Rules of the Tides
Learn the turn sequence, master your tactics, and discover the ships that make up the Tides of Terragos.
Setup & Objective
Each player starts with a 30-card deck worth exactly 75 Credits, known as your Shipyard. Cards that are discarded, aka scrapped, during play form your Scrapyard.
There are four zones where cards can be kept:
Each player controls four islands, with 6 Health on each island at the start of the game.
Turn Sequence
- Tactical PhaseThe attacking player can place Structure and use Tactics during this phase.
- Attack (Face Down)The attacker chooses an island and commits attacking cards face down. Normally, no more than two cards may attack a single island.
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If you do not attack, the turn ends immediately; skip the remainder of the turn.
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Tactical Phase The defending player can place Structure and use Tactics during this phase.
- Defend (Face Up)The defending player commits cards face up. There is no limit on the number of cards defending one island.
- Reveal AttackersReveal the face-down attacking cards.
- Offensive ManeuversThe attacking player can activate their offensive abilities.
- Defensive ManeuversThe defending player can activate their defensive abilities.
- Calculate & Inflict DamageCompare the combined attacking Strength against the combined defending Resistance.
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If the attacker fails to deal any damage, the attacker must Self-Inflict 2.
- Return Cards to HandReturn all cards involved in the engagement to their respective players' hands unless an effect says otherwise.
Hand Sequence
- Replenish 4 (Draw cards until you have four cards in your hand.)
- Attack (Or Don't)
- Attack (Or Don't)
- Defend (if they attacked)
- Defend (if they attacked)
- Scrap each card in your hand.
Shipyard, Scrapyard & Reshuffling
Whenever your Shipyard has no cards remaining, you may shuffle your Scrapyard back into your Shipyard. You may do this in the middle of resolving an effect. Example — Draw four: If your Shipyard contains only two cards, draw those two, shuffle your Scrapyard into your Shipyard, and draw the remaining two.
ORDERING MATTERS: If your Shipyard is empty and an effect tells you to scrap a card and then draw a card, you may choose any of these options:
Structures & Construction
A Structure is a one-Health card placed onto (beneath) one of your islands. Structures remain associated with that island until removed by an effect or scrapped. When you play a Structure from your hand onto an island, you may use its Construction ability.
Combat & Damage
Keyword Abilities and Traits
Each keyword displays a sample card when available. Select the card to open the standard preview, including its Back and Works Well Together faces.
Bounties
Can be activated when this ship is apart of an attack that deals damage to an island. The ship must still be in your hand to use the earned Bounty.
Tactics
Can be activated on your turn before you attack, or on the other player's turn before you defend.
Retires
Can be activated when a card is scrapped. Simply entering the Scrapyard does not count as being scrapped.
Offensive Maneuvers
Can be activated after attackers are revealed, but before Defensive Maneuvers.
Defensive Maneuvers
Can be activated after attackers are revealed and Offensive Maneuvers, but before damage is calculated.
Constraints
A deck-building restriction. Constraint itself has no effect during play; follow it when building your 30 card deck.
Traits
Traits are unique in the sense that they are not labeled as "Trait:". Traits are not activated and are just true facts while the card is in your hand. Traits can be drawbacks, such as “You must scrap this at the end of the turn.”
Constructions
Can be activated when a Structure is played from your hand onto an island.
BTBG — Before the Game Begins
While technically a trait, it is a special subsection that is used before either player's deck is shuffled. Resolve eligible BTBG instructions before the game begins.
Unlimited
Not a standalone ability, but a modifier to keyword abilities. It is commonly used on tactics, but is sprinkled onto a few bounties. It allows that ability to be used as many times as you want, provided its normal conditions are met.
Card Types, aka Ship Classes
Classes describe the type of card or vessel. They are separate from factions, which describe the fleet's theme or affiliation. Cards may display more than one class.
Warships built around powerful offensive firepower.
Airborne units that desire to fly in flocks, alongside high tactical prowess.
Armored ships emphasizing heavy defensive capabilites.
Underwater crafts specializing in deception and stealth.
Buildings that offer ongoing bonuses for the fleet that can be destroyed by opposing players.
Magical items that offer ongoing bonuses for the fleet. Artifacts come from the reserves.
Factions
Factions represent distinct sub-classes grouped by their culture, inspiration, and identities found throughout Terragos. A faction name alone does not grant a special ability; follow the printed text of each card.
Frequently Asked Questions
Shipyards contain 30 cards totallign to 75 Credits; islands start with 6 Health each.
Reduce an opposing player's island to zero health. Or have one of your cards tell you "You win the game". Cough cough, Terragos, cough.
When a card is scrapped and enters the Scrapyard. Sinking to The Deep does not trigger a retire.
Every card in your hand can attack, but with a limit of two cards per island.
Any number on a single island.
Infrequently Asked Questions
No, but they are placed into your scrapyard.
You wouldn't be able to attack or defend. You certainly can't win.
No, you may not. I would not advise playing more than 4, maybe 5, structures in a deck.
Sure, why not. What could possibly go wrong if I allow this? Most of your medical ships have limitations on what they can choose anyway.
Also no, but they are also placed into your scrapyard.
Yes, but only by ships that say so.
As the attacking player, your keyword abilities cannot. As the defending player, your keyword abilites can. Such a Noviis question.
Yes. Stalker for example, can copy Scaler to upgrade Stalker into Monster. Because Monster is a generic reserves card. Cards cannot copy an keyword ability that upgrades a ship into a reserves card that has II in the name, such as Terragos II. Only Terragos can upgrade into Terragos II.
No you cannot have multiple THE Demon Daggers. Artifacts prefaced with "The" are unique and cannot be gained more than once. Fossils, Feathers, and even Larva Hive do not have "The" so you can acquire multiples of those.
Yes. Mavorik is a Bomber. It counts towards all deckbuilding faction-based constraints, minimum or maximum.
Yes, because YOU have not used it during this hand. When you obtain the structure, you have not used the tactic yet. Enjoy your plunder right away. Argh.
Traits only apply while in your hand. However, Allegiance does not have a trait; it has an "is a" statement. Mavorik and Allegiance both have "is a" statements that are always true.
Cards that you Upgraded a non-reserves card into always go to your scrapyard, such as Monster, Mavorik II, or Echo II. All other reserves cards go back to the reserves, such as Larva, Phoenix, Torpedo. Reserve cards that are sunk always go to The Deep.