Learn How To Play Invasion TCG
How To Play Invasion TCG
The city of Arazineth is set to fall. Hutheri's legion of dragons are at the walls and while a scheming Grathen takes the throne, his army of men ready the city's defences. Choose your side and join the battle today!
Invasion TCG is a fantasy trading card game with no rotation, no vanilla creatures, and no system of mana screw or flood. There's a mix of skill and luck involved in winning a game, but the variance is part of what makes the game so enjoyable!
If you want to learn how to play a new trading card game, then Invasion TCG is a great option. The game is fun, fast-paced, and very easy to learn, but offers a deep, strategy-filled experience for more seasoned players too.
To help you get started, we've put together a series of quick guides that walk through the basics of the game. Once you've got the hang of the basics, have a read through the full game rules so you're ready to start playing!
Aim of the Game
You'll start a game of Invasion TCG with 20 life points. By sending powerful creatures into battle to, you're on a mission to reduce your opponent down to 0 life points before they're able to do the same to you.
The first player to have their life points fall to 0 loses the game with their opponent declared the winner of the game! In a competitive match, a player who wins two games out of three is declared the winner of the match.
Different Parts Of A Card
There are lots of different strategies you can use to try and win the game, but to pull them off, you'll need to understand what each card does. There are three different types of card in Invasion TCG: Creatures, spells, and battlefields.
The colour of the diamond that's at the top of the text box indicates what kind of card it is. A blue diamond means the card's a creature, a red diamond means it's a spell, and a green diamond means it's a battlefield.
Under the diamond, the name of the card is written, and under that is a written version of the card type. The card effect text - what the card does when it is played - then fills the text box area. The final line of text is the copyright, artist, and set collection information.
One of the best things about a trading card game is building a deck. You can start out by using a pre-constructed Starter Deck, customise a Starter Deck by swapping cards in and out, or you can build your own unique deck from scratch... the possibilities are endless!
In Invasion TCG, decks are made up of exactly 30 cards and you can have up to three copies of each named card in your deck.
Decks are usually made up of a combination of creatures, spells, and battlefields, and you can choose to have any card ever printed in the game in your deck. With a new set of cards coming out each year, your deck will evolve and change over time.
Setting Up the Game
Unless you're playing a special format of the game - Coalition - you and another player start the game with their own deck and a way of tracking your life points, such as a dice or pen and paper.
There's no set layout to how the game should be set out, so you can position cards in a way that's comfortable for you - as long as it's easy for your opponent to understand what's happening!
You should have a space to keep your deck and your graveyard - the place where you'll put cards after they have been used or destroyed. Unless a card effects states otherwise, creatures and battlefields stay on the field of play until they have been destroyed while spells go into the graveyard after they have been played and their effect has resolved.
To decide who takes the first turn of the game, you and your opponent roll two dice each and the player with the highest combined score can choose which player goes first. After deciding who is taking the first turn, both players draw five cards from their deck into their hand.
Taking a Turn
At the start of each of your turns of the game, you'll draw two cards from your deck and add them to your hand. During your turn, you can do any of the following things in any order that you want to:
Playing Cards: During your turn, you can choose to play any two cards from your hand onto the field of play. You can also choose to play no cards or one card during your turn. If you choose to play two cards, you don't have to play them at the same time.
Attacking: Creatures you play onto the field of play can't attack straight away, so you'll need to wait a turn before attacking with them - it's known as summoning sickness. If a creature no longer has summoning sickness, it's ready to attack! To attack, a six-sided dice is rolled for each creature that's attacking. If a dice shows an odd number, it's a miss, but if it's an even number, it's a hit. For each hit, your opponent loses one life point.
Additional Draw Step: If you don't need a card that's in your hand, once per turn, as long as it's your turn, you can choose to put it in the graveyard and draw a new card from your deck. It'll help you find your most powerful cards quickly!
Triggering Card Effects: Some cards have card effects that only happen when they're played onto the field of play, but others have effects that can be triggered each turn, while others are mandatory - it depends on the wording on each card! You can trigger a card effect on each of your turns if cards allow you to.
Once you've finished doing what you want to on your turn, you pass the turn to your opponent and it becomes their turn.
Your Opponent's Turn
On your opponent's turn, instead of being able to play any two cards you want to, you can only play up to two spell cards. You can choose to play them at any point during your opponent's turn after they've drawn two cards from their deck at the start of their turn.
Some of the cards in your deck might let you trigger card effects during your opponent's turn, so if you'd like to, you can do this during your opponent's turn.