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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.

  1. A sealed pack of cards consists of:
    • (5) Level 1 cards
    • (4) Level 2 cards
    • (3) Level 3 cards
    • (1) Random foil/holographic card
  2. 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:

  1. 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.
  2. Once everyone is ready, each player draws a (7) card hand to begin the first round.
Basic Gameplay Rules Reference
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

Below is an example of each player's personal play area.

Game Mat
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:

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

  1. 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.
  2. Ongoing Effect - Ongoing Effects impact the game as long as the card, with said Effect, is in play, even from the Sideline.
  3. 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

  1. Play Effects happen and resolve when they come into play.
  2. If an Effect requires a target but there isn't a valid option to target, that Effect doesn't happen and does nothing.
  3. If an Effect targets, and doesn't say "you may target," the Effect must happen and resolve if there is a valid target.
  4. Ongoing Effects impact the game as soon as the card is acknolwledged as "in play."
  5. 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.
  6. 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
Rulebook Pages 1 and 2
Rulebook Pages 1 and 2