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Influence is the leader-based value players lose during the game. A player loses when their Influence reaches 0.
A player's starting Influence is determined by their leader card.
Leader cards show power and Influence — the number on the right is the leader's Influence.
A player may exceed their leader's starting Influence if a card effect grants additional Influence.
A player loses if their Influence is reduced to 0.
Destroying a Frontline or Backline creature does not cause its controller to lose Influence from the power difference. Influence is reduced only by an unblocked attack against a leader, Piercing, or a card effect that specifically causes Influence loss.
Equal-power combat causes no Influence loss.
Leaders are in a separate zone and can always be attacked regardless of whether they are ready or exhausted. Other cards may block for leaders when legally able.
The active player readies all exhausted cards they control. Readying happens here, before the Draw Phase.
2Draw Phase
Draw one card from your deck.
3Energy Phase
Play one Energy card from your hand face-down into your Energy Zone.
4Main Phase
Play creatures, spells, auras, items, or use Activate effects.
5Battle Phase
Declare attacks with eligible ready creatures and your leader.
6End Phase
Clear temporary combat power buffs/debuffs, clear marked damage from every non-Structure creature, reset attack usage, and pass the turn. Structures retain their marked damage.
Turn Phases
Each turn follows: Start of Turn/Ready Step → Draw Phase → Energy Phase → Main Phase → Battle Phase → End Phase.
Turn order: Start of Turn/Ready Step → Draw Phase → Energy Phase → Main Phase → Battle Phase → End Phase.
Start of Turn/Ready Step: The active player readies all exhausted cards they control. Readying happens here, before the Draw Phase — not during the End Phase.
Draw Phase: Draw one card from your deck.
Energy Phase: Play one Energy card from your hand face-down into your Energy Zone.
Main Phase: Play creatures, spells, auras, items, or use Activate effects.
Battle Phase: Declare attacks with eligible ready creatures and your leader.
End Phase: Clear temporary combat power buffs/debuffs, clear marked damage from every non-Structure creature, reset attack usage, and pass the turn. Structures retain their marked damage.
phasesturnorderready stepstart of turndraw phaseenergy phasemain phasebattle phaseend phase
Draw Phase
After the Ready Step, draw one card. If your deck has 0 cards, you lose.
After the active player readies their exhausted cards during the Start of Turn/Ready Step, they draw one card from their deck during the Draw Phase.
If your deck has 0 cards at the start of your Draw Phase, you lose — even if you choose not to draw.
Some card effects allow additional draws; these resolve at the appropriate timing.
Once per turn you may play one Energy card face-down into your Energy Zone.
Once per turn during the Energy Phase, you may play one Energy card from your hand face-down into your Energy Zone.
Only cards printed as Energy cards may be placed as Energy — this includes Empowered Energy cards. Other card types (creatures, spells, auras, items, counters) cannot be placed as Energy.
Energy cards are exhausted (turned sideways) when used to pay a card's cost.
Energy cards refresh (stand upright) at the start of your next turn.
Potions are treated as Energy markers — see the Potions rule section.
During the Main Phase, play cards from your hand and use Activate effects.
During the Main Phase you may play any number of cards from your hand as long as you can pay their Energy costs.
Creatures are played onto your Frontline or Backline.
Spells and Aura Spells are cast directly from your hand during the Main Phase.
Counters are reactive cards — they are not played during your own Main Phase. Counters may only be played during a legal response window when the opponent takes an action you can respond to.
Items may be played and equipped to a creature or leader, or placed under a leader depending on card text.
Activate effects may be used once per turn unless stated otherwise.
You may also manually move one creature once per turn during the Main Phase.
main phaseplay cardsummoncastactivatespellauraitemcreature
Battle Phase
Declare attacks with ready creatures or your leader. A creature must be ready to attack and exhausts when it attacks; leaders do not exhaust. Ready enemy creatures cannot normally be attacked.
During the Battle Phase, the active player may declare attacks with eligible ready creatures and their leader.
A creature must be ready to declare an attack unless a card effect explicitly says otherwise.
Declaring an attack with a creature exhausts that creature immediately, before the attack resolves and before any applicable response window opens.
A creature may normally attack only once per turn.
Creatures cannot attack during the turn they are played or summoned unless they have Quickness or another effect permits it.
Moving a creature does not prevent it from attacking that turn, and movement does not ready or exhaust a creature unless an effect specifically says it does.
A creature may attack the opposing Leader, or an exhausted enemy creature.
A ready enemy creature cannot normally be chosen as the target of a creature attack. Card effects may override this restriction if they specifically allow a creature to attack a ready creature or another normally illegal target.
Leaders do not exhaust when they attack and may normally attack once per turn. A leader can always be attacked.
When an attack is declared, the defending player may declare one legal blocker or decline to block (see Blocking).
Combat resolves after blockers are declared or declined.
After all attacks are resolved, the Battle Phase ends.
This means the non-turn player may receive an opportunity to take the same type of action after the turn player chooses to take that action.
The turn player controls whether that window opens.
Draw Phase: If the turn player draws, the non-turn player may also draw. If the turn player skips their draw, the non-turn player does not get to draw.
Energy Phase: If the turn player places an Energy, the non-turn player may also place an Energy. If the turn player skips placing Energy, the non-turn player does not get to place Energy.
Main Phase: If the turn player plays a creature, plays a spell, activates an Activate Main effect, or otherwise takes a Main Phase action, the non-turn player may receive a matching response/action window. If the turn player passes without taking a Main Phase action, the non-turn player does not get a free Main Phase action.
Battle Phase: Only the turn player may declare attacks. The non-turn player does not get to attack during the turn player's Battle Phase. The non-turn player may still block, use Counters, or use legal battle-speed effects when the rules or card text allow.
Important
The turn player may deny the non-turn player a mirrored opportunity by choosing not to take that action themselves.
Example
If Player 1 draws, Player 2 may draw. If Player 1 skips draw, Player 2 cannot draw.
Example
If Player 1 places Energy, Player 2 may place Energy. If Player 1 skips Energy, Player 2 cannot place Energy.
Example
If Player 1 plays a creature during Main Phase, Player 2 may respond with a legal Main Phase action.
Example
If Player 1 enters Battle Phase, Player 2 cannot attack, but may block or respond with legal Counters/effects.
Combat follows a clear sequence. This flow and reference summarize the current rules; the full entries follow.
1
Declare Attack
“Declare attacks with eligible ready creatures and your leader.”
“Declaring an attack with a creature exhausts that creature immediately, before the attack resolves and before any applicable response window opens.”
2
Check Legal Target
“A creature may attack the opposing Leader, or an exhausted enemy creature.”
“A ready enemy creature cannot normally be chosen as the target of a creature attack.”
3
Response Window
“The defending player may declare one legal blocker or decline to block.”
“Attackers and blockers are already exhausted during the response window that follows their declaration.”
4
Block / Resolve
“Combat resolves after blockers are declared or declined.”
“When a leader is attacked and not blocked, the leader loses influence equal to the attacker's power.”
5
Damage / Aftermath
“Combat damage is simultaneous.”
“Creatures destroyed in combat trigger On Death effects if they meet the On Death requirements.”
“Damage clears from every non-Structure creature during each End Phase. Structures retain their marked damage.”
Who May Attack
During the Battle Phase, the active player may declare attacks with eligible ready creatures and their leader.
From: Battle Phase
Valid Attack Targets
A creature may attack the opposing Leader, or an exhausted enemy creature. A ready enemy creature cannot normally be chosen as the target of a creature attack.
From: Battle Phase
Blocking Eligibility
A normal creature must be ready to block. Declaring a block exhausts the blocking creature immediately, before the attack resolves. An exhausted creature cannot block unless its card text or a keyword explicitly permits it.
From: Blocking
Exhaustion
An exhausted creature cannot normally attack or block, but may be attacked and still deals its Power when attacked.
From: Ready and Exhausted
Becoming Ready
At the start of a player's turn, before the Draw Phase, that player readies all exhausted cards they control (the Ready Step).
From: Becoming Ready
Movement After Combat
Moving a creature between the Frontline and Backline does not exhaust it. A creature may still move and attack during the same turn if it is otherwise legally able to do so.
From: Moving Cards Between Lines
Leader-Specific Behavior
Leaders do not exhaust when they attack and may normally attack once per turn. A leader can always be attacked, regardless of whether it is ready or exhausted.
From: Leaders Attacking
Power and Lines
A card's power depends on which line it occupies. 0-power cards placed in a line are destroyed.
Every creature card has a Frontline power and a Backline power shown as Frontline ~ Backline (e.g., 5 ~ 0).
A card with 5 ~ 0 has 5 power on the Frontline and 0 power on the Backline.
If a card is placed or moved into a line where it has 0 power, it is destroyed immediately unless protected by a card effect.
Power can be modified by spells, auras, items, and other card effects.
Temporary power changes from spells or effects last until the End Phase.
The board has two lines per side with different combat roles. A creature can only be attacked if it is exhausted (see Ready and Exhausted).
Each player has a Frontline and a Backline.
The Frontline is the normal attacking line. Creatures normally attack from the Frontline, targeting the opposing Leader or an exhausted enemy creature.
The Backline is the normal defensive line. Backline creatures normally block attacks aimed at their Leader.
Any exhausted creature can be attacked regardless of whether it is in the Frontline or Backline. Controlling a Frontline creature does not shield your Backline creatures from being attacked.
Backline creatures do not normally block attacks targeting creatures; they may only block Leader attacks.
Frontline creatures do not automatically block for other creatures.
Leaders occupy a separate zone and can always be attacked directly, ready or exhausted.
Moving a creature between lines does not exhaust or ready it. An exhausted creature remains attackable after moving; a ready creature does not become attackable merely by moving.
During your Main Phase, you may manually move one of your creatures from one line to the other when timing allows.
Moving a creature between the Frontline and Backline does not exhaust it unless a card or effect specifically states otherwise.
A creature may still move and attack during the same turn if it is otherwise legally able to do so.
Moving does not ready an exhausted creature.
Moving does not remove damage, counters, effects, or exhaustion.
A ready creature does not become a legal creature-attack target merely because it moved.
An exhausted creature remains a legal creature-attack target after moving.
A card may only manually move once per turn unless moved by a card effect.
Moving a card does not require Quickness for that card to attack later that turn.
If a card is moved to a line where it has 0 power, that card is destroyed unless protected by an effect.
If one or more cards would be moved to a full line, the target player must destroy enough cards on that line to make room for the moved cards.
A creature can attack the opposing Leader or an exhausted enemy creature. Declaring a creature as an attacker or blocker exhausts it before the attack resolves. Attacking Leaders do not exhaust. Creature destruction does not automatically reduce Influence. Combat damage is simultaneous and uses each combatant's current power in its occupied line, including modifiers and marked damage. Non-Structure creature damage clears during the End Phase; Structure damage persists.
Creatures may attack the opposing Leader or an exhausted enemy creature. Ready enemy creatures cannot normally be attacked. Declaring a creature as an attacker or blocker exhausts it before the attack resolves. Leaders may always be attacked unless an effect states otherwise and do not exhaust when they attack.
Combat damage is simultaneous. Use each combatant's current power in its occupied line, including active modifiers and damage already marked on it.
Mark the damage dealt to each creature. A creature is destroyed when its marked damage equals or exceeds its current power in that line.
When two creatures fight, compare their current combat power in their occupied lines, accounting for marked damage.
If one creature has higher remaining power, the lower-powered creature is destroyed. If both have equal remaining power, both are destroyed.
Equal-power combat causes no Influence loss.
Destroying a Frontline or Backline creature does not cause its controller to lose Influence from the power difference. Influence is reduced only by an unblocked attack against a leader, Piercing, or a card effect that specifically causes Influence loss.
An exhausted creature that is attacked still deals its Power normally during combat — exhaustion does not prevent a creature from defending itself when directly attacked.
Damage clears from every non-Structure creature during each End Phase. Structures retain their marked damage between turns.
After combat, perform all normal destruction checks, zero-Power checks, death processing, and triggered effects.
Creatures destroyed in combat trigger On Death effects if they meet the On Death requirements.
After an attack is declared, the defending player may declare one legal blocker or decline. A normal blocker must be ready and exhausts when declared.
After an attack is declared, the defending player may declare one legal blocker or decline to block.
A normal creature must be ready to block. Declaring a block exhausts the blocking creature immediately, before the attack resolves.
An exhausted creature cannot block unless its card text or a keyword explicitly permits it.
Backline creatures may normally block only attacks against their leader. Backline creatures cannot normally block attacks targeting creatures.
Frontline creatures do not automatically block for other cards.
Defender allows a creature to block for Frontline and Backline creatures when otherwise legal.
A Planted card cannot block.
A non-Stealth creature cannot block a Stealth attacker.
A non-Structure creature may normally block only once per turn unless a card effect says otherwise. Structures may block additional legal attacks during the same turn (see Structure).
If the attack is successfully blocked, the attacking creature does not deal Power to the Leader unless an effect specifically states otherwise.
After blocking, the blocker remains exhausted and may therefore be attacked by enemy creatures while it remains exhausted.
The attacking creature and blocking creature resolve combat according to the existing Auroria combat rules.
Leaders start with influence equal to their printed value, do not exhaust when they attack, and may always be attacked regardless of readiness.
Each player's leader starts with printed influence (life total).
Leaders do not exhaust when they attack. A leader may normally attack once per turn.
Leaders may always be chosen as attack targets unless a card effect or game-mode rule specifically prevents the attack.
Leader vulnerability does not depend on whether the Leader is ready or exhausted — Leaders remain legal attack targets while ready or exhausted.
When a leader is attacked and not blocked, the leader loses influence equal to the attacker's power.
Destroying a Frontline or Backline creature does not cause its controller to lose Influence from the power difference. Influence is reduced only by an unblocked attack against a leader, Piercing, or a card effect that specifically causes Influence loss.
Equal-power combat causes no Influence loss.
A player whose leader reaches 0 or less influence loses the game.
Leaders occupy a separate zone and can always be attacked regardless of board state.
Items placed under a leader follow the Items Under Leaders rules.
A ready creature may attack, block, move, or activate abilities. An exhausted creature cannot normally attack or block, but may be attacked and still deals its Power when attacked.
A ready creature may attack, block, move, or activate abilities as permitted by the rules and its card text.
An exhausted creature cannot normally attack.
An exhausted creature cannot normally block.
An exhausted creature may be chosen as the target of an enemy creature attack.
An exhausted creature still deals its Power normally when attacked.
An exhausted creature may still be affected by spells, abilities, movement, Power changes, damage, destruction, and other effects.
An exhausted creature retains passive, triggered, On Death, and other non-activated abilities unless an effect specifically states otherwise.
A ready creature cannot normally be attacked by an enemy creature.
Spells and abilities may still target or affect ready creatures normally unless the card text or another rule prevents it.
readyexhaustedexhausttapuntapattack targetvulnerableexhaustiondeal power
Becoming Ready
At the start of your turn (Ready Step), ready your exhausted cards. A creature that becomes ready is no longer normally a legal creature-attack target.
At the start of a player's turn, before the Draw Phase, that player readies all exhausted cards they control (the Ready Step) unless an effect states otherwise.
Readying happens during the Start of Turn/Ready Step — not during the End Phase.
When an exhausted creature becomes ready, it is no longer normally a legal target for creature attacks.
Readying does not remove counters, attachments, or continuous effects — it only changes whether the card is exhausted.
Marked damage clears from every non-Structure creature during each End Phase. Only Structures retain marked damage after the End Phase. Readying itself does not clear marked damage.
readyrefreshuntapstart of turnready stepexhaustedbecomes readymarked damageend phaseattack target
Leaders Attacking
Leaders do not exhaust when they attack. A leader may normally attack once per turn and can always be attacked. When a leader attacks a creature, that creature must still be exhausted.
Leaders do not exhaust when they attack.
A leader may normally attack once per turn.
A leader can always be attacked, regardless of whether it is ready or exhausted.
When a leader attacks a creature, the targeted creature must still be exhausted — a ready creature cannot be attacked unless a card effect explicitly permits it.
Because leaders do not exhaust from attacking, the once-per-turn attack limit is tracked separately from leader exhaustion.
Card effects may allow a leader to attack additional times or impose additional restrictions.
leader attackleader exhaustleader attackerattack once per turnleader vulnerabilityleader readyexhaustedattack a creature
Response Timing and Exhaustion
Attackers and blockers are already exhausted during the response window that follows their declaration — exhaustion is not delayed until after damage.
Because attackers and blockers exhaust when they are declared, they must already be considered exhausted during the response window that follows their declaration.
Any spell, Counter, triggered ability, or effect that checks whether a creature is exhausted recognizes the declared attacker or blocker as exhausted during that response window.
Exhaustion is not delayed until after damage resolution.
Counters and other response-window effects still resolve through the existing Auroria response-window system.
Spell chains resolve last-in-first-out. Counters end the chain except for other Counter responses.
When multiple spells and effects are chained together, they form a spell chain that resolves last-in-first-out (the last spell played resolves first).
A Counter card played in response to a spell negates that spell and immediately ends the spell chain.
After a Counter is played, only another Counter may be played in response — no other spells may be added to the chain.
If a Counter is not responded to with another Counter, the Counter resolves, negating the targeted spell.
Spell chains continue until no more responses are declared, then all effects resolve in reverse order.
If a summon or card effect is negated by a Counter, that card is treated as never successfully played — On Play effects do not trigger.
Counters can only be played during the opposing player's action — not during your own turn except in response to your opponent.
counterspell chainchainresponsestackspell responsecounter spellnegateresolve backwardslast in first out
Defender
Defender allows a ready creature to block attacks beyond normal blocking limits. Declaring a Defender as a blocker exhausts it.
Backline cards can normally block only attacks against the leader.
Frontline cards do not block for other cards by default.
A ready creature with Defender may block a legal Leader attack when it would otherwise be eligible to do so, and may also block for frontline and backline cards when legal.
When declared as a blocker, the Defender becomes exhausted before the attack resolves.
An exhausted Defender cannot normally block another attack.
While exhausted, the Defender may be attacked by enemy creatures.
Defender does not allow a Planted card to block.
Defender does not bypass Stealth restrictions. A non-Stealth Defender cannot block a Stealth attacker.
Defender does not allow a card to block more than once per turn unless another effect says otherwise.
Defender remains a battlefield-position rule — it is not a general creature-protection rule unless its card text already says so.
Discarded effects trigger when the card is sent from hand to the graveyard by a discard effect.
Discarded effects trigger when the card is sent from your hand to the graveyard via a discard effect.
A card played normally is not discarded.
A card destroyed on the battlefield is not discarded — it is destroyed.
A card milled from the deck is not discarded unless a card effect specifically says it is.
Discarded effects may trigger from your own effects or an opponent's forced discard.
discarddiscardeddiscard from handhand discardhand to graveyarddiscard trigger
Dual Attack
Dual Attack — This creature can attack twice during the same turn. After its first attack resolves, ready it. After its second attack resolves, it remains exhausted and moves to the Backline.
Dual Attack — This creature can attack twice during the same turn. After its first attack resolves, ready it. After its second attack resolves, it remains exhausted and moves to the Backline.
The creature does not move after its first attack.
It moves only after completing its second attack.
If it does not make a second attack, it does not receive the final movement from Dual Attack.
The movement after the second attack does not ready the creature.
Dual Attack does not let a card attack the same turn it is played unless it also has Quickness or another effect allows it.
Dual Attack does not bypass Stealth, Planted, exhaustion, or target legality rules.
Piercing — When an attack deals more damage than the targeted creature's remaining power in its occupied line, the excess reduces the defending player's Influence.
Piercing — When an attack deals more damage than the targeted creature's remaining power in its occupied line, the excess reduces the defending player's Influence.
Remaining line power equals the target's current Frontline or Backline power, including active modifiers, minus damage already marked on it.
Piercing Influence loss equals the attacker's final combat power minus the target's remaining line power, to a minimum of 0.
Piercing works through either a Frontline or a Backline creature.
Exactly lethal damage produces 0 Piercing damage.
Nonlethal damage produces 0 Piercing damage.
Power increases reduce Piercing damage; power reductions increase Piercing damage. Moving a creature between lines updates the active power used.
Piercing does not make an otherwise illegal attack target legal. The targeted creature must still be exhausted.
Piercing works when a Piercing creature directly attacks an exhausted creature, and when a Piercing creature attacks a Leader and is blocked.
Piercing does not trigger from spell destruction, ability destruction, sacrifice, zero-Power destruction without relevant combat damage, a creature dying later from persistent damage, non-combat damage from the Piercing creature, a negated attack, or fully prevented combat damage.
If the Piercing attacker and defender destroy each other through simultaneous combat damage, the Piercing damage still resolves unless the attack or its damage was negated.
Leader damage prevention applies normally to Piercing damage.
If multiple effects grant Piercing, the keyword does not stack stronger unless a card specifically says it does.
Quickness lets a card attack the same turn it is played. It does not allow attacking while exhausted or attacking a ready enemy creature.
Cards normally cannot attack the same turn they are played or summoned.
A card with Quickness can attack the same turn it is played or summoned.
The creature must still be ready when the attack is declared; Quickness does not allow an exhausted creature to attack unless an effect specifically states that it may do so or first readies it.
When it attacks, it becomes exhausted normally.
Quickness does not allow a creature to attack a ready enemy creature unless an effect specifically overrides the exhausted-target restriction.
Cards can attack the same turn they move. Quickness is not required for attacking after movement.
Quickness does not grant additional attacks.
Quickness does not remove other attack restrictions such as already attacking this turn, being unable to attack by card effect, being paralyzed, being planted, or lacking a legal target.
quicknesssame turnattack same turnplayedsummonedsummoning sicknessexhaustedreadyready creature
Ranger
Ranger allows a card to attack from the backline.
A card with Ranger can attack while it is in the backline.
Ranger does not allow a card to attack the same turn it is played unless it also has Quickness or another effect allows it.
Ranger does not ignore Stealth, Planted, or other targeting restrictions.
Ranger only changes where the card may attack from.
Ranger does not remove the normal once-per-turn attack limit unless another effect says otherwise.
rangerbackline attackattack from backlinerangedattack from back
Stealth
Stealth protects a card from being attacked or blocked by cards without Stealth.
A card with Stealth cannot be attacked by a card without Stealth.
A card with Stealth cannot be blocked by a card without Stealth.
A card with Stealth may still be affected by effects that do not require attack targeting, unless the card text says otherwise.
A Stealth card can attack another Stealth card if the attack is otherwise legal.
Stealth does not allow a card to attack the same turn it is played unless it also has Quickness or another effect allows it.
Exhaustion does not override Stealth — an exhausted Stealth creature still cannot be attacked by a card without Stealth.
stealthcannot be attackedcannot be blockedtargetinginvisible
Structure
Structure — This card retains marked damage during the End Phase. A Structure may block while exhausted when otherwise legal, and immediately readies after being declared as a blocker.
Structure — This card retains marked damage during the End Phase. A Structure may block while exhausted when otherwise legal. When a Structure is declared as a blocker, exhaust it, then immediately ready it after the block is declared.
Structures retain their marked damage between turns.
A Structure is destroyed when its marked damage equals or exceeds its current power in its occupied line.
Because a Structure immediately readies after being declared as a blocker, it may block additional legal attacks during the same turn.
Structure does not ignore other blocking restrictions unless its card text says otherwise. A non-Stealth Structure still cannot block a Stealth attacker, and a Planted card cannot block.
A Structure may block while exhausted, which is an exception to the normal rule that an exhausted creature cannot block.
structuremarked damageretains damageblock while exhaustedready after blockfrontlinebacklinedefender
Swift
Swift moves a card after it attacks or blocks. Swift movement does not ready the creature.
Swift — After this creature attacks and survives, move it to the Backline. After this creature blocks and survives, move it to the Frontline.
Swift movement does not ready the creature.
Swift does not automatically give Quickness.
A card moved by Swift must still follow normal line power rules.
If a Swift card would move to a full line, resolve the full-line movement rule.
swiftmove after attackingmove after blockingfrontlinebacklinerepositionsready
Deck Building
Deck construction at a glance, then the full rule.
Deck Size
51–61
A legal Auroria TCG deck contains 51 to 61 cards total, including the leader.
Leader
1
You may include only 1 leader.
Copy Limit
4
You may include up to 4 copies of a non-leader card unless that card says otherwise.
Basic Energy
Unlimited
Basic Energy cards are not limited by the four-copy rule.
Empowered Energy
4
Empowered Energy cards are limited to 4 copies.
Side Deck
10
A side deck contains exactly 10 cards when used for best-of-three matches.
Enhanced Cards
4
A deck can only consist of 4 enhanced cards of any type.
Your leader opens identity channels based on its color, race, and trait. Non-leader creatures must match at least one open channel, and the deck narrows by intersection. Spell-like cards and Energy must match the leader's color.
A legal Auroria TCG deck contains 51 to 61 cards total, including the leader, with up to 4 copies of each non-leader card (Basic Energy unlimited; Empowered Energy limited to 4).
A legal Auroria TCG deck contains 51 to 61 cards total, including the leader.
You may include only 1 leader.
You may include up to 4 copies of a non-leader card unless that card says otherwise.
Basic Energy cards are not limited by the four-copy rule.
Empowered Energy cards are limited to 4 copies.
A side deck contains exactly 10 cards when used for best-of-three matches.
Your leader opens deck identity channels based on its color, race, and trait.
Non-leader creatures are legal only if they match at least one of the leader's open identity channels.
Your deck identity narrows by intersection: every non-leader creature in the deck must share at least one leader identity channel with every other non-leader creature.
Example
a white Human Bandit leader can start as white, Human, or Bandit. Adding a non-white Human closes the white and Bandit channels, making the creature lineup Human-only.
Example
adding a white non-Human non-Bandit creature closes the Human and Bandit channels, making the creature lineup mono-white.
Example
adding a white Bandit keeps both the white and Bandit channels open.
Spell-like cards and Energy must match the leader's color.
Structure decks are pre-built starting points.
The Set 1 structure decks are: The Traveling City (White), The Burning Valley (Red), Potion Spells (Blue), and Verdant Overgrowth (Green).
Deck construction rules may be updated as new sets are released.
Frequently referenced rulings and clarifications for common game situations.
Influence loss is permanent — it does not reset between turns.
When a creature with 0 power is placed in a line, it is destroyed immediately (before any other effect triggers).
A card cannot be targeted by the same destruction effect more than once in the same chain.
Cards can only be in one zone at a time.
If multiple On Death effects trigger simultaneously, the active player chooses the order they resolve.
Protection effects do exactly what they say. If a card says a creature cannot be destroyed this turn, destruction effects do not destroy it during that turn.
If a Planted card is destroyed after it is already planted, it goes to the graveyard as a Planted card object unless a card effect says otherwise.
If you are unsure about a ruling not covered here, ask on the Auroria TCG Forum for clarification.
Effects that exhaust or ready creatures now change creature-attack legality. Review cheap, repeatable, or mass-exhaustion effects for balance because exhaustion is more strategically powerful.
Any effect that exhausts an enemy creature now also makes that creature a legal target for creature attacks.
Any effect that readies an enemy creature makes it an illegal creature-attack target unless another effect allows the attack.
Effects that read a creature's exhausted state recognize declared attackers and blockers as exhausted during their response window.
Effects that allow a creature to attack while exhausted, attack any creature, attack again, block an additional attack, or that redirect, negate, or change an attack target follow the new system without changing their printed intent.
Effects that state a creature cannot attack or cannot block still apply normally.
Cheap, repeatable, or mass-exhaustion effects are flagged for later balance review because exhaustion is now more strategically powerful.
Card costs and stats are not automatically rebalanced by this rules update.
exhaust targetready targetattack a creatureattack targetattack againblock additionalcannot attackcannot blockattack while exhaustedattack any creaturemust be attackedredirect attacknegate attackchange attack targetbalance reviewmass exhaustion
Game Modes
Auroria supports standard 1v1 play, an optional Slow Mode, and several multiplayer formats.
Slow Mode
Slow Mode is an alternate way to play where the non-turn player does not receive mirrored action windows.
Slow Mode is an optional alternate game mode that should be agreed on before the game begins.
In Slow Mode, Auroria plays more like a traditional TCG. The turn player takes their turn normally, and the non-turn player does not receive mirrored Draw, Energy, or Main Phase action windows.
In Slow Mode: the turn player draws during their Draw Phase — the non-turn player does not draw just because the turn player drew.
In Slow Mode: the turn player places Energy during their Energy Phase — the non-turn player does not place Energy in response.
In Slow Mode: the turn player takes Main Phase actions — the non-turn player does not get matching Main Phase actions.
The non-turn player may still use legal Counters, blocks, or effects when the rules or card text allow — this applies in both normal and Slow Mode.
Slow Mode is useful for: new players, tutorial-style games, players who want a more familiar TCG pace, and testing decks without the full mirrored-action system.
Remember
Normal Auroria TCG uses Mirrored Action Windows. Slow Mode is optional.
In multiplayer games, Slow Mode is the default turn structure unless the mode specifically says otherwise.
In Slow Mode, non-turn players do not receive mirrored Draw, Energy, or Main Phase action windows.
Non-turn players may still use legal Counters, blocks, and card effects when timing allows.
This keeps multiplayer games from becoming too slow or chaotic.
The main exception is Casual Chaos, which is designed to use normal Auroria mirrored action windows.
Official Casual Mode
Casual Chaos
3 playersNormal Auroria / Mirrored Action Windows
A 3-player 1v1v1 free-for-all where chaos and politics are part of the game.
Casual Chaos is a 3-player free-for-all mode.
Each player has their own deck, leader, hand, field, Energy Zone, Graveyard, and Influence.
Turn order moves clockwise.
Only the turn player may declare attacks.
The turn player may attack either opponent's legal cards or leader.
Casual Chaos uses normal Auroria mirrored action windows.
If the turn player draws, each non-turn player may draw in turn order.
If the turn player skips draw, no non-turn player may draw.
If the turn player places Energy, each non-turn player may place Energy in turn order.
If the turn player skips Energy, no non-turn player may place Energy.
If the turn player opens a Main Phase action window, each non-turn player may receive a matching response/action window in turn order.
Non-turn players still cannot declare attacks.
The game ends when only one player remains undefeated.
Official Team Mode
Alliance War
4 playersSlow Mode
A 2v2 team mode where each team combines both leaders' Influence into one shared Influence pool.
Alliance War is a 2v2 team mode.
Each player has their own deck, leader, hand, field, Energy Zone, and Graveyard.
Each team combines both leaders' Influence into one shared team Influence pool.
Example: If one teammate has a 20 Influence leader and the other has a 15 Influence leader, that team starts with 35 Influence.
Only the turn player may declare attacks.
Alliance War uses Slow Mode.
During an opponent's turn, players may only play legal Counters and non-Aura Spell cards when timing allows.
Players cannot play creatures on an opponent's turn.
Players cannot play Aura Spells on an opponent's turn.
Players cannot declare attacks on an opponent's turn.
When a team's shared Influence reaches 0, that team loses.
Large Team Mode
Kingdom War
6 playersSlow Mode
A 3v3 mode where each team has one King and two Guards. Each player has their own Influence, and each King becomes exposed only after one of that King's own Guards falls.
Kingdom War is a 3v3 team mode.
Each team chooses one player to be the King. The other two players are Guards.
The King sits in the middle position. The Guards sit on the left and right sides of the King.
Each player has their own leader, deck, hand, field, Graveyard, and Influence.
Each player has their own Influence. Kingdom War does not use a shared team Influence pool.
The King uses normal creature zones.
Each Guard has only 6 creature zones total: 3 Frontline zones and 3 Backline zones.
The King starts the game with 4 Energy.
The Guards may use their King's Energy to play cards.
The King may play spells before a Guard falls.
A King is protected while both of that King's Guards are still undefeated.
A protected King cannot be attacked.
A protected King cannot be targeted by enemy spells or enemy card effects.
A King becomes exposed when one of that King's own Guards falls.
Once a King is exposed, that King can be attacked for the rest of the match.
Once a King is exposed, that King can be targeted by enemy spells and enemy card effects for the rest of the match.
The King cannot play creatures until one of that King's own Guards falls.
The King cannot declare attacks until one of that King's own Guards falls.
After one of that King's own Guards falls, the King may play creatures and declare attacks.
A King may attack enemy cards after that King becomes exposed/mobilized.
A King cannot attack the opposing King directly unless the opposing King is exposed.
A King may only target the enemy King with spells if the enemy King is exposed.
A Guard falls when that Guard's Influence is reduced to 0.
A team loses when its King is defeated.
Future Raid ModeComing Later
GodFall
Future Format playersSpecial Boss Rules
A future cooperative raid mode where players battle a Boss deck using special Boss cards.
GodFall is a future cooperative raid mode.
GodFall is not part of the current official ruleset.
This mode will require special Boss cards and Boss decks.
One player may control the Boss deck, or future rules may support an automated Boss system.
Boss cards are separate from normal player decks.
Coming later — battle gods, monsters, and legendary enemies with special Boss decks.
FAQ
Game Start
How many cards do players draw at the start of the game?
Each player draws 7 cards. After drawing, each player may use the mercy mulligan: keep any number of cards, shuffle the rest back into the deck, then draw back up to 7.
What is a mercy mulligan?
A mercy mulligan is the first mulligan of the game. You may keep any number of cards from your opening hand, shuffle the rest back into your deck, and draw back to 7.
What happens if I mulligan again after the mercy mulligan?
Any mulligan after the mercy mulligan comes with a tax of 1 card.
Turn Structure and Mirrored Actions
What makes Auroria TCG different from normal TCGs?
Normal Auroria TCG uses Mirrored Action Windows. This means the non-turn player may receive matching action opportunities when the turn player takes certain actions.
Do both players draw every turn?
In normal Auroria TCG, if the turn player draws during their Draw Phase, the non-turn player may also draw. If the turn player skips their draw, the non-turn player does not get to draw.
Can the turn player deny the non-turn player a draw?
Yes. If the turn player chooses not to draw, the non-turn player also misses that draw opportunity.
Do both players place Energy every turn?
In normal Auroria TCG, if the turn player places Energy during their Energy Phase, the non-turn player may also place Energy. If the turn player skips placing Energy, the non-turn player does not get to place Energy.
Can the turn player deny the non-turn player an Energy placement?
Yes. If the turn player skips placing Energy, the non-turn player does not get to place Energy.
Does the non-turn player get Main Phase actions?
Only when the turn player opens a legal mirrored action window. If the turn player plays a creature, plays a spell, activates an Activate Main effect, or takes another legal Main Phase action, the non-turn player may receive a matching response/action window. If the turn player passes without taking a Main Phase action, the non-turn player does not get a free Main Phase action.
Does the non-turn player get to attack?
No. Only the turn player may declare attacks during their Battle Phase. The non-turn player may block, play legal Counters, or use legal effects when timing allows, but they do not get to declare attacks during the turn player's turn.
What is Slow Mode?
Slow Mode is an alternate way to play Auroria TCG like a more traditional TCG. In Slow Mode, the non-turn player does not receive mirrored Draw, Energy, or Main Phase action windows.
When should Slow Mode be used?
Slow Mode is useful for new players, teaching games, tutorial-style matches, and players who want a more familiar TCG pace. Slow Mode should be agreed on before the game begins.
Deck Out and Winning
How do I win the game?
You win by reducing your opponent's Influence to 0 or by having your opponent start their Draw Phase with 0 cards in deck.
When does a player lose by deck-out?
A player loses at the start of their Draw Phase if they have 0 cards in deck.
Can I skip my draw to avoid losing by deck-out?
No. If you start your Draw Phase with 0 cards in deck, you lose even if you choose not to draw. Choosing to skip the draw does not protect a player from deck-out.
Influence
What is Influence?
Influence is the leader-based value that represents how close a player is to losing. A player loses when their Influence reaches 0.
How is starting Influence determined?
Your leader determines your starting Influence. Leader cards show power and Influence. The number on the right is the leader's Influence.
Can a player go above their starting Influence?
Yes. A player may exceed their leader's starting Influence if a card effect gives them additional Influence.
Do players lose Influence when creatures fight?
No. Destroying a Frontline or Backline creature does not cause its controller to lose Influence from the power difference. Influence is reduced only by an unblocked attack against a leader, Piercing, or a card effect that specifically causes Influence loss. Equal-power combat causes no Influence loss.
Movement and Quickness
Can a creature attack the same turn it moves?
Yes. A creature can attack the same turn it moves, as long as it is otherwise legal to attack.
Does moving a creature exhaust it?
No. Moving a creature does not automatically exhaust it.
Does a creature need Quickness to attack after moving?
No. Quickness is not required to attack after movement.
What does Quickness do?
Quickness allows a card to attack the same turn it is played or summoned.
Can a creature attack the same turn it is played?
Normally, no. A creature can only attack the same turn it is played if it has Quickness or another card effect allows it.
Can a card move more than once per turn?
A card may only manually move once per turn unless moved by a card effect.
Combat
What happens when two creatures have equal power in battle?
Both creatures are destroyed. No Influence is lost from equal-power combat.
What happens when one creature has higher power?
The lower-power creature is destroyed. Destroying a creature does not by itself cause its controller to lose Influence. Influence is reduced only by an unblocked leader attack, Piercing, or a card effect that specifically causes Influence loss.
Does the attacking player gain Influence when they destroy a creature?
No. The attacking player does not gain Influence just for destroying a creature.
Can frontline cards attack backline cards?
Yes. Any exhausted enemy creature can be attacked regardless of whether it is in the Frontline or Backline. Controlling a Frontline creature does not shield your Backline creatures from being attacked. A ready creature cannot normally be attacked.
Can I attack a ready enemy creature?
Not normally. A creature may attack the opposing Leader or an exhausted enemy creature. Ready creatures cannot normally be attacked. Creatures become vulnerable (exhausted) after they attack, block, or are exhausted by an effect. A specific card effect may override this restriction.
Do I lose Influence when my Frontline creature dies?
No. Destroying a Frontline or Backline creature does not cause its controller to lose Influence from the power difference. Influence is reduced only by an unblocked attack against a leader, Piercing, or a card effect that specifically causes Influence loss.
How does Piercing work?
Piercing — When an attack deals more damage than the targeted creature's remaining power in its occupied line, the excess reduces the defending player's Influence. Remaining line power equals the target's current Frontline or Backline power, including active modifiers, minus damage already marked on it. Piercing Influence loss equals the attacker's final combat power minus the target's remaining line power, to a minimum of 0. Exactly lethal or nonlethal damage produces 0 Piercing damage. Piercing works through a Frontline or Backline creature and does not make an otherwise illegal attack target legal — the targeted creature must still be exhausted.
Can leaders always be attacked?
Yes. Leaders are in a separate zone and can always be attacked regardless of whether they are ready or exhausted. Leaders do not exhaust when they attack and may normally attack once per turn. When a leader attacks a creature, the targeted creature must still be exhausted. Legal blockers may still block for the leader.
Blocking
Can backline cards block?
Backline cards can normally block attacks against the leader. Backline cards do not normally block attacks targeting creatures.
Can frontline cards block?
Frontline cards do not automatically block for other cards by default. A card needs Defender or another effect to block for other cards.
Can a card block more than once per turn?
Normally, no. A card can only block once per turn unless a card effect says otherwise.
Keywords
What does Defender do?
Defender allows a card to block attacks beyond normal blocking limits. A Defender can block for frontline and backline cards when legal. Defender does not allow a Planted card to block. Defender does not bypass Stealth restrictions.
What does Ranger do?
Ranger allows a card to attack from the backline. Ranger does not let a card attack the same turn it is played unless it also has Quickness or another effect allows it. Ranger does not ignore Stealth, Planted, or other targeting restrictions.
What does Stealth do?
A card with Stealth cannot be attacked or blocked by cards without Stealth. A Stealth card can attack another Stealth card if the attack is otherwise legal.
What does Swift do?
Swift — After this creature attacks and survives, move it to the Backline. After this creature blocks and survives, move it to the Frontline. Swift movement does not ready the creature. Swift does not give Quickness.
What does Dual Attack do?
Dual Attack — This creature can attack twice during the same turn. After its first attack resolves, ready it. After its second attack resolves, it remains exhausted and moves to the Backline. The creature does not move after its first attack, and if it does not make a second attack it does not receive the final movement. The movement does not ready the creature. Dual Attack does not let a newly played card attack unless it also has Quickness or another effect allows it.
What does Structure do?
Structure — This card retains marked damage during the End Phase. A Structure may block while exhausted when otherwise legal. When a Structure is declared as a blocker, exhaust it, then immediately ready it after the block is declared, so it may block additional legal attacks during the same turn. A Structure is destroyed when its marked damage equals or exceeds its current power in its occupied line. Structure does not ignore other blocking restrictions unless its card text says otherwise.
What does Piercing do?
Piercing — When an attack deals more damage than the targeted creature's remaining power in its occupied line, the excess reduces the defending player's Influence. Remaining line power is the target's current Frontline or Backline power, including active modifiers, minus damage already marked on it. Exactly lethal or nonlethal damage produces 0 Piercing damage. Piercing does not allow an illegal attack target — the targeted creature must still be exhausted.
Planted and Bloom
Can Planted cards attack?
No. Planted cards cannot attack.
Can Planted cards block?
No. Planted cards cannot block.
Can Planted cards be attacked?
No. Planted cards cannot be targeted for attacks.
Are Planted cards regular Energy?
No. Planted cards are not general Energy. Only cards with Bloom may use Planted cards as cost reduction/payment.
Can a non-Bloom card use Planted cards to pay its cost?
No. Only cards with Bloom can use Planted cards this way.
What happens when a Bloom card uses Planted cards?
The Bloom card may use Planted cards as cost reduction/payment. The used Planted cards are sent to the graveyard.
Can Planted cards equip Items?
No. Planted cards cannot equip Items.
Can Planted cards Discover Items?
No. Planted cards cannot Discover Items.
What does Overgrowth do?
Overgrowth selects cards from the graveyard and plants them. The number next to Overgrowth tells how many cards are selected.
Items and Discover
What are Item cards?
Item cards represent weapons, tools, treasures, and equipment. Items are not creatures unless a card specifically says otherwise.
Can Items equip to leaders?
Only if the Item says it can equip to a leader, says it can equip to a card, or otherwise allows the leader as a legal target. If the Item says "equip to a creature," it cannot equip to a leader.
What happens to an Item when the equipped creature dies?
The creature goes to the graveyard. The Item drops onto that battlefield slot instead of going to the graveyard.
Does a dropped Item still give bonuses?
No. Dropped Items do not give bonuses while dropped.
Can dropped Items attack, block, or be attacked?
No. Dropped Items cannot attack, block, or be attacked.
Who can Discover a dropped Item?
Only the original owner of the dropped Item may Discover it unless a card effect says otherwise.
Can leaders Discover dropped Items?
No. Leaders do not Discover dropped Items unless a card specifically says they can.
Can Items under leaders be destroyed?
Yes. Items under leaders can be destroyed by effects that destroy Items unless the card says otherwise.
Is Gold Coin equipped to the leader?
No. Gold Coin is placed under the leader. Gold Coin is not equipped, is not discovered, and can be destroyed by Item-destruction effects.
Potions and Energy
Are Potions regular Energy markers?
Potions are treated as Energy markers, but they have their own rule when used for payment.
What happens when a Potion is placed?
When a Potion is placed, it is placed in the Energy Zone exhausted.
What happens when a Potion is used to pay a cost?
When a Potion is used to pay a card's Energy cost, that Potion is sent to the graveyard.
Do regular Energy markers go to the graveyard when used?
No. Regular Energy markers remain in the Energy Zone after payment.
Can any card be placed as Energy?
No. Only cards printed as Energy cards may be placed as Energy — this includes Empowered Energy cards. Creatures, spells, auras, items, and counters cannot be placed as Energy.
Counters and Spell Chains
How do spell chains resolve?
Spell chains resolve backwards unless ended by a Counter. The last effect added to the chain resolves first.
Can Counters respond to Counters?
Yes. Counters can be played in response to other Counters.
What happens when a Counter is used?
Counters end the spell chain immediately, only allowing another Counter response before resolving.
What happens when a card is negated?
If a card is negated before it is successfully played, it does not count as being played. Its On Play effect does not trigger.
When can I play a Counter?
Counters are reactive cards. They can only be played during a legal response window — when the opponent takes an action you can respond to. Counters cannot be played during your own Main Phase as a normal action.
Card Effects
What does On Play mean?
On Play triggers when a card is successfully played or summoned. If the card is negated, its On Play effect does not trigger.
What does On Death mean?
On Death triggers when a card is on the field and is destroyed or sent to the graveyard by battle or card effect. A card discarded from hand does not trigger On Death.
What does Discarded mean?
Discarded means the card was sent from hand to graveyard by a card effect. A card destroyed from the field is not discarded. A card milled from the deck is not discarded unless a card specifically says it is.
Does damage stay on creatures between turns?
No. Damage assigned to a creature is marked damage, and marked damage clears from every non-Structure creature during each End Phase. Only Structures retain marked damage after the End Phase. Temporary combat power buffs and debuffs from spells or effects also clear at the End Phase. Damage dealt to a leader's Influence is permanent.
Deck Construction
How many cards are in a legal Auroria TCG deck?
A legal Auroria TCG deck contains anywhere from 51 to 61 cards total, including the leader.
Does the leader count toward deck size?
Yes. The leader is included in the 51 to 61 card total.
How many leaders can I use?
You may use 1 leader.
How many copies of a card can I play?
You may include up to 4 copies of a non-leader card unless a card says otherwise.
Is there a side deck?
Yes. Tournament best-of-3 matches allow a 10-card side deck.
What is the color/trait identity rule for deck building?
Your leader opens identity channels based on its color, race, and trait. Non-leader creatures must match at least one open channel, and the deck narrows by intersection across the creatures you add. For example, a white Human Bandit leader can build through white, Human, or Bandit. A non-white Human creature locks the creature lineup to Human-only, a white non-Human non-Bandit locks it to mono-white, and a white Bandit keeps both the white and Bandit channels open. Spell-like cards and Energy must match the leader's color.
Do multiplayer games use normal Auroria mirrored action windows?
Most multiplayer modes use Slow Mode by default. In Slow Mode, non-turn players do not receive mirrored Draw, Energy, or Main Phase action windows. The main exception is Casual Chaos, which is a 3-player 1v1v1 mode designed to use normal Auroria mirrored action windows.
What is Casual Chaos?
Casual Chaos is a 3-player free-for-all mode. Each player fights for themselves, and the last leader standing wins. Casual Chaos uses normal Auroria mirrored action windows.
What is Alliance War?
Alliance War is a 2v2 team mode. Each team combines both leaders' Influence into one shared team Influence pool. Alliance War uses Slow Mode.
What can I play on an opponent's turn in Alliance War?
During an opponent's turn in Alliance War, players may only play legal Counters and non-Aura Spell cards when timing allows. Players cannot play creatures or Aura Spells on an opponent's turn.
What is Kingdom War?
Kingdom War is a 3v3 team mode where each team has one King and two Guards. Each player has their own Influence. Guards protect the King, and the King becomes active and vulnerable after one Guard falls.
Does Kingdom War use shared Influence?
No. In Kingdom War, each player has their own Influence.
When can the King be attacked in Kingdom War?
A King cannot be attacked while both of that King's own Guards are undefeated. A King becomes exposed when one of that King's own Guards falls, and can be attacked for the rest of the match.
When can the King attack in Kingdom War?
A King cannot declare attacks until one of that King's own Guards falls. After one of that King's own Guards falls, that King may attack legal enemy cards. A King can only attack the opposing King directly if the opposing King is exposed.
Can the King play creatures in Kingdom War?
The King cannot play creatures until one of that King's own Guards falls.
Can the King play spells in Kingdom War?
Yes. The King may play spells before a Guard falls, but enemy Kings are protected spell targets until one of their own Guards falls. A King may only target the enemy King with spells if the enemy King is exposed.
What does exposed mean in Kingdom War?
A King is exposed after one of that King's own Guards falls. An exposed King can be attacked and targeted by enemy spells and enemy card effects for the rest of the match.
What is GodFall?
GodFall is a future cooperative raid mode. It will require special Boss cards and Boss decks, so it is not part of the current official ruleset yet.
What are the Set 1 structure decks?
The Set 1 structure decks are: The Traveling City, The Burning Valley, Potion Spells, and Verdant Overgrowth.
Need a ruling?
If your question isn't answered here, ask the community or request a ruling from the developers on the forum.