Odd Frontier TCG Rulebook

 

Basics

● Text on cards overrides any rules in this rulebook

Unless stated otherwise, abilities may be executed multiple times per turn

● Each deck, also known as an archive, can have 36-40 cards

● Players can have a max of 4 copies of the same card in their archive

● Each player’s starting hand size is 7 cards

● A player may choose to mulligan their starting hand if they wish. That player must shuffle the archive before they redraw their new hand. The first mulligan allows you to draw another 7 card hand without a penalty. Every mulligan after allows you to draw 1 less card

● If a player has more cards than their max hand size by the end of their turn, they must discard the excess cards

● Each player starts with 137 life

● Players lose when they reach 0 life

● Players must draw a card during the draw phase at the beginning of their turn

● No drawing or attacking for either player on first player’s turn 1

● Magic type cards and abilities may be played at any time during anyone's turn

 

Energy Management

● Players may play 1 engine card per turn

● Cards that are on the battlefield are called permanents

● Tilting a vertical card horizontally cranks a permanent

● Engine permanents can be cranked on either player’s turn at anytime to add one energy to that player’s energy pool

● A player may spend energy from their energy to pay a card’s energy cost, which is displayed horizontal to the card’s name

● Energy pools are emptied at the end of each turn

 

Combat

● Creatures cannot attack other creatures, they can only attack players, however attacking creatures may be blocked

● During the combat phase (the turn order is covered later) of a player’s turn, that player will first select and declare which of their creatures will attack and which players to attack

● Once the attacking player has declared the creatures to attack, opposing players may declare which creatures they want to block with and which attacking creatures to block
● Creatures can only block one attacker at a time

● Multiple creatures can block the same attacking creatures

● After blockers have been declared, combat happens and each creature deals damage equal to their attack stat to the opposing creature’s defense

● A creature’s defense is basically it’s life or hitpoints

● The defense points for all creatures resets at the end of each turn

● An unblocked creature damages the target player’s life by the amount of that creature’s attack

● Creatures get cranked when they attack

● If a creature is blocked by multiple creatures, the attacking player distributes the damage to the blocking creatures in any combination they wish

● Only uncranked creatures can block

● Blocking does not cause creatures to crank

 

Explanation of the Queue

Played cards and abilities exist in an invisible zone known as the queue, they exist there until all players choose not to play any new cards or abilities. The last ability or card played in the queue concludes and players get a chance to play cards and abilities again, this is especially useful when playing magic cards or abilities on an opponent's turn.

 

Mechanic Terminology

Archive- A player’s deck, comprises of 36-40 cards

Banish- This card is removed from the game and put into the banish zone face up

Battlefield- The game space where cards are played and laid down to become permanents

Control- Refers to who played the card or who owns the card in game

Discard- When a card is taken from a player’s hand directly into the appropriate graveyard

Graveyard- Where discarded cards and dead creatures go. All cards go in the graveyard face up

Permanent- Any card that is placed on the battlefield. A magic type card cannot be a permanent

Wound- To damage a player’s life directly

 

Turn Order

Phases of a turn:

1. Reset phase

      a. Magic/abilities can be played by either player

      b. Uncrank all permanents

      c. Draw a card

 

2. Pre-combat

      a. Play 1 engine card(can only play 1 engine per turn)

      b. Play any card or ability

      c. Additional magic/abilities can be played by either player

 

3. Combat

      a. Magic/abilities can be played by either player

      b. Attacking creatures are declared

      c. Defending creatures are declared

      d. First assault damage is calculated

      e. Normal combat damage is calculated

 

4. Post-combat

      a. Play 1 engine card (can only play 1 engine per turn)

      b. Play any card or ability

      c. Additional magic/abilities can be played

      d. Discard cards in excess of your max hand size

      c. Additional magic/abilities can be played by either player

 

 

Card Types

Engine- Only one engine may be played per turn. Engines may be cranked to add 1 energy to your energy pool.

Creature- Creatures have attack and defense, which they use in combat. All creatures have a subtype like arthropod or mollusk.

Artifact- Artifacts are items made by the hands of men. They stay on the battlefield once played.

Phenomenon- Phenomena are magical entities found in nature. They stay on the battlefield once played.

Magic- Magic may be played instantly on either player’s turn and placed in the queue. Once played, this card is immediately put into the appropriate player’s graveyard.