Tales from Tellis: Trading Card Game ©
Explore the world of Tellis deeper with this fun and interactive Trading Card Game!
The Lunathal Base Set, Slippery Skirmish Expansion, and Sea and Starlight set have a limited print run of 1000 packs each.
Each Booster Pack comes with 6-7 cards with the chance at a secret rare.
The new Sea and Starlight set features a ton of new surge-style Holographic Secret Rares to collect!



How to Play!
TALES FROM TELLIS TCG — DUEL QUICKSTART RULES.
Welcome, Divine Duelists!
These rules will guide you through setup, game play, and victory. You are one of the Five Gods of Tellis, wielding Arcane Weaves, Duelers, Creatures, Relics, and Civ. cards to outmatch your opponent and deplete their Arcane Points.
How to Win
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Reduce your opponent’s Arcane Points (starts at 3-5 depending on desired length of Game play) to zero, by....
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Defeating an opponent's Dueler. (1 Arcane Point depleted)
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Defeating an opponent's Duo. (2 Arcane Points depleted)
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Forcing your opponent to discard more cards than they have. (1 Arcane Point depleted)
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Other in game conditions.
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Deck Building
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Each player must have a deck of 30 cards.
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Each deck must contain 12 Dueler cards and 18 SUPPORT cards (Creatures, Arcane Weaves & Events, Relics and Civ. cards).
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You may include no more than 2 copies of any card, unless otherwise stated in the card's text.
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If a card has the (✪ Unique) tag you may only have one in your deck. This includes alternate art cards.
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Set-up & First Round Turn Order
Setup:
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Use a pencil and paper to track Arcane Points. Draw four small circles (or more for longer games) next to your opponent’s name. When you defeat one of their Duelers, reduce the opponent’s Arcane Points by one. If you defeat a Duo, reduce the opponent's Arcane Points by two. Defeated Creatures do not count towards Arcane Points. When all your Arcane Points are lost you lose.
First Round Turn Order:
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Shuffle and draw 5 cards.
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If you do not draw a Dueler, reveal your hand, reshuffle, and draw again until you have at least one.
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Roll a 1d6. The player with the highest roll goes first.
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Make sure to track character's health with a pencil and scratch paper or spare dice.
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First Turn Rules: There is no Combat Phase on the first turn for either player. No attacks or Combat Abilities may be made by either player until the second turn.
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Phase 1: Recruit Phase: Play a Dueler.
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Phase 2: Support Phase action: Play one SUPPORT card if you wish. Usually players choose to play a Civ. card if available during the first turn. Passive Abilities are active on the first turn.
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Skip Phase 3 and go to Phase 4: Draw a card to end your turn. You may not use that card until your next turn.
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The player who goes second will do the same for their first turn.
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No damage can be delivered or taken during each player’s first turn.
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Turn Order
Each turn, complete the following four phases:
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Recruit Phase: Play a Dueler into one of your two available Dueler Zones, if you wish (you may only have two Duelers active at a time or one Duo, (unless otherwise stated). If you have no active Dueler and your opponent attacks, you lose an Arcane Point.
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Support Phase action: Play one SUPPORT card of your choice, if you wish:
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A SUPPORT card (Civ., Relic, Creature, or Arcane Weave & Event) may be played each turn — but only one total.
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Civ. card rules: Each player may have one Civ. card active. Your Civ. bonus only affects your active Duelers. If a Civ. card is played during your Support Phase action, the Passive Ability will count towards your Combat Phase action immediately. You may replace your Civ. card using your Support Phase action if you wish.
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Each Dueler may only have one SUPPORT card (not counting Civ. cards) attached at one time. If your Dueler has an attached Creature card, they may not have a Relic or Arcane Weaves card attached to them unless otherwise stated in the card's text.
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Playing a Creature on a Dueler with Soulbridge is a Support Phase action. Creatures may only attach to Duelers who have Soulbridge or other text indicating they do so.
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You may not replace an active Dueler or their attached Creature or SUPPORT unless it is defeated or you have an ability that allows you to do so.
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Combat Phase action: If it is your second turn or later, you may choose one of your active Duelers, Duos or Creatures to attack or use a Combat Ability:
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Announce which of your Duelers is attacking and which opposing card is being targeted (Dueler or Creature). Always do this before rolling your attack.
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Resolve the attack by rolling the appropriate die, calculating damage and subtracting the damage from the target’s Health. You can keep track of this on a piece of paper or using dice as damage counters.
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Passive Abilities are always applied automatically.
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Combat Abilities can be played instead of attacking.
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Draw Phase: Draw one card from your deck to end your turn. Drawing a card is the last thing you should do.
Note: If you miss a Passive Ability, for example, blocking Melee damage or dispelling an Arcane Weave card, you do not get to go back and apply it. It is the player’s responsibility to keep track and apply these buffs when necessary.
And that is it! Play until a player has no Arcane Weaves left!
Combat and Card Types
Duelers: are your main combatants. Each has Health and either a Melee Attack and/or Arcana Attack. They may also have Combat or Passive Abilities. Dueler’s may be partnered or bonded to other cards for bonuses. Only when a Dueler is defeated do you lose an Arcane Point. If a Dueler has both Melee Attack and Arcana Attack, choose one to use.
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Some Duelers have abilities that allow them to receive half damage. Always round damage up. If your Dueler receives 3 damage total and a half damage modifier is active that Dueler would receive 2 damage.
Creatures: Can only be played through a Dueler’s Soulbridge ability, Passive Ability, or another card allowing them to do so. Defeating a Creature does not count towards victory. When a Creature is defeated, they are discarded and no Arcane Points are taken from the player. Make sure your Dueler can have the specified Creature attached before trying to play it.
Civ.: These grant a Passive Bonus or Combat Ability while in play. Each player may only have one Civ. card active each at a time. You may use your Support Phase action to replace your current Civ. Some players have an ability that destroys your opponent’s Civ. card. Your Civ. bonus is not applied to the other team unless a Rift card is played. Civ. cards do not attach, therefore do not take the SUPPORT slot for your Duelers/Duos.
Relics and Arcane Weaves & Events: Powerful one-use cards. Use them wisely! Unless stated otherwise, discard these cards after playing or their effects expire. Sometimes you must attach one of these SUPPORT Cards in order to play it on your Dueler or Duo or an opponent. Only one SUPPORT may be attached to a card at once unless otherwise stated. This includes Creatures.
Defeated cards (Duelers, Duos, Creatures, Civ., Arcane Weaves & Events and Relics) go to the discard pile.
Key Glossary
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Combat Ability: A fist symbol that denotes a Combat Phase Ability. If you want to use a Combat Ability it takes up your Combat Phase action.
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Passive Ability: A P. symbol: This is always active and does need any action to come into play. Read your Dueler’s Passive Abilities carefully and remember to use them when necessary.
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An example of a Passive Ability:
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Duel Partner: If the listed card is active in play, a Dueler gains a specific bonus (example, +1 damage).
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Soulbridge: A keyword that allows a Dueler or Duo to attach a Creature card. Unless an ability states otherwise, attaching a Creature to a Dueler will take the Support Phase Action. The Soulbridge Bond card allows almost any Dueler or Duo to have a Creature. You may not replace a Creature once it is attached.
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If you miss the application of a Passive Ability, there is no backtracking.
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A Melee/Arcana attack : Using a Melee or Arcana attack consumes the Combat Phase action of your turn.
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Health: When this is reduced to zero or lower your Dueler or Creature is discarded. If you heal with an ability you may not exceed your Dueler’s maximum health.
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IMMEDIATE ACTION: Some cards have an ability allowing them to be used as an Immediate Action. These do not take a Phase to use and happen as soon as the player uses them.
🌙 Good Luck, God of Tellis.
Protect your Arcane Points. Choose your champions wisely. Let the light of Seluna guide your rolls.
🖋️ Visit ChristopherCarlone.com | © 2026 Tales from Tellis: Trading Card Game





Card Master List
The Lunathal Base Set features a 26 card set with 1 Promo and 1 secret rare. There are 3 possible cracked-ice Holographic cards. (2 Rares and 1 Secret Rare)
Lunathal Base Set


Helfi
Common 7/26

Lunathal
Uncommon 8/26

Castle Evaria
Uncommon 9/26

Oar's Rest
Uncommon 10/26

Tate, The Highwayman
Common 11/26

Tarvin's Eagle
Common 12/26

Acolyte Orlo
Common 13/26

Aranna, 1st Mate
Common 14/26

Soulbridger Acolyte
Common 15/26

Azir, The Rider
Rare 16/26

Black Eyes Barnett
Rare 17/26

Fyladreus, Chief Astrologer
Rare 18/26

Pimbo & Stringbean, Duo
Non-Holo and Holo: Rare 19/26

Theryn, Iceshaper
Non-Holo and Holo: Rare 20/26

Shade, Arcane Weave
Uncommon 21/26

Iceshape, Arcane Weave
Uncommon 22/26

Soulbridge, Arcane Weave
Uncommon 23/26

Sparkwield, Arcane Weave
Uncommon 24/26

Seluna's Tear
Rare 25/26

Void Meteorite
Rare 26/26

Winter Wyvern,
The Winged Blizzard
Secret Rare 27*/26

Omela, Moonfruit
PROMO #1
The Slippery Skirmish Expansion Set features a 22 card set with 1 Promo card and 4 Secret Rares. There are 8 possible cracked-ice Holographic cards. (4 Rares, 2 Secret Rares, 2 Alt Arts)
Slippery Skirmish Expansion Set

Captain Pimbo Pintooth
Non-Holo and Holo Rare: 1/22

Slip, Mischievous
Uncommon 2/22

Lyra, Sailing
Common 3/22

Theryn, Sailing
Common 4/22

Stringbean, Deckhand
Uncommon 5/22

Helfi, Deckhand
Common 6/22

Phinegon, Goldfyre Ambassador
Common 7/22

Eddy, The Alchemist
Common 8/22

Thomis, The Goat Assistant
Common 9/22

Thimble, The Cook
Common 10/22

Island Girl
Common 11/22

Albino Boar
Common 12/22

The Hyena
Uncommon 13/22

Southmore Port
Uncommon 14/22

Mr. Dentist, The Witch-Dentist
Non-Holo, Holo and Alt* Rare: 15/22

Slip & Pimbo, Dysfunctional Duo
Non-Holo, Holo and Alt* Rare: 16/22

Tidecast
Uncommon 17/22

Soulbridge Bond
Uncommon 18/22

Lyra's Sparkwielding
Uncommon and Holo Rare 19/22

Liquid Fire
Rare 20/22

Boom-Boom Stick
Rare 21/22

Elennai Scale
Rare 22/22

Mr. Dentist (Extended Art)
Secret Rare Alt*: 15*/22

Slip & Pimbo (Extended Art)
Secret Rare Alt*: 16*/22

Lyra, Shade Unleashed
PROMO #2

Slip, Tidecaster
Secret Rare 23*/22

Winter Wyvern,
Seluna's Blessing
Secret Rare 24*/22
The Sea and Starlight Set features a 35 card set with 1 Promo card and 10 Secret Rares. There are 18 possible fireball Holographic cards. (8 rares, 8 Secret Rares, 2 Alt Arts)
Sea and Starlight Set

Syndril Silverhart, Hermit
Uncommon and Holo Rare: 1/35

Pimbo & Helfi Pintooth, Sibling Duo
Uncommon and Holo Rare: 1/35

Theryn,Tidecaster Training
Common 3/35

Lyra, Windwalker Training
Common 4/35

Stringbean, Flareheart Training
Common 5/35

Slip, Soulbridger
Common 6/35

Phinegon,Shipwrecked
Common 7/35

Prince Marcien, of Evaria
Common 8/35

Evarian Soldier
Common 9/35

Fallion, Goldfyre General
Common 10/35

Void-Corrupted Pawn
Common 11/35

Elennost Guard
Common 12/35

Bub
Common 13/35

Tarvin, Lunathal Protector
Common 14/35

Winston & Dean
Common 15/35

Elennost
Uncommon 16/35

Citadel Astrani
Uncommon 17/35

New Lunathal, The Lower City
Uncommon 18/35

Starlight Lagoon
Uncommon 19/35

Isle of Twilight
Uncommon 20/35

Princess Aema Ar'den
Non-Holo and Holo Rare 21/35

King Hadmo Ar'den
Rare 22/35

The Usurper
Non-Holo and Holo Rare 23/35

Nightsinger
Rare 24/35

Captain Barnett & Aranna
Dastardly Duo
Uncommon and Holo Rare 25/35

Theryn & Lyra, Daring Duo
Non-holo and Holo Rare 26/35

Windwalk
Uncommon 27/35

The Rift
Uncommon and Holo Rare 28/35

Theryn's Iceshaping
Uncommon and Holo Rare 29/35

Mindbreak
Uncommon 30/35

Azir's Map
Rare 31/35

Skynettle
Rare 32/35

Necklace of Elennost
Rare 33/35

King Hadmo's Trident
Rare 34/35

Wyvern Egg
Rare 35/35

Weave Away
Secret Rare 36*/35

Lyra, Lightbringer
Secret Rare 37*/35

Theryn, Hero of Lunathal
Secret Rare 38*/35

Azir, Redemption
Secret Rare 39*/35

Ianysis, Fierce Shadow
Secret Rare 40*/35

The Hatchling, True Wyvern
Secret Rare 41*/35

Ealno, Wyvern of the Void
Secret Rare 42*/35

Theryn, Iceshaper (REPRINT)
Non-Holo and Fireball Holo
(#20 in Lunathal Base Set)

Elennost
(ALT*)
Secret Rare ALT 16*/35

Theryn & Lyra, Daring Duo (ALT*)
Secret Rare ALT 25*/35

Syndril Silverhart, Messenger
Promo #3








