Rulebook v2.0

Learn the Rules. Master the Heroes.

Each Hero leads a 39-card faction deck through traps, actions, allies, and cosmic timing. Break the opponent’s Shield or force them to fail a draw to win.

Overview

How Starfall Catastrophe Works

Components

1 Hero + 39 Cards

13 Allies · 13 Actions · 13 Traps

Win Condition

Shield → 0

Or opponent can't draw

Turn Phases

5 Phases

Draw · Energy · Play · Battle · End

Heroes

6 Factions

Unique decks, abilities, and Shield values

Card Size

63 × 88mm

Standard TCG

The Four Attributes

T Tactics

Sets trap limit. Higher T = more traps on field at once. Doctor Boon (T5) dominates this stat.

S Skill

Boosts Action damage by S×10%. Also determines Skill-boosted card scaling. Sel (S5) leads here.

R Resilience

Base Shield = R×10 (modified by hero-specific bonus). Also sets Trap Resistance at R×5%.

M Mysticism

Energy per turn = 3 + ceil(M÷2). M≥4 unlocks Mystic Cancel (negate for 2 Energy). Nyra (M5) peaks here.

Turn Structure

1

Draw

Draw 1 card. Cannot draw = lose.

2

Energy

Gain 3 + ceil(M÷2) Energy. Field allies may add bonus.

3

Play

Spend Energy to play Allies, Actions, and Traps.

4

Battle

Allies attack. Summoning sickness: allies can't attack the turn they're played. First-turn restriction: no attacks on turn 1.

5

End

Resolve end-of-turn effects. Ability cooldowns tick down.

Card Types

Allies

Permanent units with ATK and HP. They stay on field until destroyed. Attack during Battle phase (except the turn they’re summoned). Many have on-play effects and field passives like energy generation. Each hero has 13.

Actions

One-time effects: deal damage, restore Shield, draw cards, drain Energy. Resolve immediately and go to discard. Skill-boosted actions scale with the hero’s S attribute. Each hero has 13.

Traps

Set face-down. Trigger on conditions (Reaction, Instant, or Persistent). Limited by Tactics attribute. Traps are the hidden layer of strategy — your opponent knows they’re there but not what they do. Each hero has 13.

v2.0 Balance

The Six Heroes

Hero T S R M Shield Energy Traps Ability Identity
Doctor Boon
The Freeborn
5 3 2 4 50 5 5 Tactical Override
Peek opponent's top card. CD:2
Control · Traps · Disruption
High Priestess Nyra
Elemental Flame
3 4 2 5 75 6 3 Luminous Convergence
Draw 1 or restore 10 Shield. CD:2
Mystic · Shield Recovery · Pressure
Virelia
Cradle of the Root
2 3 3 3 22 5 2 Root Memory
Deal 8 damage if opponent healed. CD:2
Sustain · Anti-Heal · Endurance
Sel of the Luminous
Codex of the Eternal Spark
2 5 3 4 33 5 2 Arcane Archive
Reveal top 3, pick 1 to hand. CD:2
Knowledge · Combos · Draw Engine
Ember Glow
The Ember Ashes
4 3 3 4 35 5 4 Ashblade Fury
Deal 5 damage, all allies +2 ATK. CD:2
Aggro · Burn · Vengeance
Arkhelios Dragon
The Void Ones
4 2 4 4 33 5 4 Void Resonance
Opponent discards 1, you draw 1. CD:2
Disruption · Void · Control

Balance Note — Rulebook v2.0

Shield values are hero-specific and do not follow a simple R×10 formula. Each hero’s starting Shield is calibrated to offset their deck’s power curve. Doctor Boon’s allies carry boosted ATK/HP stats (printed on cards), compensating for his lower effect damage. Nyra’s high Shield offsets her lower ally combat stats. All six heroes are balanced to a 45–55% overall win rate across all matchups.

Special Mechanics

Initiative Roll

Both players roll a d6 at game start. Higher roll takes the first turn. The first player draws 5 cards but cannot attack during their first Battle phase (v1.4 Tempo Patch). This prevents first-move advantage from snowballing.

Summoning Sickness

Allies cannot attack the turn they are summoned. On-play effects still trigger immediately. Plan your board one turn ahead.

Mystic Cancel

Heroes with M≥4 can spend 2 Energy to negate an opponent’s Action. This is a response window mechanic — you can only use it when the opponent plays an Action during their turn. Once per response window.

Hero Abilities

Each hero has a unique activated ability with a cooldown of 2 turns. Abilities range from information (Boon’s peek) to damage (Ember’s burn) to disruption (Arkhelios’s forced discard). Use them at the right moment.

Priority & Stack

When a card is played, both players get a response window. Effects resolve in a stack (last-in, first-out). Pass priority to let effects resolve, or respond with Traps or Mystic Cancel.

Deckout

If you must draw and your deck is empty, you lose. Aggressive draw engines (Sel, Nyra) must balance card advantage against deckout risk in long games.

The Matchup Web

No hero dominates all matchups. Each has strengths and vulnerabilities designed into the six-hero asymmetric system.

Doctor Boon

Boosted ally stats (ATK 10–38) create overwhelming board presence. T5 trap control locks down opponent options. Weaker against high-damage effect decks that bypass his board.

High Priestess Nyra

Highest Shield (75) gives extraordinary staying power. M5 generates 6 Energy/turn. Heart Engine allies restore Shield passively. Vulnerable to anti-heal and effect-based burst.

Virelia

Anti-heal specialist. Punishes Shield recovery with bonus damage. Strong allies (ATK 2–7) but lowest Shield (22) makes her a glass cannon with sustain tools.

Sel of the Luminous

S5 makes her the hardest-hitting Action user. Draw engine cycles fast. Signature cards (55 and 45 damage) end games. Must survive long enough to reach them.

Ember Glow

Pure Orc aggro. Cheap allies deal damage on entry. T4 gives strong trap presence. Ashblade Fury ability creates burst turns. Runs out of steam in long games.

Arkhelios Dragon

Resource denial. Forces discards and drains Energy. Void Resonance ability is a 2-for-1 swing every 2 turns. Grinds opponents into submission rather than bursting them down.

Interactive Tools

Shield Tracker

20

Energy Calculator

5

Energy per turn

3 + ceil(4÷2) = 5

Play Now Meet the Heroes