Sections
Intro & How to Win
ELEMENTAL CREATURES is a trading card game designed to be played with 2 to 4 players. To begin a game, all players must have either: 1) a sealed pack of cards or 2) a constructed deck of cards.
- A sealed pack of cards consists of:
- (5) Level 1 cards
- (4) Level 2 cards
- (3) Level 3 cards
- (1) Random foil/holographic card
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The guidelines for a constructed deck are:
- Minimum of 40 cards (Maximum of 90 cards)
- No more than 3 copies of any one card
- 10 card maximum when using a sideboard (a sideboard consists of cards a player strategically chooses to swap in and out of their deck in between games when playing a match of best 2 out of 3)
How to Win
The first player to 20 points wins the game!
An alternate win condition the player with the most points after four rounds wins the game. Players play as many rounds as needed to decide the tiebreaker.
How to Begin & Basics
Regardless of the format (constructed or sealed) players choose to play, to begin a game:
- Each player rolls two dice - the player with the highest roll chooses which player goes first. If there are more than two players, turns alternate clockwise from the chosen player.
- Once everyone is ready, each player draws a (7) card hand to begin the first round.
Basic Gameplay Rules Reference
- No maximum hand size
- Each player draws (1) card from their Deck at the beginning of each round, except the first round.
Aside from the first round, the player that won (gained points) the previous round goes first to begin the following round. If a round ended in a tie, the same player goes first again.
- If a player chooses to not play anything during their turn, that player does not get another turn for the remainder of the round. Once all players are done for the round, the round ends.
How to Earn Points
Once each player declares they're done playing cards for the round, that rounds ends... THEN -
The player with the most total Power on their Frontline earns point(s) equal to the difference between their Frontline's total Power and their opponent's total Frontline Power.
Example: If a round ends and you have a total Power of 10 (your total Power is all your Frontline creatures' Power added together) and your opponent has a total Power of 6, you gain 4 points.
Note: If there are more than two players, points earned is determined between the top two most Powerful (greatest total Power) Frontlines.
If there's a tie for the most total Power, no points are earned - the round ends in a tie.
How to Play
Play Area Layout
- While playing ELEMENTAL CREATURES, your personal play space is divided into two zones: Frontline and Sideline
- All creatures on your Frontline contribute to your total Power. This is an important number to be mindful of when trying to win! Creatures you control that are on your Sideline do not contribute to your total Power.
Below is an example of each player's personal play area.
Leveling Up
When playing a card from your hand, it is placed onto your Frontline. While you always put cards from your hand onto your Frontline, some cards may have a requirement to play them. These universal requirements are:
- Level 1 Creature Card - None
- Level 2 Creature Card - Place a Level 1 creature into your hand from your Sideline. This is how you level up a Level 1 creature to a Level 2 creature.
- Level 2 Creature Card - Place a Level 2 creature into your hand from your Sideline. This is how you level up a Level 2 creature to a Level 3 creature.
Taking Turns Playing Cards
After a player plays a card, the turn passes to the next player to play a card of their own. Players take turns this way playing cards thorughout the round from their hand.
When a player is unable to play any more cards, or simply chooses to not play anything else, that player simply declares they are done for the round. IMPORTANT - Once a player declares they're done for the round, that player does not get another opportunity to play any more cards for the remainder of the round.
If all but one player has declared being done for the round, that one player may continue playing cards from their hand without taking turns with another player until they also declare being done.
Once all players declare being done playing cards for the round, the round is over, followed by the player with the most total Power on their Frontline earning their points.
Sequencing & Resolving Effects
Types of Effects and How They Work
- Play Effect - Play Effects happen when the card is acknowledged as being "played." Effects that "place" or "put" a card into play do not cause Play Effects to happen.
- Ongoing Effect - Ongoing Effects impact the game as long as the card, with said Effect, is in play, even from the Sideline.
- Trigger Effect - Trigger Effects will always state when they happen and should be acknowledged. If a Trigger Effect ruling begins with "The next..." - that Trigger Effect may only be acknowledged once.
Sequencing and Resolving Effects Reference Rules
- Play Effects happen and resolve when they come into play.
- If an Effect requires a target but there isn't a valid option to target, that Effect doesn't happen and does nothing.
- If an Effect targets, and doesn't say "you may target," the Effect must happen and resolve if there is a valid target.
- Ongoing Effects impact the game as soon as the card is acknolwledged as "in play."
- When a Play Effect comes into play and causes a Trigger Effect to happen, the Trigger Effect happens and resolves before the Play Effect. Once the Trigger Effect resolves, the Play Effect may then also resolve.
- When another card ruling occurs causing multiple Trigger Effects to be acknowledged, the player that caused, or controls, said ruling resolves their Trigger Effects first and in any order they choose. Then, in turn order, the next player resolves any Trigger Effects they may have, and so on, until all TRigger Effects that were TRIGGERED have been resolved.
Ending a Round & Power Arithmatic
- When a round ends (and after players have calculated which palyer earned Points and how many Points that player earned), all cards on your Frontline move to your Sideline. This is reffered to as Rest (or Resting) your creatures.
- When you Rest your Frontline creatures, remove any and all (-1) Power counters that may have been dealt to them during the round. Any other ruling/Effect that moves a creature with (-1) Power counters from their Frontline to Sideline (i.e. if you retreat it) does not remove (-1) Power counters.
- When a creature with (-1) Power counters is Leveled Up, those (-1) Power counters are then placed on the new creature (their new form) that's being placed on the Frontline
- IMPORTANT: (+1) Power counters and (-1) Power counters cancel out.
- Example One: If a creature with 3 Base Power has 3 (+1) Power counters gains 2 (-1) Power counters, remove 2 (of the 3) (+1) Power counters
- Example Two: If a creature with 3 Base Power has 3 (+1) Power counters gains 4 (-1) Power counters, all 3 (+1) Power counters are removed from that creature and it gains 1 (-1) Power counters