|The long-extinct "ruling reptiles" of the Mesozoic Era.|
|The long-extinct "ruling reptiles" of the Mesozoic Era.|
|The primordial sea creatures of the past.|
|The Cenozoic animals who would dethrone the dinosaurs.|
|The bizarre monsters of deepest prehistory.|
Animal Cards- These are going to be the ones on the front lines doing the battle. You can have up to three active at once, but you need to have at least one after the first turn of battle. Unleash one and use its ability, class, and attributes to your best capability. These cards may have 1-5 stars which are subtracted when the card is discarded.
Item Cards- You can activate an Item Card once per individual card, and their effect activates immediately. Once you've used it, you can't use that specific card again, but you can use other copies of the same type of card. These cards may have 0-3 stars, which are subtracted upon use of the card.
Fossil Rock Cards- These can be attached/equipped to an Animal Card when it's unleashed. They provide a passive bonus to the card as long as both it and the equipped rock remain active. These cards may have 0-3 stars, which are subtracted once the Animal Card it's equipped to is discarded. When you equip a Fossil Rock to an Animal Card, put the rock underneath the Animal Card with the top sticking out so you can see which one it is. Fossil Rocks are immediately discarded if the Animal Card it's equipped to is discarded.
Event Cards- These are like Item Cards. They are one-time use consumable cards, but their effect reaches every active Animal or Assist Card on the field. These cards may have 1-3 stars, which are subtracted upon use of the card.
Battlefield Cards- One Battlefield can be active at any given time during a game. These cards are held horizontally unlike others. Battlefield Cards have up to 12 creatures listed on them (these are the Native Cards). They give one of six effects (determined by the Field Class) to any of the Native Cards that are active with their matching battlefield. [Work in progress, come back soon.]
Assist Cards- Upgraded versions of Animal Cards that feature a paleontologist as well as their signature animal. The rules for them are a little stricter; you can have three in your deck and only one active at any time. You also need to sacrifice the "base" animal to use its Assist form. Most Assist Cards have blue stars, which means they don't take any Life Points when discarded.
Series #: Not used in game, but good for collecting.
Time: Info on when this animal lived in history. Sometimes factors into certain abilities.
Life Stars: When this card is discarded, you lose an amount of Life Points equal to the amount of yellow stars. If the stars are blue, you don't lose any Life Points but they still factor into star-related abilities.
Group: What type of animal it is. There are 25 different groups. If you see a word or phrase in an ability description with [brackets] around it, that's a group.
Here is a list of all 25 groups and their explanations.
Ability: Each animal has an ability, or a kind of extra effect/power. The specifics are listed right on the card. Some abilities work better in different situations, but they are not always benificial, and they are sometimes your animal's best asset.
Class Icon: Classes are special bonuses that each animal gets when fighting. There are ten different ones. Here's a rundown:
Domain: There's three: Land, Water, and Air. These are a little more dynamic than classes and are subject to change depending on what happens in a battle. The domains interact with each other like this:
Land beats Water. Water beats Air. Air beats Land. You gain +20 when attacking the domain you're strong against.
Now, let's get into the action!:
The game is now a turn-based duel between the two players to destroy as many of the other player's cards as possible and exhaust their Life Points while maintaining their own. On each turn, a player gets allocated 2 Action Points. Each action that can be done on a turn costs 1 Action Point to do, so you can pick two actions per turn. Here's the actions:Unleash- Put an Animal or Assist card from your hand onto the field, which is where the action takes place. When you unleash a card you can equip a Fossil Rock as well for no extra points, but you can't change it afterwards unless certain conditions are met.
For Assist cards, you need to have the base Animal card active to unleash it. The base card is discarded in the process.
Attack- Initiate a battle between one of your active cards and another one. You can attack an opponent's card, or one of your own if you have a reason to. (It only costs a point to initiate the battle. The battle itself is self-contained, and anything that happens within it costs no points.)
Draw- Draw another card from your deck to your hand.
Use- Use an item or event card. Note that using something may use up Life Points depending on the card.
You can have as many cards in your hand as you can physically hold, but the field only has room for three active cards on each player's side at any given time. The turn after one card has been unleashed, you may no longer have an empty field for an entire turn. Neither player can attack on the first turn, only draw and unleash.
On the second turn, players may begin battling cards if they choose. When a card chooses to attack, you choose a singular card to engage in battle with. Now, a battle has begun and the two cards have entered "the arena". During a battle, there is an offensive and a defensive card. The offensive card is the one who initiated the fight, and thus it can only attack. The other player's card is on the defensive, and has three options:Attack: Both cards deal damage to each other's with their stat, which can lead to mutual defeat.
Defend: The defender's stat is subtracted from the attacker's . So an stat of 50 against a stat of 40 would only cause 10 damage.
[In progress, come back soon. Thinking of incorporating some chance mechanics here]
Flee: Similar to Defend. is subtracted from the but afterwards the cards both leave the arena and the battle is over. If the is higher than the the defender gets away unharmed and nobody takes any damage.
After the first turn of the battle, when the offensive card does their attack and the defender reacts in any way, the tables switch. The defensive becomes the offensive and vice versa. The battle ends when either card is defeated or flees.
Hey, thanks for stopping by here at TPH! Always remember, the past happened a long time ago!
You can find my other art page at: GoodOlGooicide
Creator and Artist: Me! (Brooke Console)
Co-Creator and Advisor: SargeantSatan
Currently working on:
Participate in the watcher guessing games to unlock new cards!
The Past Happened a Long Time Ago.
Unearth colossal ancient creatures, from Meso Series, Aqua Series, Ceno Series, and Paleo Series. Over 600 original hand-drawn cards in the entire collection, based on paleontological research! You won't find another card game as deep into prehistory as TPH is!
Collect, compete, and trade your cards with friends.
The Past Happened card packs are available for sale on Etsy.
Currently, Meso and Ceno Series are available.
$4.99 for a Starter Pack (20 cards+rules sheet), and $3.99 for a Booster Pack or Critter Pack (12 cards each). Cards are randomly selected, printed from www.thegamecrafter.com/, and packaged up nicely.