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Tales from Tellis Trading Card Game ©

Explore the world of Tellis deeper with this fun and interactive Trading Card Game!

The Lunathal Base Set had a limited print run of 1000 packs. 

Each Booster comes with 6 cards with the chance at a secret rare. 

Scroll down to see the card showcase!

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Dueling Rules (v1.0) 

🌓 TALES FROM TELLIS TCG 🌓

LUNATHAL BASE SET.

QUICKSTART RULES.

📜 Welcome, Divine Duelists!

This booster pack contains cards from the Lunathal Base Set. These rules will guide you through setup, gameplay, and victory. You are one of the Five Gods of Tellis, wielding Arcana, Duelers, Creatures, Relics, and Civ. cards to outmatch your opponent and disrupt their Arcane Weave. 

 

⚔️ How to Win

  • Reduce your opponent’s Arcane Points (starts at 4-5 depending on desired length of gameplay) to zero, OR
     

  • Force your opponent to draw from an empty deck.
     

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.

 

🧱 Setup

  1. Each player builds a deck of 18-20 cards.
     

    • Each deck must contain 8-10 Dueler cards and 8-10 total Support cards (Creatures, Arcana, Relics and Civ. cards.
       

    • You may include no more than 2 copies of any card. 

    • If your Dueler has the (✪) tag you may only have one in your deck.
       

  2. Shuffle and draw 5 cards.
     

    • If you do not draw a Dueler, reveal your hand, reshuffle, and draw again until you have at least one.
       

  3. Roll a 1d6. The player with the highest roll goes first.  Make sure to track characters' health with a pencil and scratch paper.

  4. First Turn Rules: There is no Combat Phase on the first turn for either player. No attacks or Action Abilities may be made by either player until the second turn. 

    • Play a Dueler. 

    • Play one support card if you have one. Usually players choose to play a Civ. card if available during the first turn. 

    • Draw a card to end your turn. You may not use that card until your next turn. 

    • The player who goes second will do the same. 

    • There is no Combat Phase during the first turn. No attacks or Combat Phase abilities may be used. 

 

🔁 Turn Order

Each turn, complete the following four phases:

  1. Recruit Phase: Play a Dueler into one of your two available Dueling Zones (you may only have two Duelers active at a time or one Duo). This phase is optional unless you do not have a Dueler on the field of play. If there is no Dueler in your hand, draw until you get one.
     

  2. Support Phase: Play one support card of your choice:
     

    • A Support card (Civ., Relic, Creature, or Arcana) may be played each turn — but only one total.

    • Civ. card rules: Each player may have one Civ. card active. Your Civ. bonus only affects your Duelers and Creatures. If a Civ. card is played during your Support Phase, the bonus will count towards your Combat Phase action immediately. 

    • 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 Arcana card attached to them. However, the Dueler will still receive their current Civ. Bonus. 

    • Playing a Creature on a Soulbridge Dueler is a Support Phase action. Creatures may only attach to Duelers who have Soulbridge. 

    • You may not replace an active Dueler or Creature unless it is defeated or you have an ability that allows you to do so.

  3. Combat Phase: If it is your second turn or later, you may choose one of your active Duelers to attack or use a Combat Ability:
     

    • Announce which of your Duelers is attacking and which opposing Dueler card is being targeted (Dueler or Creature). Always do this before rolling attack. 

    • Resolve the attack by rolling the appropriate die 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.

    • Passive Abilities are always applied automatically and denoted with this symbol:

    • Combat Abilities can be played instead of attacks and are denoted with this symbol:
       

  4. Draw: Draw one card from your deck to end your turn. Drawing a card is the last thing you should do and you cannot play that card until your next turn. 

 

🧩 Combat and Card Types

Duelers: Your main combatants. Each has Health and either a Melee attack and/or Arcana attack. They may also have Action or Passive Abilities. They 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. 

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 only receive 2 damage.
 

Creatures: Can only be played through a Dueler’s Soulbridge ability. 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.
 

Civ. Cards: Passive bonuses while in play. Each player may only have one Civ. card active each at a time. You may use your Support Phase to replace your current Civ. Some players have an ability that destroys your opponent’s Civ. card.
 

Relics and Arcane Weaves: Powerful one-use cards. Use them wisely! Unless stated otherwise, discard them after playing. If you must attach one of these Support Cards in order to play it your Dueler may not have anything else attached.
 

Defeated cards (Duelers, Creatures, Civ., Arcana, Relics) go to the discard pile.
 

 

📖 Key Glossary

  • Combat Ability: A symbol that denotes an ability. If you want to use a Combat Ability on an active Dueler it takes up your Combat Phase action. 

  • Passive Ability: This is always active and does need a turn to come into play. Read your Dueler’s passive abilities carefully and remember to use them when necessary. 

  • An example of a Passive Ability: Duel Partner: If the listed card is active in play, a Dueler gains a specific bonus (usually +1 attack).

  • Soulbridge: A keyword that allows a Dueler to attach a Creature card. Unless an ability states otherwise, attaching a Creature to a Dueler will take one Support Phase Action. 

  • If you miss the application of a Passive ability, there is no backtracking. 

  • An Arcana attack: Using an Arcana attack consumes the Combat Phase action of your turn. 

  • A Melee attack: Using a Melee attack consumes the Combat Phase action of your turn. 

  • Health Points: 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. 

  • Note on Soulbridge: Use your Support Phase action to attach a Creature to a Dueler with this symbol or if an ability allows you to do so. You cannot replace the Creature once it is attached.

 

🔒 Limit Rules (For Game Balance)

  • A deck must contain 18-20 cards. 8-10 Duelers. 8-10 Support cards.
     

  • No more than 2 copies of any single card may be included in a deck.
     

  • Only 1 Civ Card may be active per player at any time. Replacing it discards the previous one. 

    • Your Civ. bonus does not affect your allies Dueler. For example, if you are playing the Lunathal card and your opponent has a Dueler Class: (Moonfolk) active, they would not get your bonus.
       

  • Only 1 Creature/Relic/Arcane Weave may be attached to a Dueler at a time. 

    • For example, if your active Dueler is Theryn and he has an attached Slip as a Creature, he may not use the Arcane Weave card Iceshape.
       

  • Only 1 Support card may be played a turn unless an ability says otherwise. 

 

🌙 Good Luck, God of Tellis.

Protect your Arcane Points. Choose your champions wisely. Let the light of Seluna guide your rolls.

🖋️ Visit TalesFromTellis.com | © 2025 Tales from Tellis: Lunathal Base Set

The Lunathal Base Set Dueler Classes are…

  • Moonfolk 

  • Pirate

  • Gnome

  • Sun Elf

  • Creature

Pack Distribution 

  • Card 1: 100% common
     

  • Card 2: 95% common / 5% uncommon
     

  • Card 3: 75% common / 25% uncommon
     

  • Card 4: 75% uncommon / 25% rare
     

  • Card 5: 75% rare / 25% uncommon
     

  • Card 6: 96% rare / 4% secret rare 

Card Master List

The Lunathal Base Set features a 26 card set with 1 secret rare. 

5 Slip 5.png

Slip

Common 5/26

6 Tarvin 6.png

Tarvin

Common 6/26

11 Tate 11.png

Tate

Common 11/26

12 Tarvin's Eagle 12.png

Tarvin's Eagle

Common 12/26

17 Black Eyes Barnett 17.png

Black Eyes Barnett

Rare 17/26

18 Fyladreus, Chief Astrologer 18.png

Fyladreus, Chief Astrologer

Rare 18/26

23 Soulbridge 23.png

Soulbridge, Arcane Weave

Uncommon 23/26

24 Sparkwield 24.png

Sparkwield, Arcane Weave

Uncommon 24/26

25 Selunas Tear 25.png

Seluna's Tear

Rare 25/26

26 Void Meteorite 26.png

Void Meteorite

Rare 27/26

???

Secret Rare 27*/26

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©2024 Christopher Carlone Compositions

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