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- Model 567 | Terrebeadu
Model 567 Model 567 was part of the regime just after the discontinuation of 707 and the K23 Base. This model was built in a complex on Dhermon Mountain. After it was struck by lighting in the famous storm, Teravene, the whereabouts of this progressive model were lost. The making of these disfunctional droids were soon switched to more reliable designs. Model 567 Defence Model 567 was part of the regime just after the discontinuation of 707 and the K23 Base. This model was built in a complex on Dhermon Mountain. After it was struck by lighting in the famous storm, Teravene, the whereabouts of this progressive model were lost. The making of these disfunctional droids were soon switched to more reliable designs. Model 567 Defence Model 567 was part of the regime just after the discontinuation of 707 and the K23 Base. This model was built in a complex on Dhermon Mountain. After it was struck by lighting in the famous storm, Teravene, the whereabouts of this progressive model were lost. The making of these disfunctional droids were soon switched to more reliable designs. 1/1 Edition 5: Terrebeadu Awakening Defence Card: Costs 80 crotons to place Health: 10 Damage: 4 Features: - if in Environmental Mode, draw an environmental card when placed - +1 damage to all Minkan based cards on your side Base: Metal, Electricity Rarity: Common
- Spectral Slug | Terrebeadu
Spectral Slug Spectral Slugs do not speak and their presence is usually unnoticed. They are entirely capable of sentient thought though. Many have learned to communicate telepathically. Never trust a Spectral Slug. They'll lead you straight to danger. Spectral Slug Passive Pursuer Spectral Slugs do not speak and their presence is usually unnoticed. They are entirely capable of sentient thought though. Many have learned to communicate telepathically. Never trust a Spectral Slug. They'll lead you straight to danger. Spectral Slug Passive Pursuer Spectral Slugs do not speak and their presence is usually unnoticed. They are entirely capable of sentient thought though. Many have learned to communicate telepathically. Never trust a Spectral Slug. They'll lead you straight to danger. 1/1 Edition 5: Terrebeadu Awakening Passive Pursuer Card: Costs 40 crotons to place Health: 10 Damage: 2 Velocity: 4 Features: - can disguise as any defence card - minus 5 health to the character one round after this card interacts with it - Pay: 40c to transfer 1/2 of this card's health initial value to any card when this dies Base: Spirit, Skinshifter Rarity: Uncommon
- Contiguous Quake Flats | Terrebeadu
Contiguous Quake Flats The Contiguous Quake Flats are a very distinct region. Despite the hostile environment, few plant species to grow here. These include Seed Grass, Tilburns, and Planther Rice. Even so, human life has never taken root here, and Minkan civilizations rarely travel here except when they are in need of Fortilite, a mineral found within the quake flats. On average, the temperature is at least 32°C, even during the winter months. Contiguous Quake Flats Environmental The Contiguous Quake Flats are a very distinct region. Despite the hostile environment, few plant species to grow here. These include Seed Grass, Tilburns, and Planther Rice. Even so, human life has never taken root here, and Minkan civilizations rarely travel here except when they are in need of Fortilite, a mineral found within the quake flats. On average, the temperature is at least 32°C, even during the winter months. Contiguous Quake Flats Environmental The Contiguous Quake Flats are a very distinct region. Despite the hostile environment, few plant species to grow here. These include Seed Grass, Tilburns, and Planther Rice. Even so, human life has never taken root here, and Minkan civilizations rarely travel here except when they are in need of Fortilite, a mineral found within the quake flats. On average, the temperature is at least 32°C, even during the winter months. 1/1 Edition 5: Terrebeadu Awakening (Pro) Environmental Card: Costs 20 crotons to place Health: Infinite Damage: 4 Features: - deals damage to cards resting on the space that it occupies - covers a 2 X 2 square area - it can only be eliminated by either an (anti) environmental card or by one attack from any Exoshell based battle card Base: Environmental Rarity: Common
- Impossible Ledge | Terrebeadu
Impossible Ledge Have you ever wanted to scale the highest mountain or overcome one of the world's most treacherous wonders? Impossible Ledge, known as Gorma to the local Minkan population, is found in the southern Kharva Desert. This is a famous ecological region among scientists. There is a vast presentation of different organisms, but most interestingly, some of the trees are closely related to Earth Palms. Impossible Ledge is a geographical wonder. No one knows how the outcrop defies gravity . . . Impossible Ledge Environmental Have you ever wanted to scale the highest mountain or overcome one of the world's most treacherous wonders? Impossible Ledge, known as Gorma to the local Minkan population, is found in the southern Kharva Desert. This is a famous ecological region among scientists. There is a vast presentation of differen organisms, but most interestingly, some of the trees are closely related to Earth Palms. Impossible Ledge is a geographical wonder. No one knows how the outcrop defies gravity Impossible Ledge Environmental Have you ever wanted to scale the highest mountain or overcome one of the world's most treacherous wonders? Impossible Ledge, known as Gorma to the local Minkan population, is found in the southern Kharva Desert. This is a famous ecological region among scientists. There is a vast presentation of differen organisms, but most interestingly, some of the trees are closely related to Earth Palms. Impossible Ledge is a geographical wonder. No one knows how the outcrop defies gravity 1/1 Edition 5: Terrebeadu Awakening (Pro) Environmental Card: Costs 52 crotons to place Health: 240 Features: - does not deal damage when attacked - any card may rest on this space to heal +2 health every round until fully revived (applies only to your cards) - while the space is occupied, no other cards may affect the ocupant - covers a 3 X 1 vertical area Base: Environmental Rarity: Common
- Air Fish | Terrebeadu
Air Fish Not the most alarming of all air dwelling organisms on Terrebeadu, the Air Fish is more than safe to interact with. They are protective of those who do not try to harm them. Although rarely used, their sonic breath is a good warning to predators to keep away. Air Fish Air Fish 1/1 Edition 5: Terrebeadu Awakening Battle Card: Costs 125 crotons to place Health: 40 Damage: 5 Features: - Sonic Breath: 5 damage to any cards within a 1 space radius - if in Environmental Mode, draw an environmental card when placed Base: Air, Water Rarity: Semi-common
- Neddle | Terrebeadu
Neddle text Neddle Battle Neddle Battle 1/1 Edition 5: Terrebeadu Awakening Battle Card: Costs 120 crotons to place Health: 20 Damage: 10 Features: - ability to burrow - while burrowing, Neddle's chip must be flipped over, Neddle can only move one space per turn, and cann't be attacked by cards with a damage value less than 10 - Neddle can't burrow past Life Guide rows - Pay: 20c to increase burrowing velocity to 2 Base: Earth Rarity: Semi-common Designed by Gigashoton
- Featured Color Card Image | Terrebeadu
Miaansaje South Emperor (Color) This is the first feature color card. Miaansaje, truly Kwuain Miaansaje the 4th, is a current emperor of the South, or Majjl, Dynasty. The Ansaje Majjl are a unique sentient people native to a dense jungle region in a steep mountain range that humans have yet to affect. Fouhal, the kingdom itself is rather large, about the size of Texas, and it has existed, though under other names, for at least a millennium. Kwuain has already ruled for thirty years and is said to be one of the richest, most influential, and most powerful leaders the kingdom has ever known. He lives quite lavishly and has such great wealth, such that the nearby Minkan capitals have taken out money, similar to our form of loans, from his surplus to support themselves. Aside from the power and size within that kingdom Ansaje Majjl are strangely unique to the region. Minkans dominate most of the globe, though these people have only ever been found in the ancient forest they still thrive in.
- Sheer Spires | Terrebeadu
Sheer Spires Oh, the majesty of this realm on Terrebeadu. It is a geographical feature rare even on this bountiful globe. The Shou Liyane province of Kantagor (Minkan) Country has the greatest selection of Sheer Spires. From Hitghaway Cliff, the fantastical view of vertical rock pillars can be seen rising out of the mist, each crowned by greenery. Sheer Spires Environmental Oh, the majesty of this realm on Terrebeadu. It is a geographical feature rare even on this bountiful globe. The Shou Liyane province of Kantagor (Minkan) Country has the greatest selection of Sheer Spires. From Hitghaway Cliff, the fantastical view of vertical rock pillars can be seen rising out of the mist, each crowned by greenery. Sheer Spires Environmental Oh, the majesty of this realm on Terrebeadu. It is a geographical feature rare even on this bountiful globe. The Shou Liyane province of Kantagor (Minkan) Country has the greatest selection of Sheer Spires. From Hitghaway Cliff, the fantastical view of vertical rock pillars can be seen rising out of the mist, each crowned by greenery. 1/1 Edition 5: Terrebeadu Awakening (Pro) Environmental Card: Costs 55 crotons to place Health: 350 Damage: 5 Features: - alters the velocity of cards traveling through Sheer Spires to 1/2 - covers a 3 X 2 horizontal area - only deals damage to cards that attack this obstacle or land on it (clarification: cards that travel through are not dealt damage) Base: Environmental Rarity: Uncommon
- Frequently Asked Questions (FAQ) | Terrebeadu
Frequently Asked Questions (FAQ) Search For Answers What Happens If . . . ? All your questions about those crazy what-if's answered here. Just for those moments in a game when you want to know what happens when . . . you land your ice and fungi based battle card on a space with two opposing, flying earth based battle cards on that same space already, one is a titan, the other also burrows, but you don't know . . . you get the point . . .
- Answers to FAQs | Terrebeadu
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!
- Mammoth Holloran Strider | Terrebeadu
Mammoth Holloran Strider Some unknown evolutionary disaster brought this creature about. Reaching heights up to 500+ ft tall and weighing over 600,000 tons, it is so massive and dense, that it has been deemed, quote, 'unstable' by modern science. It is a mystery how it survives and grows, since the only food it eats until maturity are microorganisms, but it does so anyway. By the time it reaches adulthood, its body is quite clearly, 60% mouth. It attacks, kills, and eats once in its lifetime, just overtopping its weight to the point of collapse. When it falls, the crash is so immense that seismographs have reported tremors nearby and the creature instantly perished upon impact. Strangely enough, it reproduces from its parts almost like a mother-of-millions plant would on our home planet. Mammoth Holloran Strider Some unknown evolutionary disaster brought this creature about. Reaching heights up to 500+ ft tall and weighing over 600,000 tons, it is so massive and dense, that it has been deemed, quote, 'unstable' by modern science. It is a mystery how it survives and grows, since the only food it eats until maturity are microorganisms, but it does so anyway. By the time it reaches adulthood, its body is quite clearly, 60% mouth. It attacks, kills, and eats once in its lifetime, just overtopping its... Mammoth Holloran Strider Some unknown evolutionary disaster brought this creature about. Reaching heights up to 500+ ft tall and weighing over 600,000 tons, it is so massive and dense, that it has been deemed, quote, 'unstable' by modern science. It is a mystery how it survives and grows, since the only food it eats until maturity are microorganisms, but it does so anyway. By the time it reaches adulthood, its body is quite clearly, 60% mouth. It attacks, kills, and eats once in its lifetime, just overtopping its... 1/1 Edition 6: Pursuer Card: Costs 40 crotons to place Health: 0 Damage: 40 Velocity: 1-10 Features: - Choose velocity each time this card is moved (1-10 spaces) - May only deal damage once -Titan 's Quake: If the card attacked is killed, Mammoth's damage (minus the attacked card's health value) is dealt to the opposing character - Revive this card if your character is Ice Mongor (3X Use) Base: Ice, Titan Rarity: Legendary*
- Ed. 6 | Terrebeadu
Sixth Edition ~ Ed. 6: Mantashia Flaming IceStrider Sky Jelly Fungal Regress Metal Weaver Queen Mammoth Holloran Strider Nightmare Vassal Annihilator Solvollusk Vinaron SilkHog Arithmia Fungal Host Yonirath Gatekeeper