategy: Hoard items in your discard. Hit hard.

  • 2nd Turn Player (First Attack): Beatdown. Hit hard with Greggory and Inu. Use Jace and Haze Bomb to open the path for clear attacks. Olivia will block for you while powering up Greggory. The defense of this build is very, very low. Get the job done quick!
  • 1st Turn Player (On Defense): Prepared Offense. Use Ike's ability to draw some cards for your future offense. When their defense is down, attack with Bellicose and draw even more cards. Play as many items as possible quickly to get Greggory's ATK up quick!

Basic Deck 2: S.K. Item Steal

  • Characters, Hero: S.K. the Art Historian
  • Characters, Villain: Guntram the Malefactor
  • Characters: Just a Traveler, Sammy the Agile, Ike the Aggressive, Ashen the Unseemly, Olivia the Graceless, Luminous, Jace the Saboteur, Zile the Recruiter, Jake & Lillith the Unity, Akos the Perceptive
  • Items: Fire Bomb, Life Potion, Sticky Bomb x2, Blinding Bomb x2, Another Man's Treasure, Prophecy, Healing Salve
  • Commands: Item Expertise, Pillage, Retaliate, Tripwire, Embezzle, Disorientate
  • Terrains, Regular: The Plateau, Seaside Market
  • Terrains, Storm: Thunder Storm

Strategy: Steal your opponent's items and use them against their owner. You can win by deck out, out-pacing your opponent with free item effects, or with a critical attack using Guntram the Malefactor.

  • 2nd Turn Player (First Attack): Sabotage! Use Luminous and Blinding Bomb to bypass your opponent's early defense and sabotage with Jace. Use Tripwire and Item Expertise to control your opponent's counter-measures.
  • 1st Turn Player (On Defense): Guntram Focus. Draw as many cards as possible and play Guntram as soon as possible. Don't be afraid to dismiss characters to play Guntram early. Use Guntram's ability to cripple their defense and end the game early!

Advanced Deck 1: Natural Power

  • Characters, Hero: Zowie the Ingenuic
  • Characters, Villain: Lovox the Displaced
  • Characters: Bellicose the Insightful, Asu the Flame Hellion, Luminous, Ike the Aggressive, Scout, Insidious, Zile the Recruiter, Prague the Last of Them x2, The Revenant x2, Malicious
  • Items: Smoke Bomb, Defense Potion, Silence Orb
  • Commands: Zowie's Ingenuity x2, Aggressively Engaged, Critical x2, Taunt, Return to the Rift
  • Terrains, Regular: Terreria, Steam Fields
  • Terrains, Storm: Thunder Storm, Snow Storm, Rain Storm, Fire Storm

Strategy: Zowie's deck is capable of two very different starting builds that can really confuse your opponent. Choose the build that is the best answer to the pace of your opponent's deck.

  • 2nd Turn Player (First Attack): Before they see it. Hit hard and often with Insidious. Use Luminous to remove your opponent's DEF, essentially removing Insidious' draw-back. This build is extremely effective against warrior-heavy builds but weak late game.
  • 1st Turn Player (On Defense): Have you seen the weather out there? Defend early with Defense Potion and use your first turns to draw more cards and to search for Prague. Play Prague mid-game and destroy your opponent with a barrage of devastating storm effects.

Advanced Deck 2: Machine Revolution

Printed heading: "Adv. Deck 2: Machine Revolution".

  • Characters, Hero: Jin the Ambitious
  • Characters: Wanderer from a Previous World x3, Scout, Valorie the Manipulator, Luminous, Ethan the Resilient, Javelin in the Mist, Talon the Pickpocket, Knife in the Shadows, Brad the Pilferer, Ashen the Unseemly, Insidious, Avis the Predecessor x2
  • Items: Fire Bomb, Flare, Sticky Bomb
  • Commands: Scoops McGee & Johnny Donuts x2, Jin's Ambition x3, Machine Factory, Energy Factory, Intensity
  • Terrains, Regular: Hot Springs, Terreria
  • Terrains, Storm: Firestorm

Strategy: Cripple your opponent's offense to buy time to build a machine army and crush your opponent late game. Use the Insidious build if you feel your opponent is also going for a late game build and crush them early.

  • 2nd Turn Player (First Attack): An Opening. Hit hard with Insidious. Create an opening using Valorie, Intensity and Flare. Use Jin's Ambition to silence assassins to protect Insidious. Jin's ability is a safe defense against assassins as well.
  • 1st Turn Player (On Defense): Assassinate. Attack key characters with Knife in the Shadows to keep their offense low. Use the time you bought to use Machine and Energy Factory to create your machine army!

Expert Deck 1: Spellcaster Control

  • Characters, Hero: Mr. White the Astute
  • Characters, Villain: Demattei the Architect
  • Characters: Valorie the Manipulator, Alexie the Studious, Ivan the Organic, Ashen the Unseemly, Peter the Indurate, Gerald the Silent, Candace the Catalyst, Sade the Rejuvenative, Chogan the Scrounger, Just a Traveler, Suana the Glacial
  • Items: Prophecy, Slow Potion, Spell Book x2
  • Commands: Fireball x3, Shadow Veil x2, Intensity x2, Silence, Tripwire, Spikes
  • Terrains, Regular: Seaside Market, Training Grounds
  • Terrains, Storm: Rain Storm

Strategy: This deck is all about controlling your opponent with spells. Preventing attacks is critical to your success. Once you get a few levels on your spellcasters, you will have access to some of the strongest abilities in the game.

  • 2nd Turn Player (First Attack): Fireball Control. Use Mr. White and Candace to play consistent high-level spells! Use Spell Book to search for what you need to deal with the situation. Proper spell use is critical to success.
  • 1st Turn Player (On Defense): Max LV Spellcasters. Play defensively early and use Training Grounds to get levels on your spellcasters. Then play all your spells at max level to finish off your opponent.

Expert Deck 2: Adapting Gameplay

  • Characters, Hero: Skylar the Determined
  • Characters, Villain: Ready the Absurd
  • Characters: Zile the Recruiter, Isaac the Observer, Sammy the Agile, Talon the Pickpocket, Dagger on the Edge, Blades Up Above, Hooks in the Zephyr, Ike the Aggressive, Insidious, Rika the Voltaic, Jake & Lillith the Unity
  • Items: Flare, Haze Bomb, Fire Bomb, Smoke Bomb, Silence Orb
  • Commands: Lethal Counterattack, Adaptive Combat, Persuaded with Power, No More Hiding, Tactician's Pointman, Perfect Block, Assassin's Agenda, Zowie's Ingenuity, Retaliate
  • Terrains, Regular: Hot Springs, The Plateau
  • Terrains, Storm: Snowstorm

Strategy: Every card in this deck is unique. Adapt and be flexible. Use Traps to read situations and punish your opponent. Traps are hard to use, but just triggering one trap can win you the game.

  • 2nd Turn Player (First Attack): Sammy Spotlight. Attack early with Sammy and Ike. Power up your Tactician's Pointman with your other items and add control elements to your offense.
  • 1st Turn Player (On Defense): Ambush. Focus on keeping your actions open for Zowie's Ingenuity and Assassin Ambushes. Flip Skylar only to threaten with Traps. Late game, focus on ending it with Zane the Ender.

Developer Deck 1: The Fear

  • Characters, Hero: Nafarious
  • Characters, Villain: Zane the Ender
  • Characters: Pernicious x3, Insidious x3, Ethan the Resilient, Deborah the Direct, Gerald the Silent, Valorie the Manipulator, Asu the Flame Hellion, Sabre in the Sun, Chogan the Scrounger
  • Items: Critical x3, Flare x3, Healing Salve, Blinding Bomb, Defense Potion, Haze Bomb, Silence Orb, Fire Bomb x2
  • Commands: Lethal Counter Attack
  • Terrains, Regular: Emberstadt

Strategy: Ensure you always can use your terrain's 2nd ability to keep the pressure on. Mix up your opening with a technical character. Mid-game push with 2 SP beasts to make maximum use of your Criticals.

  • 2nd Turn Player (First Attack): Lethal Counter Attack. Hit early with Insidious and intentionally over-extend. When your opponent counter-attacks, allow a character to get overkilled, then take the next attack directly. This will allow you to use Lethal Counter Attack for the game.
  • 1st Turn Player (On Defense): Pressure. Keep Deborah alive and use her ability to play your 2 SP beasts for 1 SP after Sabre and Asu have been defeated. You don't actually have Lethal Counter Attack this time, but play like you do to keep your opponent in check.

Developer Deck 2: Ability Steal

  • Characters, Hero: Blaze in the Psyche
  • Characters, Villain: Zane the Ender
  • Characters: Javelin in the Mist, Dagger on the Edge, Blades Up Above, Chogan the Scrounger, Zile the Recruiter, Ashen the Unseemly, Knife in the Shadows, Bellicose the Insightful, Pernicious, Sade the Rejuvenative, Isaac the Observer, Olivia the Graceless, Just a Traveler
  • Items: Haze Bomb x2, Fire Bomb x2, Blinding Bomb, Sticky Bomb x2, Prophecy, Silence Orb, Healing Salve
  • Commands: Assassin's Agenda, Zowie's Ingenuity, Embezzle, Item Expertise
  • Terrains, Regular: Terreria

Strategy: This Blaze in the Psyche deck is based around throwing a wrench in your opponent's opening strategy. With Blaze's ability you can turn a key character's ability in their setup against them instantly.

  • 2nd Turn Player (First Attack): Blaze XP. Enlist Blaze and Olivia and save 2 actions for counter play. Use your tools to get the first defeat with Blaze as fast as possible. Aim for their support characters!
  • 1st Turn Player (On Defense): Mid-Game Blaze. Enlist Blaze and Ashen and save 2 actions for counter play. If you lose Ashen early, that is OK. Be sure to survive long enough to get that first defeat with Blaze as fast as possible.

Developer Deck 3: Mass Energy Tokens

  • Characters, Hero: Zeac the Energetic
  • Characters, Villain: DeMattei the Architect
  • Characters: Sally the Candescent x3, Ashen the Unseemly, Scout x2, Avis the Predecessor x3, Dagger on the Edge, Javelin in the Mist, Zile the Recruiter
  • Items: Silence Orb x2, Sticky Bomb x3
  • Commands: Scoops and Johnny x3, Energy Factory, Machine Factory, Item Expertise, Zowie's Ingenuity, Jin's Ambition x3

Strategy: Break the limits of SP by enlisting a massive amount of energy tokens. Use the tokens to cause a critical amount of Defense Decay and have your Machine tokens attack for the game.

  • 2nd Turn Player (First Attack): Massive Energy Tokens. Attack with Zeac quickly and get some early energy tokens. Don't worry too much about losing your Dagger on the Edge and Ashen. Use them to build a critical amount of energy tokens.
  • 1st Turn Player (On Defense): Action Advantage. Try to enlist Scout, Sally and Machine Factory as soon as possible to begin your energy token engine! Enlist Zeac on a later turn once you have your engine going. Watch out for highly offensive opening builds.

Developer Deck 4: Critical Hit

  • Characters, Hero: Yume the Infected
  • Characters, Villain: Zane the Ender
  • Characters: Insidious x3, Hooks in the Zephyr, Javelin from the Mist, Pernicious x3, Prague the Last of Them, Asu the Flame Hellion
  • Items: Silence Orb x3, Strength Potion, Flare x3
  • Commands: Critical x3, Assassin's Agenda, Zowie's Ingenuity, Intimidate, Return to the Rift x3
  • Terrains, Regular: Terreria
  • Terrains, Storm: Firestorm

Strategy: Some characters fight better alone. Use your glass cannon characters to cripple your opponent and follow up with a very powerful Yume the Infected.

  • 2nd Turn Player (First Attack): Soul Steal. Use your Assassins and Insidious as quickly as possible. After they have scored some XP, feed them to Yume to power her up. When it's Yume's time to shine, make sure your attacks are lethal.
  • 1st Turn Player (On Defense): Insidious Carry. The plan is the same, but Asu will keep you alive. Attack with Insidious early to get some XP. Ensure this happens with Asu's ability and Strength Potion. If you must, use Silence Orb to keep Insidious free of his Retaliate ability.

Developer Deck 5: Rainstorm OTK

  • Characters, Hero: Jin the Ambitious
  • Characters: Knife in the Shadows, Brad the Pilferer, Scout, Sade the Rejuvenative, Pernicious, Ashen the Unseemly, Sally the Candescent, Sabre in the Sun
  • Items: Strength Potion x3, Flare x2, Fire Bomb, Prophecy x3, Blinding Bomb, Healing Salve, Tripwire, Machine Factory
  • Commands: Zowie's Ingenuity, Jin's Ambition x3, Critical x2
  • Terrains, Regular: Steam Fields
  • Terrains, Storm: Rain Storm

Strategy: Using 2 Criticals multiplies overkill damage by 4. By buffing attack using Strength Potion and selecting a target with Knife in the Shadows and Blinding Bomb, overkill damage can consistently OTK opponents. Healing Salve, the Silence from Jin's Ambition, and Zowie's Ingenuity can be used to prevent wrenches from being thrown into the plan. Use all these assignables in the same turn by taking advantage of Rain Storm giving Resourceful to all characters in your party. Scout and Machine Factory tokens can increase your party size, and thus discounts, for 0 SP.

  • 2nd Turn Player (First Attack): Sade Draw Engine. Set up early defense with Ashen and Tripwire. Counter-attacks with Sabre and Flare. Heal up while drawing cards with Sade.
  • 1st Turn Player (On Defense): Counter and Draw Cards. Punish greedy openers with Bran and the card draw engine of Sally + Machine Factory. Counter-attacks with Sabre and Flare.

Developer Deck 6: Traps Thieves

  • Characters, Hero: Skylar the Determined
  • Characters, Villain: Zane the Ender
  • Characters: Jake and Lillith the Unity, Chogan the Scrounger, Olivia the Graceless, Deborah the Direct, Blades up Above, Bran the Pilferer, Akos the Perceptive, Hooks in the Zephyr
  • Items: Smoke Bomb, Fire Bomb, Flare, Silence Orb, Defense Potion, Healing Salve, Life Potion, Sticky Bomb
  • Commands: Pillage, Lethal Counter Attack, Tactician's Point Man, Zowie's Ingenuity, Disorientate, Assassin's Agenda, Embezzle, Persuaded With Power, Item Expertise, Retaliate, No More Hiding
  • Terrains, Regular: Hot Springs

Strategy: Cover options using Traps while bleeding out your opponent in value with Stealing.

  • 2nd Turn Player (First Attack): Counter Attack. Defend with Olivia and Bran. Punish careless Warrior attacks with Blades + Pillage. Activating Retaliate while blocking with a Thief triggers a Steal.
  • 1st Turn Player (On Defense): Hit Early. Hit prime targets with Chogan or Bran using Sticky Bomb. Punish not blocking with Embezzle. Protect from Assassins with Silence Orb. Stay in the game with Hooks and Life Potion.

Bonus Deck 1: Auren the Austere

  • Characters, Hero: Auren the Austere
  • Characters, Villain: Zane the Ender
  • Characters: Ashen the Unseemly x2, Alexie the Studious x3, Blades Up Above, Javelin the Mist, Chogan the Scrounger, Zile the Recruiter, Ashen the Flame Hellion
  • Items: Spell Book, Strength Potion, Sticky Bomb x2, Flare, Haze Bomb, Healing Salve x2
  • Commands: Fireball x3, Intensity x3, Shadow Veil x3
  • Terrains, Regular: Steam Fields

Strategy: Use your terrain and abilities to defeat a character with Auren and deal player damage as fast as possible. Follow up with a barrage of high-level spells!

  • 2nd Turn Player (First Attack): Swift Strike. Attack with Auren and use Asu, your Terrain and Strength Potion to deal nearly certain player damage. Survive the counter attack with your two Guardians. Begin casting high-level spells!
  • 1st Turn Player (On Defense): Get a Pick. Use your Assassin to get a pick off their composition. When you believe you have an opening, reveal and attack with Auren with as much attack power as possible.

Bonus Deck 2: Direct Damage

  • Characters, Hero: Skybloom the Fireflower
  • Characters: Alexie the Studious x3, Ashen the Unseemly x2, DeMattei the Architect, Olivia the Graceless, Dagger on the Edge, Javelin in the Mist, Susana the Glacial
  • Items: Silence Orb, Spell Book, Prophecy x3, Healing Salve, Life Potion
  • Commands: Spikes x3, Intensity x3, Shadow Veil x3, Assassin's Agenda, Tripwire
  • Terrains, Regular: Seaside Market

Strategy: Draw cards and deal massive direct damage to any target with Skybloom's abilities. Do not lose Skybloom under any circumstances.

  • 2nd Turn Player (First Attack): Spikes Shadow Veil. Enlist a defensive wall with your two Guardians and Spikes. Use Shadow Veil to stop opponent attacks and make them hit Spikes again. Finish off your damaged targets with Skybloom's ability.
  • 1st Turn Player (On Defense): Spikes Shadow Veil. The plan with this deck is the same on either turn. You may be transparent, but Skybloom's abilities make it very hard for them to focus her down. Watch out for strategies that crush DEF. Use your Assassin wisely.

Bonus Deck 3: Tsue the Balanced

  • Characters, Hero: Tsue the Balanced
  • Characters, Villain: Lovox the Displaced
  • Characters: The Revenant x3, Ashen the Unseemly, Sade the Rejuvenative, Just a Traveler x3, Hooks in the Zephyr, Chogan the Scrounger, Olivia the Graceless, Scout
  • Items: Prophecy x2, Fire Bomb, Silence Orb, Defense Potion, Haze Bomb, Healing Salve, Life Potion
  • Commands: Return to the Rift x3, Jin's Ambition x2, Zowie's Ingenuity, Embezzle
  • Terrains, Regular: Steam Fields

Strategy: Find your center and control the flow of battle by turning your opponent's attacks on themselves. Play defensively until you have a hand full of Interdimensional characters, and play them at reduced SP to close the game.

  • 2nd Turn Player (First Attack): Defensive Draw Engine. Draw as many cards as possible. There is no need to attack with this build. Use Return to the Rift to deal with either their Interdimensional characters or to return Tsue to your hand to ultimately refresh his HP.
  • 1st Turn Player (On Defense): Action Advantage. Enlist Scout early to gain an action advantage over your opponent. Silence your opponent's options and use Chogan to steal their options. Mid-game, transition to more Guardians or your Interdimensional characters.

Backer Deck 1: Jack the Galvanic

  • Characters, Hero: Jack the Galvanic
  • Characters: Sade the Rejuvenative x2, Alexie the Studious x2, Ashen the Unseemly, Dagger on the Edge, Javelin from the Mist, Candace the Catalyst, Ivan the Organic
  • Items: Prophecy x2, Haze Bomb, Smoke Bomb, Fire Bomb x2
  • Commands: Assassin's Agenda, Shadow Veil x2, Intensity x2, Fireball x3, Spikes x2
  • Terrains, Regular: Seaside Market, Training Grounds

Strategy: Put up a massive defense. Board wipe with Alexie the Studious late game.

  • 2nd Turn Player (First Attack): Delayed Spikes. You generally do not want to go second, because it devalues your Spikes combo. Stick to the plan and only aim to play one Spikes this game. Use an Assassin to slow your opponent's offense as soon as possible.
  • 1st Turn Player (On Defense): Spikes. Recruit Ashen, Spikes, and Jack in that order. Always keep an action open to respond to your opponent's plan. Draw cards to heal and ultimately draw into an Alexie win condition. You want to set up a double Spikes.
  • Terrain Card Anatomy
  • Affiliations
  • Terrain Subtype: Storm
  • Developer Deck 6: Traps Thieves
  • Bonus Deck 1: Auren the Austere
  • Bonus Deck 2: Direct Damage
  • Bonus Deck 3: Tsue the Balanced
  • Backer Deck 1: Jack the Galvanic
  • Gaining XP. When a character is defeated, the defeated character is sent to the discard and the character that won the battle gains XP equal to the defeated character's LV (level).

  • Resolving XP and leveling up. When a character receives XP, it improves based on your terrain. Reference your terrain card to see what permanent gain your character has earned! Characters each possess their own pool of XP.