How to Play

2 - 4 Players
10 to 35 Min.
14+

Your “Elseborn” was torn from its era — thrust into this broken world.

“Elseborn” from different eras, tries to find their way to live in this unknown world, Terrana. Some settled. Some wandered.

And all soon realized… They need to fight for their existence. And what happens next… is your story.

● Setup for 2 Players

Each player brings their own Fallen deck of 45 cards (it can be the same or different version — it’s up to you).

Before the battle begins, each player builds a custom deck of 30 cards from their 45-card collection.

A deck can include;

  • up to 15 Common cards (maximum 4 copies of each),
  • up to 10 Uncommon cards (maximum 3 copies of each),
  • up to 4 Rare cards (maximum 2 copies of each),
  • and 1 Epic card.

Each card represents an action or ability of the chosen “Elseborn”, and the players themselves become the characters fighting for survival in the uncharted world of Terrana!

Don’t forget to place 5 six-sided dice on the table before you begin.

● How to Play?

Starting the Game

  • After both players sit across from each other, each shuffles their own deck and passes it to their opponent for a cut.
  • Once both decks have been cut and returned, each player places their deck face down on their right side — this area is called the Action Pool.
  • Both players roll one die. The player with the lowest roll lost the initiative and will place the first card on the table.
  • Each player then draws 3 cards from the top of their Action Pool and keeps them hidden from their opponent.
  • The player chosen to start places the first card into the play area to begin the match.

Players’ Health Points

  • Each player starts the game with 50 Health Points (HP), unless their chosen Fallen grants additional points.
  • During gameplay, players take turns making moves and dealing damage.
  • The first player whose Health Points drop to zero or below loses the game.

Game Setup

Battlefield and Turn Order:

  • The player who has the first move, starts the game and places the first Action Card onto the Battlefield.
  • The opposing player then plays one of their own cards onto the Battlefield — either in response to the card just played or according to their own strategy.

Example Turn (Simplified)

Player A begins the turn and places their first Action Card onto the Battlefield. Instead of playing a defensive card, Player B chooses and places it as a counter action according to their strategy.

1. Player A’s Action:
  • Rolls three dice (Attack = 3) → results 3, 4, 4.
  • Adds the +3 Attack Effect, for a total of 14 Attack Points.
  • Player B rolls one die (Defense = 1) → result 4, plus +1 Defense Effect, for 5 Defense Points.
Result: 14 – 5 = 9 damage → Player B’s Health drops from 50 to 41.
2. Player B’s Action:
  • Rolls two dice (Attack = 2) → results 3, 2, plus +2 Effect = 7 Attack Points.
  • Player A rolls two dice (Defense = 2) → results 1, 5 = 6 Defense Points.
Result: 7 – 6 = 1 damage → Player A’s Health drops from 50 to 49.
3. Special Effect:
  • When Player A deals damage to Player B, activates the (Disarm) symbol.
  • Player B discards 3 cards total (2 from hand, 1 from the top of the deck), then draws 3 new cards.
4. New Turn:

Player B places the first card and the game continues.

Rule Clarification: Defense Calculations

If a card shows only a negative effect number for Defense (without any dice), that number is added to the attacker’s total roll instead of being rolled.

Example: The attacker rolls a total of 11 on their dice, and the opponent’s card shows a Defense effect of –5. The negative value increases the attacker’s damage: 11 + 5 = 16 total damage.

Attack Calculations

If the result of an Attack calculation is negative, it is treated as 0 (zero).

Example: The attacker’s dice total is 8, the defender’s dice total is 11. The result is 8 – 11 = –3, which becomes 0. The attack deals no damage.

Special Actions on Game Cards

“Instant Play” Special Actions

Instant Play cards allow a player to take an immediate action without waiting for their turn. When a health-gaining card is played, the player who restores Health Points draws a new card from the deck to fill the 3 cards on hand. Player should play an additional card in response to the opponent’s card currently on the battlefield.

❤️
Potion / Heart

● Roll the number of dice shown in the card’s Defense section

● If an effect number is listed below it, add that number to the dice total.

● Add the final result to your total Health Points.

● Because this card activates instantly, the player may immediately place another card against the opponent’s active card. At the end of the turn, Player draws additional cards to fill 3 cards quota at the start of the next turn.

● Important Rule: In any case, Health Points cannot exceed the character’s maximum Health Points.

“Mid-Turn” or “End-Turn” Special Actions

?
Stun Symbol
  • ● This symbol only takes effect if the player who uses it successfully deals damage to the opponent.
  • ● If the card is played as the first action of the turn, the opponent loses their attack action for that same turn.
  • ● If the card is played as a second action, the opponent loses their first attack action on the next turn.
Energy Symbol
  • ● Represents a shortage of ammunition or energy for that move.
  • ● Roll dice equal to the numbers shown above the Attack or Defense icons.
  • ● If a “1” appears on any die, it cancels out the highest rolled die.
  • Example: Rolling 1 – 6 – 5 – 3 makes both the 1 and 6 ineffective, leaving only 5 + 3 = 8 total.
🎲
Single Die Symbol
  • ● Allows the player to reroll one die from both Attack and Defense rolls.
  • ● The new result must be accepted, even if it is lower.
🎲🎲
Double Die Symbol
  • ● Allows the player to reroll up to two dice from both Attack and Defense rolls.
  • ● The new results must be accepted.
  • ● The player may reroll only one die if desired, but once they choose to reroll one, they cannot decide to reroll a second afterward.
🃏
Card Symbol
  • ● If the attacking player deals any amount of damage (even 1 point), the opponent must discard all cards from their hand into the used pile.
  • ● At the end of the turn, the opponent discards 2 more cards from their hand and 1 from the top of their deck into the used pile.
☠️
Poison Symbol
  • ● If a card with this symbol deals damage, the opponent takes 1 damage at the start of every turn.
  • ● This effect remains active until the poisoned player plays a healing card.
  • ● If not removed, the poison lasts until the end of the game.
⚔️
Double Attack Symbol

The player rolls dice equal to the card’s Attack number. Roll is multiplied with 2 and additional effect is added on top which defines the total Attack power.

End Game:

At the end of the battle, the last player standing wins the match.

Any player whose Health Points drop to 0 or below is considered defeated and must surrender.

But remember — this fight is only a glimpse of the endless survival struggles across Terrana. With a bit of luck and a change in strategy, even the same deck can lead to tens of thousands of different outcomes.

So… are you ready to try again?
2 to 4 Player - Alliance & Arena Mode:

TBA

“In Terrana, every victory is just survival… for now.”

The battles you fight are only fragments of a world that keeps shifting with every roll of the dice.

One duel ends, another begins — but fate never repeats itself the same way twice.

Will your Fallen rise again… or disappear into the dust of Terrana?

© Crisis within Time Trademark and all the rights reserved to Cry4Games B.V.