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Wrath of Cores HTCG - All the latest rules located in one page.
Common - Silver
UnCommon - Brown
Rare - Gold
Royalty Rare - Blue
Rarities are distinguished by the coloured box in the upper right corner of each card.
Decks consist of 50 cards and one extra Core card (Not shuffled in), they must follow the following deck rules:
50 cards exactly.
1 Core card, not shuffled to act as a 51st card.
No other Core cards to be shuffled into the main 50 card deck.
Can only have upto 2 of the same named card in a deck except for normal Terrains and Royalty Rares (See below for RR).
Can only have 2 RR's in a deck and they cannot be the same named card - they MUST be different from each other.
Can have as many "Normal" Terrains in a deck as you like, special Terrains follow the 2-card limit.
If you're playing Flip-Cards, you must sleeve the entire deck with the same sleeves.
Players take it in turns to place down Terrain cards to grow their Landscape. Eventually, players will be playing other cards such as Units (being the main focus of damage), actions, relics, weapons, wonders, and god summons etc to reduce the opponents Core H.P down to Zero. Once a player hits zero H.P, they lose the game.
Once each player has a deck, they must shuffle it, place it in front of them and set their Core card directly in front of them. Roll a die, or flip a coin to see who goes first - the winner always plays first. Then, each player draws ten cards and places three back under their deck (Unless they are playing Beginners rules). See the basic layout below of a typical game setup for a player:
By default, Professional rules are followed, if you are new to the game we recommend you play "Beginner" Rules:
Beginner - You do not lose a card from your starting hand - you start play with 10.
Half H.P - Each player starts with 1/2 of their Cores total H.P.
Speed Game - Players can play more than 1 Terrain card of each of their turns.
Professional - Start with full H.P, lose 1 card from opening hand, if a player misses a trigger they cannot back track to regain it.
Core cards represent the player and their life total/core abilities.
A player can only have one core in their entire deck and is classed as the 51st card which is NOT shuffled into their deck.
Their Core card is placed directly in front of them before the game begins and each player notes down their Health.
Cores have to types of special abilities:
Charge - Whenever something happens which is detailed on the Core card, you can 'charge' your Core by simply using a Die. (White box)
Trigger - The activator ability is the GOLD box with a number. To use this ability you must remove that many 'charges' off the core. You can only use a Core ability once per turn and only during your MAIN PHASE.
If a core/players Health reaches zero (or less), that player loses the game.
Turn phases are as follows:
START
Cards with the START trigger will activate.
Generate an element for each terrain/core you own which does not already have one on.
Any burrowed units of yours are turned face up.
Draw a card.
MAIN
You may play one Terrain card this turn (this does not generate till your next turn).
You may play any card if you can afford to pay its play cost (except for Response and Battle cards).
Battle
See Battle on how to fight!
You can play Battle cards at any time before damage is dealt.
END
Remove all damage of all units in play.
Cards with the END trigger will activate.
Pass the turn to your enemy.
Terrain (Normal)
You can only play one Terrain card per turn and it must be placed directly adjacent to another Terrain card you own (Or Core).
At the start of each of your turns, you will receive an Element of the specific colour relating to the Terrains you have in play. If a terrain already has a element on it from the previous turn, it does not generate another.
Units are placed on top of Terrain cards. You can only have one Unit on a Terrain/core at a time.
Relics can be placed on Terrain cards and act as a upgrade for the Terrain.
Weapons can be placed on a Terrain, however these attach to the Unit which is already occupiying a Terrain.
Special Terrain
These types of cards must follow the rarity structure of deck rules (No more than 2 of the same in a deck).
They are played just like any other Terrain. If a special Terrain shows the element generated has two colours, then you choose which colour it generates.
You can only have 3 Terrains either side of your Core. Once you have 6 Terrains in play, this is called "Maxing your landscape", and you will now be allowed to discard Terrain cards from your hand for an extra temporary Element of its colour.
Units
You must pay a Units play cost before it is placed onto a Terrain.
A unit must be placed onto a Terrain which does not already have a unit occupying it.
They can be upgraded with only one Weapon card. (If this unit ever dies, its weapon card returns to your hand).
If a unit ever received enough damage in a turn than it has H.P, it is destroyed.
A Unit's "colour" is determined by its play cost elements. Rainbow Elements do not affect the units' colouring.
Wonder
Wonders are very powerful static abilities. They are placed 4 cards to the left of your Core (next to the final left-most terrain) and do not require a Terrain to be placed upon.
Once the play cost has been paid, its effects start immediately.
A player can only have ONE Wonder in play at a time.
Weapon
Weapon cards are simply upgrades for Units. Its play cost must be paid with elements before it can be attached to a Unit in play.
If a unit ever dies with a weapon, the weapon is returned to your hand (unless another card states otherwise).
Relic
Relics are simply Upgrades for Terrains. You must first pay its play cost with elements and then place it onto a Terrain that does not already have a Relic on it.
If the terrain is ever destroyed, the Relic is destroyed too.
Action
Once you play the pay cost of an Action card, do as it says then place it in your used pile.
An opponent may play a response card as soon as you have paid the cost for this card judging they have enough elements to do so.
Battle
Players can only play 'Battle' cards during the battle phase, they can be played anytime before damage is divided down. Battle cards resolve instantly unless your opponent plays a "Response" card against it.
Response
A player can only use a response card after their opponent has played an Action or Battle card. This chains to the card played prior - usually these come in forms of counters and negativity towards your opponent.
God Summon
God summons come in 3 pieces: Left, Middle and Right.
If you draw into a piece of a god summon, you must place it down while meeting the following criteria:
Place it on a Terrain which does not have a Unit occupying it.
Place each piece correctly adjacent to its relevant other pieces (I.e Left is always to the left of the three, middle is inbetween the 3 and right is alright to the right-most side).
Pieces are placed face down so your opponent does not know which summon you have.
When you have 3 face down pieces, you must turn them all over at the same time.
If all 3 pieces are correctly placed (L/M/R), and their names match, then do as the middle piece says then place them all into your used pile.
Remember - You can only have 2 of each Rare in your deck. Each piece is classed as a separate rare card.
The active player chooses who they wish to put into battle.
The opposing player chooses who they wish to defend with in battle.
If there are no ranged units in battle, then progress as normal. (If there is, there is an extra battle phase just before the normal one which only includes units with Ranged. Ranged units do not participate in the second battle).
Each player starts with the unit to their farthest left and rolls a die for it, them compares it to what is printed on the card.
The attacker always rolls first (From left to right).
If an attack has a special ability, then do as it says immediately.
You add up all your units ATK's that Hit - this is your Damage pool.
Your enemy does the same for their defending units.
You divide your Damage pool over the enemy units in Battle for this turn and the enemy does the same over your units in battle.
Any units that have taken enough damage (to their HP) is destroyed and placed in a used pile.
If the attacking player has not used all of his/her damage in their damage pool, then the excess is dealt to the enemy core.
You cannot divide damage over units that have NOT entered battle this turn.
Units that have 'missed' in Battle can still receive damage this turn.
# EXTRA RULE - Retraction #
Newer cards have a special effect that can "Retract" units from battle. This will resolve in one of two ways - if you have already rolled your dice or not, if a unit is retracted....
...before rolling a die: That unit is retracted (out of battle), it does not roll a die, deal any damage and cannot be hit by opponent.
...after rolling a die: The unit's ATK now becomes ZERO and contributes no damage, it can still be damaged by the opponent.
A Player can only play a card with the same name twice per turn regardless of whether either of them result in copies of the other.
Wrath of Cores is designed to be fair and fun. Unlimited combo's are not supposed to take play, if they do, the cycle would stop when it restarts.
Card abilities:
Start - At the start of your turn....
End - At the end of your turn....
Attack - When this Unit attacks....
Defend - When this Unit defends....
Draw - Simply draw a card then follow the rules that follow.
Discard - Simply discard a card from your hand and follow the rules that follow.
Lose X Life - Your core loses X life, then follow the rules that follow.
Sacrifice - Destroy a different Unit that's in play that you own.
Destroy - Destroy this card by placing it in the used pile, then follow the rules
Static - This will always be active, like a HP boost.
Death - When this Unit dies/put into the used pile....
Enter - When this card enters play....
Battle - At the start of the battle phase...
Reveal - Show a card from your hand then follow the rules that follow.
Top Deck - Turn the top card of your deck over.
Link [NAME] - If you have a card in play with a certain [NAME].
Boost - If you pay the extra Boost cost, then follow the extra rules printed on the card.
Battle Abilities:
Ambush - You can play this unit during the battle phase by paying its play cost. It can attack/defend on this turn too.
Side note - You cannot use the AMBUSH ability on your MAIN PHASE. The unit will enter play as normal.
Ranged - After choosing all units for battle, units with 'Ranged' roll their dice first and deal their damage before units without 'Ranged'
Burrow - Turn this card upside down. It cannot be targeted by players, nor can it attack or defend. At the start of your next turn, flip this card over.
Elements (Advanced):
Elements are divided into 3 different types:
BASE element - are elements generated naturally by your Terrain cards.
These elements do not stack with elements generated via the previous turn and do not disappear at the end of turn.
SEMI-BASE - are elements that are generated by your terrain but are the resulting effect of a third party card (I.E Gemstone Relics).
These elements do not stack with elements generated via the previous turn and do not disappear at the end of turn.
TEMP - Are elements usually generated by Action cards which does not result in being generated by a Terrain.
These Elements are removed from play at the end of your turn.