

Dueling Rules (v1.0)
🌓 TALES FROM TELLIS TCG — LUNATHAL BASE SET DUEL QUICKSTART RULES.
📜 Welcome, Divine Duelists!
This booster pack contains cards from the Lunathal Base Set. These rules will guide you through setup, Game play, 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
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Reduce your opponent’s Arcane Points (starts at 3-5 depending on desired length of Game play) to zero, OR
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Force your opponent to draw from an empty deck. If there are no cards to draw they lose one Arcane Point.
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
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Each player builds a deck of 18-20 cards.
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Each deck must contain 8-10 Dueler cards and 8-10 total Support cards (Creatures, Arcana, Relics and Civ. cards).
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You may include no more than 2 copies of any card.
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If a card has the (✪ Unique) tag you may only have one in your deck.
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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. Make sure to track character's health with a pencil and scratch paper.
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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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Play a Dueler.
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Play one Support card if you have one. Usually players choose to play a Civ. card if available during the first turn. You may use Passive Abilities.
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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.
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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). If you have no active Dueler and your opponent attacks, you lose an Arcane Point.
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Support Phase: Play one Support card of your choice, if you wish:
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A Support card (Civ., Relic, Creature, or Arcana) 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, 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.
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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.
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You may not replace an active Dueler or Creature unless it is defeated or you have an ability that allows you to do so.
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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:
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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 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 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.
🧩 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. 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. You cannot attach a creature to a Dueler without the Soulbridge ability.
Civ. Cards: These grant 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. Your Civ. bonus is not applied to the other team.
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. This includes Creatures.
Defeated cards (Duelers, Creatures, Civ., Arcana, Relics) go to the discard pile.
📖 Key Glossary
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Combat Ability: A symbol that denotes a Combat Phase ability. If you want to use a Combat Ability on an active Dueler it takes up your Combat Phase action.
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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.
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An example of a Passive Ability: 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 to attach a Creature card. Unless an ability states otherwise, attaching a Creature to a Dueler will take the Support Phase Action.
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If you miss the application of a Passive ability, there is no backtracking.
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An Arcana attack or Ability: Using an Arcana attack consumes the Combat Phase action of your turn.
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A Melee attack: Using a Melee 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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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.
🌙 Good Luck, God of Tellis.
Protect your Arcane Points. Choose your champions wisely. Let the light of Seluna guide your rolls.
🖋️ Visit ChristopherCarlone.com | © 2025 Tales from Tellis: Lunathal Base Set
The Lunathal Base Set Dueler Classes are…
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Moonfolk
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Pirate
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Gnome
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Sun Elf
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Creature
Lunathal Base Set Pack Distribution
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Card 1: 100% common
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Card 2: 90% common / 10% uncommon
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Card 3: 75% common / 25% uncommon
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Card 4: 75% uncommon / 25% rare
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Card 5: 75% rare / 25% uncommon
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Card 6: 96% rare / 4% secret rare
Set #2 - Slippery Skirmish!
Will be released early 2026…





Card Master List
The Lunathal Base Set features a 26 card set with 1 secret rare. There are 3 possible cracked-ice Holographic cards.

Slip, The White Otter
Common 5/26

Tarvin
Common 6/26


Tate, The Highwayman
Common 11/26

Tarvin's Eagle
Common 12/26

Black Eyes Barnett
Rare 17/26

Fyladreus, Chief Astrologer
Rare 18/26

Soulbridge, Arcane Weave
Uncommon 23/26

Sparkwield, Arcane Weave
Uncommon 24/26

Seluna's Tear
Rare 25/26

Void Meteorite
Rare 27/26
???
Holo: Secret Rare 27*/26

Omela, Moonfruit
Lunathal Base Set, PROMO #1
























