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- 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*
- Lazer Blaster | Terrebeadu
Lazer Blaster Why on Earth would anyone make this? . . . or should I say on Terrebeadu. Well, humans are definitely to blame for this one. Until they arrived, Minkan people, at least most of them, never used war machines of this scale. Unfortunately humans introduced all kinds of ways of destruction. The lazer blaster, made from a combination of Earth and Terrebeadu technology, has been known to decimate anything it aims at. Although many are now decommissioned, the Sicarti Lazer Blasters, that were built in half miles increments along the Sicarti Ridge, are still dangerous. No one was ever able to turn them off . . . Lazer Blaster Building Why on Earth would anyone make this? . . . or should I say on Terrebeadu. Well, humans are definitely to blame for this one. Until they arrived, Minkan people, at least most of them, never used war machines of this scale. Unfortunately humans introduced all kinds of ways of destruction. The lazer blaster, made from a combination of Earth and Terrebeadu technology, has been known to decimate anything it aims at. Although many are now decommissioned, the Sicarti Lazer Blasters, that were Lazer Blaster Building Why on Earth would anyone make this? . . . or should I say on Terrebeadu. Well, humans are definitely to blame for this one. Until they arrived, Minkan people, at least most of them, never used war machines of this scale. Unfortunately humans introduced all kinds of ways of destruction. The lazer blaster, made from a combination of Earth and Terrebeadu technology, has been known to decimate anything it aims at. Although many are now decommissioned, the Sicarti Lazer Blasters, that were 1/1 Edition 5: Terrebeadu Awakening Building Card: Costs 35 crotons to place Health: 15 Damage: 2 Features: - can deal 4 damage to one target card exactly 5 spaces in front of this card (3X use) Base: Building, Iron Rarity: Common
- Plantherian Hurricane | Terrebeadu
Plantherian Hurricane The Plantherian Hurricane is quite fierce. This storm system is found in the subtropics of Seído, a densely populated Minkan Country. This hurricane season usually causes the pre-evacuation of most of coastal Seído. The evacuation tradition, known as Egador, has existed since long before the arrival of Humans. Despite the difficulty that this hurricane tradition causes, Egador always results in the most elaborate market festival of inland Seído. Plantherian Hurricane Environmental The Plantherian Hurricane is quite fierce. This storm system is found in the subtropics of Seído, a densely populated Minkan Country. This hurricane season usually causes the pre-evacuation of most of coastal Seído. The evacuation tradition, known as Egador, has existed since long before the arrival of Humans. Despite the difficulty that this hurricane tradition causes, Egador always results in the most elaborate market festival of inland Seído. Plantherian Hurricane Environmental The Plantherian Hurricane is quite fierce. This storm system is found in the subtropics of Seído, a densely populated Minkan Country. This hurricane season usually causes the pre-evacuation of most of coastal Seído. The evacuation tradition, known as Egador, has existed since long before the arrival of Humans. Despite the difficulty that this hurricane tradition causes, Egador always results in the most elaborate market festival of inland Seído. 1/1 Edition 5: Terrebeadu Awakening (Pro) Environmental Card: Costs 44 crotons to place Health: 400 Features: - appears every 4 rounds and lasts for 1 round - any occupants of this card's space during appearance recieve 8 damage if plant based and 12 damage if bird based - covers a 2 X 2 square area - does not deal damage when attacked Base: Environmental Rarity: Uncommon
- Regional River | Terrebeadu
Regional River As they are in many places, rivers are great sources of water, food, trade, and transportation. Although humans gave it a very basic name, the Regional River, actually the Atswak River of Bodenia, is quite astounding. It is a brilliant tropical blue like the water of the pacific ocean or the gulf coast. Cities have built up along its banks. Some say that anything you wish for can be fished out of the river's waters. Regional River Environmental As they are in many places, rivers are great sources of water, food, trade, and transportation. Although humans gave it a very basic name, the Regional River, actually the Atswak River of Bodenia, is quite astounding. It is a brilliant tropical blue like the water of the pacific ocean or the gulf coast. Cities have built up along its banks. Some say that anything you wish for can be fished out of the river's waters. Regional River Environmental As they are in many places, rivers are great sources of water, food, trade, and transportation. Although humans gave it a very basic name, the Regional River, actually the Atswak River of Bodenia, is quite astounding. It is a brilliant tropical blue like the water of the pacific ocean or the gulf coast. Cities have built up along its banks. Some say that anything you wish for can be fished out of the river's waters. 1/1 Edition 5: Terrebeadu Awakening (Pro) Environmental Card: Costs 20 crotons to place Health: infinite Damage: 2 Features: - can only be eliminated by 3 attacks from a fire based card, or an (anti) environmental card - covers a zigzag area as specified on the card - reduced the velocity of cards traveling through to 1/2 (water and bird based cards are not affected) Base: Environmental, Water Rarity: Common
- Cliff Leaper | Terrebeadu
Cliff Leaper This enormous creature rules as king in some parts of the southern Kharva Desert. Although accurate measurements have never been made, estimates say that Cliff Leapers stand up to at least 500ft tall. Their lanky, yet powerful limbs allow them to swiftly bound across valleys, moving between the peaks of mountains and hills. Despite their size, they are incredibly careful around smaller plant and animal life. They mostly feed on Helium Fruit from the Desseberdo Palm. Cliff Leapers feed on this fruit similar to the way that Humpback Whales scoop up krill. Cliff Leaper Battle This enormous creature rules as king in some parts of the southern Kharva Desert. Although accurate measurements have never been made, estimates say that Cliff Leapers stand up to at least 500ft tall. Their lanky, yet powerful limbs allow them to swiftly bound across valleys, moving between the peaks of mountains and hills. Despite their size, they are incredibly careful around smaller plant and animal life. They mostly feed on Helium Fruit from the Desseberdo Palm. Cliff Leapers feed o Cliff Leaper Battle This enormous creature rules as king in some parts of the southern Kharva Desert. Although accurate measurements have never been made, estimates say that Cliff Leapers stand up to at least 500ft tall. Their lanky, yet powerful limbs allow them to swiftly bound across valleys, moving between the peaks of mountains and hills. Despite their size, they are incredibly careful around smaller plant and animal life. They mostly feed on Helium Fruit from the Desseberdo Palm. Cliff Leapers feed o 1/1 Edition 5: Terrebeadu Awakening Battle Card: Costs 200 crotons to place Health: 20 Damage: 15 Features: - immune to all effects of environmental cards unless otherwise stated (not immune to Plantherian Hurricane) - move one of your battle cards to your boneyard when placed Base: Titan, Earth Rarity: Rare*
- Fortu Bogspit | Terrebeadu
Fortu Bogspit Do not be fooled by the charming or innocent look of the Bogspit. The bulbous meristem of the Fortu genus especially is deceiving. Most Bogspits grow only three large (up to 18") leaves in their lifetime, which lasts up to four years. At the top of the flexible tissued organism, a boil-covered burl is actually filled with boiling hot tar (usually around 310°C). Bogspits tend to grow around the shallow edges of tar bogs in the Hejaj Wastelands. They suck up tar through their tough vascular tube and house it at the top of the plant. Once enough steam fills the tar burl, boiling hot tar spews out of a spout. Beware! This tar is also extremely toxic! Fortu Bogspit Life Guide Do not be fooled by the charming or innocent look of the Bogspit. The bulbous meristem of the Fortu genus is especially deceiving. Most Bogspits grow only three large (up to 18") leaves in their lifetime, which lasts up to four years. At the top of the flexible tissued organism, a boil-covered burl is actually filled with boiling hot tar (usually around 310°C). Bogspits tend to grow around the shallow edges of tar bogs in the Hejaj Wastelands. They suck up tar through their tough vas Fortu Bogspit Life Guide Do not be fooled by the charming or innocent look of the Bogspit. The bulbous meristem of the Fortu genus is especially deceiving. Most Bogspits grow only three large (up to 18") leaves in their lifetime, which lasts up to four years. At the top of the flexible tissued organism, a boil-covered burl is actually filled with boiling hot tar (usually around 310°C). Bogspits tend to grow around the shallow edges of tar bogs in the Hejaj Wastelands. They suck up tar through their tough vas 1/1 Edition 5: Terrebeadu Awakening Lifeguide Card: Costs 45 crotons to place Health: 15 Damage: 5 Loyalty: 4 +1 heart to your character Features: - instantly kills any Kodur Crossbill attacking this card (no damage received) - draw a wild card when placed Base: Plant, Poison Rarity: Uncommon
- Ed. 1 | Terrebeadu
First Edition ~ Ed. 1: Ascendancy
- Ed. 4 | Terrebeadu
Fourth Edition ~ Ed. 4: Acacian Crusade Desert Lantern House Stilt Shack Curve-Ball Gaseous Morels Tortuga Gigantic Mine Grappler Disarmed Two Sided Blade Beam Podlen Planthera's Sleeper Erasing History Neddle Forcefield Power Outage Wooly Ice Mole Artifact of the Hidden Eye Sandscupher Evolved Minkan Cannon Attack Mycelioid Sick Day Plagued Glacier Mushroom Stronghold Two Headed Garmot Vine Ridden Guardian
- Wandering Relic | Terrebeadu
Wandering Relic Model 707 was built at the K23 Base seven kilometers south of the Kurdesh Valley lower limit. It's construction was by the Carry Force of the early Expansion Period sometime during the first decade of northern expansion. Though a technological relic now, it once was a beacon of advancement. It is known to wander the Kurdesh Valley. Although there have never been any official interactions, many sightings have been reported. Recently, the area near the southern limit of the Kurdesh Valley has been shutdown. The abandoned K23 Base has become dangerous to travelers and rumors are spreading that a hostile faction of Poqewi Minkans have taken camp in the former facility. Wandering Relic Battle Model 707 was built at the K23 Base seven kilometers south of the Kurdesh Valley lower limit. It's construction was by the Carry Force of the early Expansion Period sometime during the first decade of northern expansion. Though a technological relic now, it once was a beacon of advancement. It is known to wander the Kurdesh Valley. Although there have never been any official interactions, many sightings have been reported. Recently, the area near the southern limit of the Kurdesh Valley Wandering Relic Battle Model 707 was built at the K23 Base seven kilometers south of the Kurdesh Valley lower limit. It's construction was by the Carry Force of the early Expansion Period sometime during the first decade of northern expansion. Though a technological relic now, it once was a beacon of advancement. It is known to wander the Kurdesh Valley. Although there have never been any official interactions, many sightings have been reported. Recently, the area near the southern limit of the Kurdesh Valley 1/1 Edition 5: Terrebeadu Awakening Battle Card: Costs 22 crotons to place Health: 3 Damage: 1 ~ Base: Metal Rarity: Very Common
- Fill In | Terrebeadu
Fill In Although it didn't end up happening, some ambitious settlers proposed the idea of filling in the Shou Liyane Province's Sheer Spires region to make travel easier. They hoped to blast the Hitghaway Cliff and fill in the landscape with rubble. Luckily, they were stopped and returned to a retraining program against the destruction of nature. Fill In Environmental Although it didn't end up happening, some ambitious settlers proposed the idea of filling in the Shou Liyane Province's Sheer Spires region to make travel easier. They hoped to blast the Hitghaway Cliff and fill in the landscape with rubble. Luckily, they were stopped and returned to a retraining program against the destruction of nature. Fill In Environmental Although it didn't end up happening, some ambitious settlers proposed the idea of filling in the Shou Liyane Province's Sheer Spires region to make travel easier. They hoped to blast the Hitghaway Cliff and fill in the landscape with rubble. Luckily, they were stopped and returned to a retraining program against the destruction of nature. 1/1 Edition 5: Terrebeadu Awakening (Anti) Environmental Card: Costs 30 crotons to place ~ Features: - covers any cliff or plateau type obstacle - this card only lasts for 5 rounds before it is moved to your boneyard - all features of the covered obstacle are muted until this card moves to your boneyard Base: Environmental Rarity: Semi-Common
- Gaseous Morels | Terrebeadu
Gaseous Morels These morels are just another thing to be weary of on your travels across Terrebeadu. They may seem wonderous at first, standing nearly twenty feet tall, a radiating smell of honey, but don't let them fool you. The closer you get, the further you are from reality at its poisonous, spore-filled gas surrounds you. When any heat radiating being enters within range, the morel releases its intoxicating defense. Even though you may walk away feeling fine after, the true effects come the next day... Gaseous Morels Defence Gaseous Morels Defence 1/1 Edition 5: Terrebeadu Awakening Defence Card: Costs 230 crotons to place Health: 50 Damage: 15 Features: - Drift: deals 2 damage to any opposing card 2 spaces in front of this card - Poison: minus 2 to the health value of the attacking card once each round for two rounds after the cards interact - place any one fungi based card for free while this card is on the board (1X use) Base: Fungi, Poison Rarity: Rare*