Holosseum TCG Game Rules
1.1 – Deck
Two players begin the game with a customized deck of 40 cards each. Players may have up to
four copies of any named Holosseum TCG card in their deck unless a card effect states
otherwise. Each player must have one Grid Runner, which remains outside the deck. Your Grid
Runner does not count towards your deck count.
1.2 – Arena
Each player should make a space to keep their deck and a Grave. A player’s Grave is where
cards are placed after they are used or destroyed. Entity and Power cards remain on the Arena
until they have been destroyed, unless a card effect states otherwise. Spells go into the Grave
after they have been played and their effect has resolved.
1.3 – Life Points
Each player starts the game with 20 life points. Players may keep track of their life points
during the game via any method, including dice, pen and paper, or an app.
1.4 – The First Turn
Both players agree who goes first. Flip a coin, roll some dice, or, rock paper scissors. This choice
we cannot make for you.
1.5 – Opening Hand
Players start the game by drawing five cards from their deck after thoroughly shuffling it.
1.6 – Hand Maintenance
There is no hand size limit.
GAME PLAY RULES
2.1 – Main Draw Step
Before taking any other action or playing any cards, a player must draw two cards at the
beginning of their turn. Additionally, other players are not able to play cards or take any action
on a player’s turn until they have completed their draw step. The only exception to this is the
player who takes the first turn of the game does not draw a card to begin that turn. The Main
Draw Step is mandatory, unless a card effect states otherwise.
2.2 – Deck Recycle
When a player attempts to draw a card(s) from their deck, but does not have the required
number of card(s) remaining in their deck, the player draws as many card(s) as they are able
before shuffling their Grave and putting it face down as their deck. They then continue to draw
the required number of cards.
2.3– Playing Cards
On their turn, players may play as many as two cards of their choosing. On their opponent’s
turn, player’s may play as many as two Spell cards. Cards are considered played when they are
put onto the Arena. Activating the effect of a Power card or an Entity already in play does not
count towards the limit of cards a player is allowed to play per turn, unless a card or effect
states otherwise.
2.4 – Playing Cards in Response
Players may respond to any card played by their opponent, provided they haven’t reached the
card limit for their turn. Occasionally this will result in a stack of cards countering one
another. This Stack resolves from the top down or in reverse order of play, giving the opposing
player of each card the opportunity to respond. If a card is played in response, the opposing
player is given an opportunity to respond, and so on until all cards are resolved. This should
result in the card that was played first resolving last, in most cases.
The Stack is a part of the game all Spells and abilities visit between being cast or activated and
taking effect. As new spells and abilities arrive, they’re added to a stack of other spells and
abilities, all are waiting to happen. This is why it’s called “the Stack.”
2.5 – Stack in Motion
Once a stack of cards begins resolving Normal rules such as card limit applies.
2.6 – Responding to an Effect in Motion
New cards or effects cannot be put in play once a card effect has started to resolve, until it’s
fully resolved. The intention to play a card effect must be declared to give the opponent the
opportunity to respond with a card or effect of their own.
2.7 – Responding to Entity Effects
Entity’s triggered and activated abilities are placed on the stack, the same as a Spell card.
2.8 – Directing a Spell or Ability.
When a card effect is directed at another card or player, the player must declare who/what it’s
directed at when playing the card, or target it. A player may not change the target, unless a
card effect states otherwise. If the original target of a card effect becomes non-valid due to
another card effect, the first card effect fails to trigger. When a Spell card fails to trigger it’s
placed into the Grave without resolving. When a Power card or Entity’s effect fails to trigger
new targets cannot be declared that turn, unless a card effect states otherwise.
2.9 – Search Effect
When a card effect allows you to search your deck or your Grave for a card(s) for any reason,
you must show your opponent which card(s) you have found.
2.10 – Failing a Search Effect
When a card effect allows you to search your deck or your Grave for a card(s) for any reason,
you may choose to ‘fail’ the search and not complete the card effect. In this situation, rule 2.11
does not apply.
CARD RULES
3.1 – Card Effects and Rule Conflicts
Should a card effect conflict with the rules of the game, the card effect takes precedence over
the rules of the game.
3.2 – Card Wording
To play a card with the effect on, players must be able to fulfill the entire text of that card.
Some card effects state “may” in their text and are conditional. For these cards, players may
attempt to fulfill conditional parts of the card effect.
ENTITY CARDS
4.1 – Enter play Chained
When an Entity enters the Arena, its unable to attack that turn, unless a card effect states
otherwise (Unchained). The activated effect(s) of an Entity or Power card can not be
activated the same turn they are summoned. This does not apply to triggered effects.
4.2 – Entity Effects
An Entity card’s effects may be activated once per turn, on its player’s turn, unless a card effect
states otherwise. If an Entity leaves the Arena and is re-played within the same turn, it is
considered a new card. This new card’s effect(s) can be played if the card has or becomes
Unchained.
4.3 – Attacking With Entities
When an Entity is able to attack, a player may choose to attack with it. A player must declare
all Entities they wish to attack with at once.
4.4 – Attacking Life Points
A successful attack reduces the defending player’s life points. Some cards may gain a player life,
but no player may have more than 20 life points.
4.5 – Removing an Attacking Entity
When an Entity is removed during an attack, no damage is dealt to the defending player or
blocking Entity.
4.6 – Life Point Damage on Attack Steps
Both players must acknowledge the amount of damage or reduction of life points by Entities in
an attack step.
4.8 – Attack Step
Deciding not to attack fulfills the attack step of the turn. Cards triggered during the attack step
will trigger when a player declares they aren’t going to attack.
POWER CARD CARDS
5.1 – Speed
Power cards are played much like Entity cards. They may only be played on your turn, unless
a card states otherwise. Power cards also enter the Arena Chained and cannot be activated
the turn they are played.
WINNING THE GAME
6.1 – Win Condition
A player wins a game when their opponent is reduced to zero life points.
6.2 – Simultaneous Win Conditions
If both players simultaneously are reduced to zero life points, tiebreakers are used to decide
the winner of the game. Tiebreakers must be agreed upon by both players.