The Rules

## Welcome

Welcome to Tribus! Tribus is a multiplayer customizable deck-battler for 2+ people, but best experienced best with 3. Win the game by being the last person standing!

## Deckbuilding

Being a customizable deck-battler comes with a little bit of building. A deck consists of 45 Tribus cards, with up to three colors among cards in your deck. It is highly recommended you play with three colors. You can't have more than 3 copies of any one one color card, two of any two color card, or one of any three color or Legendary card.

## Setup

Players begin the game by shuffling their deck, then choosing a random person to go first. Each player then draws 5 cards (this is your base "hand size.") They may put any number of cards from their hand onto the bottom of their deck in any order, then draw that many cards. This is Tribus's 'mulligan.' Afterwards, set the top 5 cards of your deck facedown into your "Guard."

## Colors

### Yellow

Yellow is the color of life-gain and go-wide, archetypes that personify the cat tribe's camaraderie.

### Blue

Blue is the color of card advantage and shamans, representing their intelligence.

### Black

Black is the color of the tool, sacrificing and destroying anything in the path of their moles.

### Red

Red is the color of aggro and burn, personified by the crazy goblin clique.

### Green

Green is the color of the discard pile, headed by the Trash Panda.

### White

White is the color of control, headed by the gatekeepers of Nimbus; the Yetis.

### Purple

Purple is the color of mischief and thievery, a merry band of monkey pirates that scour the seas for *your* treasure.

## Guard

Your Guard is your life total. Whenever you are attacked by an unblocked dude, you "flip" a Guard, activating its effect, but losing 1 life. When you are struck while you have no Guard, you lose, and remove each of your cards from the game. If a dude card is flipped this way, instead it compares its power to that of the attacking dude. If the attacking dude is smaller, destroy it, then discard the dude Guard card.

## Turns

The game takes course over a series of rounds, which take course over a series of turns.

### Actions

At the beginning of your turn, you gain an action, which can be used to play a "slow" card, or attack. Both of which you may only do during your turn, while the stack is empty.

## How to Play a Card

During your turn, you may spend the action you gain to play a card. Do so by paying its colors.

### Attuning and Detuning

You begin the game with each color you chose for your deck "attuned." You may only play cards from among colors that you are attuned to. To pay a card's colors, "detune" from them, and attune to each of your detuned colors. For example, I choose red, yellow, and white. I may play red, yellow and white cards. If I play a red one, I detune from red, and then may only play white or yellow cards on my next turn, or attack. On the next turn, I play a yellow card, detuning from yellow, attuning to red, meaning my next card will have to be red or white.

### Pitching

At any time you have priority, if you want to play a card of your detuned colors, you may "pitch" a card by paying its colors and discarding it. Pitching does not use the stack.

### Slow v. Fast

Slow cards, aka any cards that are not "fast," can only be played during your turn, and while the stack is empty. A fast card may be played at any time during any players turn, so long as they have priority.

## Card Types

The three cards types are: dudes, tools, and moves. Each card has a name, some number of colors, art, and a type. If that card is a dude, it also has a subtype and "power."

Dudes and tools are considered "permanents," while moves aren't, meaning they go to play after resolving, rather than the discard pile. Permanents go to the discard pile only when they are sacrificed/ destroyed.

### Dudes

Dudes are your primary way of dealing damage. Each dude has a number in the top left called "power," and a subtype, showing what kind of creature they are. For example, Yeti is a Yeti.

Dudes enter play exhausted (sideways). While you control any number of ready dudes (not exhausted) you may attack with them. Attacking will be explained shortly.

### Tools

Tools are powerful permanent cards that provide static abilities such as "attacking dudes you control have +1 power."

### Moves

Moves are powerful one-time effects that allow players to perform a myriad of effects. When they resolve, put them into your discard pile.

## Combat

Whenever you control one or more ready dudes, you may attack with them. Combat works in several steps:

### Declare Attackers

To begin combat, exhaust any number of ready dudes you control. Choose who, or what, they are attacking. Dudes with rumble may attack other dudes, rather than players.

### Declare Blockers

Once attackers have been declared, the defending player(s) may declare one or more ready dudes blocking any combination of attacking dudes.

### Damage Calculation

Damage is calculated per dude. The defender chooses the order in which to take damage by selecting one attacking dude at a time.

#### Blocked Attackers

When a dude is blocked, the attacking dude compares its power with that of the defending dude. The smaller is destroyed. If they are tied, they are both destroyed. If an attacking dude is blocked by multiple dudes, the attacker divides its power among the defending dudes during comparison.

#### Unblocked Attackers

When a dude isn't blocked, the defender takes one damage and flips one Guard. Each player is given priority before the Guard effect resolves. If a dude would deal multiple damage, resolve each of those instances separately. If a dude would deal multiple damage, but is destroyed or otherwise removed before all of the damage could resolve, the remaining damage is removed from the stack.

#### Previously Blocked Attackers

If a dude becomes blocked, but then the defending dude is removed before damage calculation, the attacking dude is still considered blocked.

### End of Combat

Any effects that apply until the "end of combat," end here.

## The Rounds & Passing

When you pass a turn without performing any actions or playing any cards, you pass your turn, enter the "pass state," and increment the pass timer by one. You should announce the pass timer when you do so, for example, "I am passing ONE." When the pass timer becomes equal to the number of players in the game, the round ends.

At the end of a round, players perform "refill." To refill, you attune to each of your detuned colors, ready each exhausted permanent you control, and draw until you have cards in hand equal to your hand size (the starting size is five.)

If a player, however, performs any actions or plays any cards while they are in the pass state, they exit the pass state, and the pass timer is reset.

## Summary

So to play Tribus, you must come equipped with a custom deck of your favorite three colors. After drawing 5 cards and placing down 5 Guard, you may play one card per turn, or attack. Use your dudes to attack down your opponents. When a player is damaged while they have no Guard, they lose.

If you made it this far, I just want to say personally, thanks for reading! And feel free to stop by and play at any time. - Dustin.