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Complete Rulebook

9.0 Card Types

9.1 Clades

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Clades have intricate wooden designed borders and an image associated with a 

particular species type. A clade is chosen at the beginning of the game by each 

ruler and placed in the center of a player’s city (See 10.2). Clades are considered 

locations in a city for the purpose of battle and attaching beasts.

 

9.1a Each clade’s 1st ability is given to all beasts of the affiliated species. Each 

clade’s 2nd ability can be activated at the appropriate phase by the ruler of the clade.

 

9.1b In the upper right-hand corner of a clade there is a resource symbol (A). 

This represents an activated ability at dawn that produces the resource depicted. That resource is always associated with the food type of the affiliated species (plants for horses, bugs for birds, meat for canines).

 

9.1c In the bottom left-hand corner of a clade there is a vitae symbol (B) with a 

number representing the ruler’s starting vitae total.

 

9.1d A clade is where a ruler’s vitae total is calculated. If a clade is given 

wounds during the resolution of a skirmish or because of an effect from an Action, Resource or ability, the ruler of that clade’s vitae is reduced. (See Vitae 26.0)

 

9.1e When a ruler’s city is attacked, the clade is the last location where a 

skirmish can be resolved. Once a skirmish is resolved at a clade, the battle is over. Example: An attacking player chooses to send an army to two structures and the clade in an opponent’s city. The attacking player must choose the order of skirmishes but the clade must be last. Once the skirmishes at the two structures are resolved, then the final skirmish at the clade can commence. Once that skirmish is resolved, the Battle is over. (See Battle 16.0).

 

9.1f In deck-building formats, each ruler must choose a clade at the beginning 

of the game before the market is revealed. In constructed formats, the choice of a clade is predetermined and essential for creating a synergistic deck. In limited formats, a ruler may choose their clade after putting together their deck with the available cards. A ruler may use the Terrus Vitae counter app to access all available clades, to manage their vitae total, and to physically represent their clade in the game. https://vitalis-8d0f6ebf.base44.app/ 

9.2 Actions 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Actions are green bordered cards that are played from the hand during the 

appropriate phase of any ruler’s turn given that the ruler playing the action has 

priority (See Actions 20.0, Priority 24.0).  

 

9.2a The fealty cost in the upper right-hand corner of an action (A) is the cost 

to be purchased at the market, also referred to as the market cost.  

 

9.2b The phase symbol in the center of the card (B) can be either dawn, day, 

dusk, night, or anytime.

 

9.2c The effect of an action is printed in the lower text box.

 

9.2d When an action is played, the complete effect is resolved and the card 

remains face up in play until the end of the phase. Then it is placed in the discard pile of the ruler that played it. Note: The effects of actions can last much longer, even until the end of the season.

9.3 Resources 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Resources are brown bordered cards that are played from the hand at any 

moment of any ruler’s turn. Playing a resource card does not require priority.

 

9.3a The fealty cost in the upper right-hand corner of a resource (A) is the 

market cost.

 

9.3b The effect of a resource is printed in the lower text box unless it is a basic 

resource, which is a full-page art image (See 9.9).

 

9.3c Resource cards are immediately buried in the ravine after their effect is 

resolved. If there is any reason that a resource is played but the effect does not resolve, that resource still goes to the ravine.

 

9.3d Resource cards are played one by one and if multiple resource cards are 

played in a sequence by one or more rulers, they resolve in reverse-chronological order.

9.4 Beasts 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Beasts are dark brown intricately bordered cards that are recruited into play 

during the day phase. Beasts go attack in battle, guard locations, can attach 

items, vote, and duel.

 

9.4a The season symbol in the upper left-hand corner (A) denotes the 

affiliation to spring, summer, fall, or winter.

 

9.4b The fealty cost in the upper right-hand corner (B) is the market cost.

 

9.4c The symbol(s) in the center (C) is the recruit cost, which must be paid to 

play the card from a ruler’s hand into their city.  A beast cannot be recruited if it cannot be attached to a location (structure or clade) in its ruler’s city (See Recruit 12.0).

 

9.4d The three statistic symbols in the bottom left-hand corner are the beasts 

ATK attack (D), INT intelligence (E), and DEF defence (F). If a beast has their DEF reduced to zero or less, it is buried.

 

9.4e The lower text box will have the species printed at the top and any 

abilities and other characteristics below.

 

9.4f If the structure that a beast was attached to in a city is buried or moved 

and there is no other point of attachment vertically or horizontally to another location in a ruler’s city, that beast is considered unmoored and is placed in its ruler’s discard. 

 

9.4g Beasts experience fatigue, which is a state that removes a beast from 

their ruler’s city and places them in a fatigued zone. Since a fatigued beast is not considered to be in its ruler’s city, it cannot participate in vote or guard a location during a skirmish. When beasts are fatigued they may not use any of their activated abilities.

 

9.4h Beasts cannot attack an opponent’s city the same turn in which they are 

recruited. 

9.5 Items

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Items are intricate marble bordered cards that are forged into play during the day 

phase. 

 

9.5a The fealty cost in the upper right-hand corner (A) is the market cost.

 

9.5b The symbol(s) in the center (B) is the forge cost, which must be paid to 

play the card from a ruler’s hand into their city. An item cannot be forged if it cannot be attached to a beast in a city ruled by the ruler that is forging it (See 13.0).

 

9.5c The three statistic symbols in the bottom left-hand corner are the bonuses 

given by the item to the beast that it is attached to - ATK attack (D), INT intelligence (E), and DEF defence (F).

 

9.5d The lower text box will have any printed abilities, and other characteristics 

of the item. The beast is not considered to have the abilities printed on the item unless it is clearly specified that the attached beast gains the ability.

 

9.5e Any number of items can be attached to a beast.

 

9.5f Activated abilities on an item may not be used if the beast the item is 

attached to is fatigued.

 

9.5g When a beast with an item attached is buried in battle, the item is buried 

as well. When a beast with an item attached is discarded from a city, the item is also discarded.

9.6 Structures

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Structures are steel colored with brass rivet bordered cards that are built into 

play during the day phase. Structures are considered locations in a city.

 

9.6a The fealty cost in the upper right-hand corner (A) is the market cost.

 

9.6b The symbol(s) in the center (B) is the build cost, which must be paid to 

play the card from a ruler’s hand into their city. A structure can be built in any open location in a ruler’s city (See 14.0). 

 

9.6c The statistic symbol in the bottom left-hand corner is the DEF (defence) 

(C). If a structure has its DEF reduced to zero or less, it is buried.

 

9.6d The lower text box will have any printed abilities, and other characteristics 

of the structure.

9.7 Relics 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Relics are white marble bordered cards that are gained when a ruler achieves a 

certain set of objectives on an Event or with an action or ability. 

 

9.7a When events are gained, they are placed in a zone called the exhibition 

which is considered part of a ruler’s city.

 

9.7b The lower text box will have any printed abilities, and other characteristics 

of the structure.

 

9.7c When a ruler begins their turn with 4 or more relics in their exhibition, they 

automatically win the game (See 5.2d).

9.8 Events

 

 

 

 

 

 

 

 

 

 

Events are blue bordered cards that are shuffled into an event deck placed 

between rulers. At the beginning of the game, the first event is revealed and 

remains in play, having an effect on all rulers during its duration.

 

9.8a The season symbol in the upper left-hand corner (A) is the event’s 

seasonal identity (spring, summer, fall, or winter)

 

9.8b The time counter symbol in the upper right-hand corner (B) marks the 

duration of the event. This number reduces during each ruler’s dawn phase.

 

9.8b When a time-counter reaches zero, the event is resolved and then 

immediately replaced with the next event card in the event deck. (Note whether the season changes for the resolution of end of season effects).

 

9.8c The lower text box will have any printed characteristics, conditions, or rule 

changes of the event while it is active. Many events have a condition and a resolution effect.

9.9 Basics

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Basic Resources and Basic Structures have the same border design as 

Resources and Structures respectively, but are distinguished by name, function, 

and full-page art. Basics are the building blocks of the game.

 

9.9a In constructed formats, a deck cannot include basics. Instead, they are 

available for barter in the market (See 10.3).

 

9.9b In deck-building format, each ruler begins the game with one of each of 

the 6 basic resources (plant, bug, meat, wood, stone, crystal) and 6 basic structures (farm, hive, butchery, timber mill, stone quarry, mineral mine).

 

9.9c Basic resources have no text, but their effect is to produce one of the six 

basic resources that it refers to (plant, bug, meat, wood, stone, and crystal).

 

9.10 All of the above card types have additional information that are standard to 

Terrus cards. This includes the name, illustration, block symbol, illustration credit, 

and legal text.

 

9.10a The name of a card is printed in the top text box. If an effect instructs a 

ruler to choose a card name, they must choose the name written in this 

top text box.

 

9.10b The illustration is the main image in the center of the card. This may be a 

half-card size illustration or a full-page art.

 

9.10c The block symbol is in the bottom left-hand corner of every card, 

indicating the set of cards that it was released with. This is important as different formats will restrict the use of cards in a constructed deck to the cards within a single or multiple blocks. 

 

9.10d The illustration credit is in the bottom left-hand corner of every card, next 

to the block symbol. As the Alpha release of Terrus: Conquer the Clade was created using generative AI (Leonardo.ai) and Adobe photoshop by Andre J.P. Elias, the credit is replaced by a robot-head icon.

 

9.10e The legal text indicates the trademark and copyright of ChiAxis 

productions along with the year of release of the card.

Clade Type.png
Exogen_Action Anytime.png
Resource Type.png
Beast Image.png
Item Type.png
Structure Type.png
Relic Type.png
Event Type.png
Basic Resource Type.png
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