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What if . . .?

I land a battle card on a space occupied by two opposing cards?

You might be wondering what to do, is there a choice on which is fought, who gets that choice? Always be sure to read the details of cards with important exceptions to rules, but yes, there is a choice. Lucky for you, as the attacker, you get to make the tough decision. The attacking card always chooses which opposing card to target. Attacking is naturally at the expense and/or disadvantage of the defender, . . . initially. Be careful about this decision and weigh out the odds. The defender may not reveal any stats or features of their cards right away but are required to inform you before making a move if you wish to inquire about their cards in question. That is unless they have an ability that blocks this rule, in which case they must state that clearly when asked. Try not to just go with attacking a card you have a grudge against, . . . but then again, it is up to you.

What if . . .?

One of my cards was just attacked and I possess an ability to make a card invincible for a duration of rounds?

This is one tricky pickle, . . . but let's see. Reread the ability on whichever card it occurs that it is being used from. It will likely state something along the lines of "make any (#) battle card(s) invincible for (#) round(s)...". If this statement includes a specific direction, such as "this may be activated during an opponent's turn" or "this may be activated in reaction to an attack, eliminating any damage dealt", then you may enact the ability when attacked. If not, determine whose turn is happening. If it is not your turn, you may not enact this ability.

A second point of importance to note is whether or not the ability should be activated at the start of a round [for (#) round(s)]. You may activate an ability, like this, on either the first or second turn of the round. The effects will last for two turns, ending before your turn on the next round. Check the card again, though, to make sure there isn't a specific exception stating that it may only be activated at the start/end of a round.

What if . . .?

I have a pursuer without any velocity written on the card?

As you may know, pursuers usually have a predetermined velocity or even a velocity range. For example, you might have Monarch as a card with a velocity of 3. This means it moves 3 spaces every time you choose to move that pursuer. If there is no written velocity, see if the features have anything to do with that. However, it is likely that you roll a 6 sided die when you want to move the card, just like you would for any battle card. 

What if . . .?

I want to attack a card that is less spaces away than the amount I rolled?

Let's say you roll a 6, that's great, but the card your targeting is only 4 spaces away. You may still attack this card and choose to only move your card 4 spaces. You may not move up to the additional 6 spaces after the attack, however. If the target card in a direct path that you can not avoid, you may not pass through it to the 6 spaces. Though it is important to note the movement rule where you can move up to two directions as long as the card goes at least one space forward, first. So, if you decided not to attack the card 4 spaces in front of you, your card could move three forward and three to the left or right to dodge the interaction. If the card is 1 space in front of you, your only option, after rolling, is to attack. As always, check for special features on your own card, and/or inquire about your opponent's card before the attack.

What if . . .?

I have a card which states that no buffs or accessories may be added to it?

As any aspiring boardmaster would like to know the answer to, what does this daunting statement mean? You may want to do a drum roll, or just close your eyes and block your ears, but the unfortunate truth about this feature is that it is a plain as it sounds. No accessories and no buffs, meaning no boosts to stats whatsoever, may be applied to the card in question. Don't feel defeated though, it's all part of the game. What is Terrebeadu without the planet's natural balance anyway?

What if . . .?

I have an environmental card in my hand, but forgot to place it within two rounds of it being drawn?

Don't worry, this isn't the end of the world for you or the end of the game. Life in Terrebeadu goes on after small mistakes. However, be honest and don't avoid the cost that this mistake has. If this occurs, make a verbal acknowledgment of the mistake. Charge yourself the cost of the card and an additional 30 crotons. Then, put the environmental card in your boneyard. It may never be resurrected during the remainder of the game. Even if a card in your deck tells you to revive a card, and this is the card you pull from the boneyard, it must go back and you can draw again to revive another card. Honesty is key here. Maintain mutual respect with your opponent and honor the code.

What if . . .?

I need to activate or respond to something related to a card base (category) but I don't know what that means or what base my card is?

Fear not! A card base, its category, is according to what kind of creature or features the card has. For instance, if you have the card, Vinaron, this card is Plant based. This could impact certain interactions or features while it's in play. There will be a couple ways you can find out what based card you have. One, look at the bottom left of the card on the official format. Under its rarity status, inside a rectangle outline, will be at least one or two most prominent 'bases'. You can also search for the card on this website to find out here. 

For cards with more than one base, they are listed in terms of prominence. For instance, if you have Cliff Leaper, this is Earth, Titan. This means that it is an Earth based Titan. The comibinations are where the fun truly begins. Who knows, maybe you'll find cards that are Hypnotizing, Fire or even Skin-Shifting creatures!

What if . . .?

I want to move a Life Guide to attack a Pursuer before it leaves its column?

Double check all features, like always! However, this isn't too bad of a situation. The spaces on either side that are both the end of the Pursuer Column (PC) and the Life Guide Row (LGR) are technically in both regions. This means that Life Guides may move horizontally into the ending space of a PC. This does not permit Life Guides to be placed in that space initially though. 

What if . . .?

My card has a "pay to activate" feature? Does this impact how many times it may be used?

To clarify, this is referring to features that are written as such, "Pay #c to add/do..." 

This can often be a decent built-in boost to a card's abilities or stats, still requiring in-game currency, Crotons (c), to activate, though costing much less than buffs/accessories. However, this statement implies a one-time use unless otherwise stated. So, if it says to pay a certain amount to activate, you may only pay that amount once to activate the feature once. Features that can be applied more than once are always noted. For instance, "Death Puff" states that its "pay to activate" feature can be done "once per round". Other cards usually will end with a note of how many times it can be used, with a definite limit, such as (2X use), meaning that it may be applied twice (two times). 

What if . . .?

I am returning or am new to Terrebeadu and need a refresher on in-game currency?

In-game currency is known as "Crotons". This is the stone-engraved, hard cash for trade in Terrebeadu. Don't worry if you forget what this is. At the start of a game, you usually begin with 2,000 crotons. For anything costing in-game currency, crotons are abbreviated simply as (c). Let's say you wish to place a card that is marked 50c at the top right? That means you must pay 50 crotons, removing 50 from your bank (which again starts at 2,000). You will gain some back throughout the game from accessories, buffs, features, and game rules (see instructions for playing). Best of luck to you economists out there, landing on your new and prospective planetary turf!

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