WrathOfCores

Subtitle

Basic Rules

Deck Creation and Limits

A deck must meet the following criteria:
  • Must contain exactly 50 cards (without the core)
  • Must not contain more than 2 of the same card (For Royalty rares, see below)
  • Only 2 Royalty Rares in a deck. These must be different from each other!
  • You can have as many REGULAR terrain cards in a deck (Special terrain is not regular)
  • Must contain one Core card (the 51st card) and removed from the deck before play.

Setup

Setup is extremely simple!
  • Place your Core in the "Core" space (if you're not using a mat, this is usually directly in front of you)
  • Put your deck to the side and leave a little space for used cards.
  • Draw 6 cards and put one back under your deck. Don't let your enemy see them!
  • Roll a die (or flip a coin). The winner ALWAYS goes first!

That's it!


After Setup: START phase

  • Generate your Elements - Place a small object (like a glass bead or similar) on each Terrain and Core you own which does not already have one on. The colour of each Element placed is decided by the primary colour of the Terrain/Core (Bottom left).
  • Draw a card - if you have  no cards in your deck to draw, you must shuffle your Used pile and use that as your new Deck, then, remove 1,000 HP off your core.
  • Any cards with Start in their Abilities will activate.

After Setup: MAIN phase

Your Main phase is where you can play most of your cards:

  • Place any one Terrain card from your hand adjacent to your Core or other Terrain.
  • The new Terrain will not generate an Element until your next turn.
  • Using your current Elements in play, you may pay the Play Cost of any of the following cards :-
  • Units
  • Action
  • Action/Response
  • Relic
  • Wonder
  • Weapon
  • God Summon Piece


  • If a player plays a Action (Or Action/Response), the enemy player may immediately play any of his/her Response cards judging they have enough Elements to pay its Play Cost.
  • The Elements used to pay a Play Cost are removed from the game (set aside) and must consist of the exact elements shown on the card. (EXAMPLE, a card shows a White and a Red element, so the player must remove a white and a red element on their Terrains/Core from play).
  • Once an Action and/or a Response has been used, it is immediately put in a "used" pile set aside.
  • The active player can use his/her Cores ability if it has the required number of Charges.

Battle Phase

  • The active player chooses which Units he/she wants to attack with.
  • The enemy player then chooses which Units he/she would like to Defend with (They can choose none if they feel).
  • Either player can pay/use a Battle card they have in their hand. Battle cards can also be "Responded" to by an Enemy Response card.
  • If there is at least 1 Unit in Play with the "Ranged" skill, there is an extra Damage Pool which only includes Ranged units and their Damage is dealt before the non-ranged units get to roll.
  • Starting from a players' left-most Unit, each player rolls a die and matches the result with what is printed on the card. If a Unit "Hits", take the ATK value on the card add it up with all the other Units that "Hit" for each player - so there should be an "Attacking damage pool" and a "Defending damage pool". 
  • Each player takes their Damage Pool value and divides it among all enemy units that participated in Battle this turn.
  • If a Unit has taken enough H.P, that Unit dies in Battle.
  • If the Attacking player has any excess damage leftover, it will be deducted of the enemy Core.
  • If the enemy player did not Defend with any Units, the Attacker must still Roll a Die for each Unit that is attacking. 
  • If a Unit "Misses", zero damage is added to that players Damage pool. The Unit still remains in Battle and can still be killed by the enemies damage pool.

END phase

  • Any cards with an ability "End" will activate.
  • You can play a Core's Ability if it has the required number of Charges.
  • All damage is removed from all Units in play.
  • The next player starts his/her turn.