WELCOME TO THE PLANET ADYTA
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Boundless TCG is a strategy-based trading card game for fantasy lovers of all ages, and groups of all sizes! Players fight alongside their "Savior" in an all-out battle against their opponents, sending their Spirits to the Void, fighting for power and claiming control of the planet Adyta!
While traditional trading card games are usually limited to two players, Boundless TCG has been catered for play within a group of any size and masterfully crafted with familiar, yet innovative, gameplay mechanics. Two player games are still an option, but get the rest of your friends/family into the game for additional fun! Why win a battle when you can win the war?
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Choose your Savior, design your strategy and get playing today!
What is Boundless TCG?
Preparing to Play
Before a game of Boundless TCG begins, players must first do the following:
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Choose a Savior card (all players must have 1, and only 1, Savior card).
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Construct a Main Deck (Main Decks are a 30-card collection of Form and/or Command cards. Only 4 copies of a given Form/Command can be included).
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Construct a Spirit Deck (Spirit Decks are a 15-card collection of Spirit cards. Spirit Decks can only include up to 4 "Rescue Spirit", up to 4 IGNITION-type Spirits, and up to 1 "Perfect Spirit". Other Spirit cards can be included at any number, as long as the total adds up to 15 cards).​
Before beginning to play, a player must choose their Savior and the cards in their decks.
Plan your strategy before the game to get ahead!
Boundless TCG Card Types
The game of Boundless TCG contains 4 card types that each follow a specific set of rules. Download the full rulebook for more information!
HOVER OVER THE NAME OF EACH CARD TYPE TO LEARN MORE!
SAVIOR
Saviors are the ever-present threats of the battle field. Their abilites are generally the foundation that strategies are built around
Saviors have 2 sides. Noted by the word and lock icon next to their PWR bar. When certain game conditions are met, Saviors can flip to their Boundless State where they gain PWR and game-altering abilities!
COMMAND
Commands are complimentary cards that aid a strategy, help protect the user, damage an opponent, or even interrupt an opposing strategy!
There are 4 main types of Command cards: NORMAL, BOUND, INTERRUPT and SWIFT. They each have their own conditions in order to activate. Read up about them in the full rulebook!
Click each Command for a closer look!
FORM
Forms are the creatures that a player calls upon to aid them in battle. Try to pick Forms with attributes or abilities that compliment your Savior and strategy!
Click each Form card for a closer look!
IN ORDER TO ACTIVATE THEIR EFFECTS OR ATTACK A SAVIOR CARD, FORM CARDS MUST HAVE A SPIRIT CARD UNDERNEATH THEM!
Forms have Levels, ranging from 1 to 3, indicated by the number of red energy orbs beside their PWR bar. Form cards can have effects, and if they do, they must be Spiritualized (have a Spirit card underneath) to activate them! Learn more in the KEYWORDS AND EFFECT TIMING section!
SPIRIT
Spirits are the lifeblood of Boundless TCG. They grant special abilities to Form cards, aid Saviors in reaching the Boundless State and even determine who wins/loses the game!
When placed underneath Form cards, Spirit cards allow the Form to activate its effect (if any) and attack a Savior! Some Spirits even grant special abilities to those Form cards. They DO NOT grant their abilities to Savior cards. Placing a Spirit from your hand underneath a card is called "Spiritualizing". A player can only Spiritualize each card they control once per turn, and only during their Act Step. If a Form that was Spiritualized is Level Sacrificed in the same turn, the new Form cannot be Spiritualized that turn.
Click each Spirit for more information!
The Boundless TCG Game Mat
The Boundless TCG Game Mat is equipped with 7 different zones, each with their own purpose in the game's design.
1. Savior Zone
2. Form Zone
3. Command Zone
4. Main Deck Zone
5. Spirit Deck Zone
6. Drop Zone
7. The Void
Pre-game Setup
Setting up the game is as simple as could be!
Before drawing their starting hand, all players must do the following:
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Place their Savior card on the "Savior Zone" in the Bound State.
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Shuffle their Main Deck and offer the deck to the opponent to their left to cut. Afterwards, place the Main Deck in the "Main Deck Zone", face-down.
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Shuffle their Spirit Deck and offer the deck to the player on their left to cut. Afterwards, place the Spirit Deck in the "Spirit Deck Zone", face-down.
All players then draw 5 cards from the top of their Main Deck. Each player has the ability to mulligan* ONCE. If a player has decided to mulligan, they must offer an additional cut to the player on their left before drawing their cards to complete the mulligan.
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* A "mulligan" is an action players can take before the game begins, but only once. To mulligan, the player takes any number of cards from their starting hand of 5 cards and places them back on the top of their Main Deck. That player then shuffles their Main Deck and offers a cut to the player on their left. After the cut has been completed, the player then draws cards from their Main Deck until they have a total of 5 cards in their hand.
HOW TO WIN
There are 2 primary ways a player can lose a game of Boundless TCG. These are:​
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IF A PLAYER HAS 7 OR MORE SPIRITS IN THEIR VOID (after all card effects resolve), THEY LOSE THE GAME
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or
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IF A PLAYER CANNOT DRAW A CARD FROM THEIR MAIN DECK FOR THEIR DRAW STEP, THEY LOSE THE GAME
Keep in mind that, while these are the most common ways a player can lose a game of Boundless TCG, there are other ways a player can lose as well. Some cards may have effects on them (a.k.a. alternate win conditions) that can cause you to lose the game if you aren't careful. Always beware of your opponent's effects!
Turn Structure
After all players are set up, the game can begin!
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All players roll a dice, or play rock paper scissors, to determine who will go first.
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Each player's turn follows the flow of the chart listed here.
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Before moving to the next Step, each player must agree to move to that Step. Some effects may only activate in a specific Step in the game, so don't miss your opportunity to use them before the turn progresses!
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Once the turn player enters their End Step, they transition the turn off to the player on their left, who will begin from the Draw Step and continue the turn flow.
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NOTE: THE PLAYER THAT GOES FIRST MUST SKIP THEIR COMBAT STEP. IN GAMES OF MULTIPLE PLAYERS, ALL PLAYERS MUST SKIP THEIR FIRST COMBAT STEP.
DRAW STEP
Turn player adds the top card of their Main Deck to their hand.
INVOKE STEP
Turn player adds the top card of their Spirit Deck to their hand.
ACT STEP 1
Players can activate effects, play Form and Command cards, Spiritualize their cards, and go Boundless!
HOVER OVER EACH STEP BUTTON TO LEARN MORE ABOUT THEM!
Unless otherwise stated, the turn player can perform the following actions any number of times during their Act Steps:
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• PLAY LEVEL 0 FORM CARDS
• PLAY COMMAND CARDS
• EFFECT SACRIFICE (sacrifice cards by a card effect)
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Unless otherwise stated, the turn player can perform the following actions ONLY ONCE during their turn:
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• Level Sacrifice (sacrifice normally to play a Form from their hand)
• Flip their Savior to Boundless State
• Activate abilities that say "ONCE" (this is PER ABILITY, PER CARD [ex. if you have 2 "Camilla, Akumaiden of Despair" in your Drop Zone and "Andariel, Akumaiden of Anguish" is your Savior, you can activate the "Once" abilities of each of those cards, but only once that turn].)
COMBAT STEP
When a Savior is damaged, the top card of its controller's Spirit Deck is sent to their Void.
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When a Form is damaged, it is sent to the Drop Zone.
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Any time a Form leaves the Form Zone, either by card effect or becoming damaged, any Spirits that were underneath that Form are sent to the Void. Spirits are always sent to the Void of their original owner.
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Cards are only considered "damaged" if they have participated in battle and lost, and are only considered "damaged" until the End Step of that turn.
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During this Step, the turn player can declare attacks with their cards. Only cards with PWR values may declare attacks.
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To perform a battle between 2 cards:
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• The turn player declares an attacker
• The turn player declares an attack target
• PWR values are compared (including any modifiers, such as a "Boost Spirit")
• The card with less PWR loses the battle and is "damaged".
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ACT STEP 2
Players can activate effects, play Form and Command cards, Spiritualize their cards, and go Boundless!
For more information on Turn Structure and the Steps that each turn takes, visit the full rulebook here!
END STEP
Players resolve any outstanding card effects and pass the turn to the player on their left.
KEYWORDS & EFFECT TIMING
KEYWORDS
Boundless TCG uses unique words, otherwise known as "keywords", to express complex game concepts in a simplistic and memorable way!
HOVER OVER EACH KEYWORD TO LEARN MORE!
To DEVOUR means to send the top card of the specified player's Spirit Deck to their Void.
DEVOUR
To RESCUE is to add a Spirit card from your Void back into your hand.
RESCUE
To DRAW is to add the top card of your Main Deck to your hand.
DRAW
EFFECT TIMING
Sometimes multiple card effects activate at the same time, whether automatically or by players. Boundless TCG card effects are equipped with Effect Timing Indicators (ETI for short) to help keep gameplay smooth and easy to understand.
Effects always resolve in the reverse order in which they were activated. In the event that multiple card effects are activating simultaneously, use the flow chart below to determine which effect(s) will resolve first:
Scroll over each ETI to learn more!
SWIFT effects are the quickest. They will always resolve first. If multiple SWIFT effects are activated between players, the effect that activated last will resolve first.
SWIFT
FASTEST
To DISCARD is to send the specified amount of cards from your hand to the Drop Zone (Spirit cards cannot be discarded)
DISCARD
To INVOKE is to add the specified amount of cards from the top of your Spirit Deck to your hand.
INVOKE
To SPIRITUALIZE is to place a Spirit from your hand underneath a Form or Savior. When a card has a Spirit underneath it, that card is considered "Spiritualized".
SPIRITUALIZE
INTERRUPT effects can activate during any player's turn, but in response to an opponent's action (i.e. playing a card, attacking with a Savior, activating an effect, etc.) so long as their conditions are met.
INTERRUPT
To DE-SPIRITUALIZE is to take a Spirit from underneath a card and place it into the card controller's Void. Sometimes the type of Spirit to be removed is specified!
DE-SPIRITUALIZE
REJUVENATE is a keyword that means to place the specified amount of Spirits from underneath that card on the bottom of their original owner's Spirit Decks.
REJUVENATE
DELETE is a keyword specific to interacting with a card's effect. When a card says to "DELETE" an effect, the "deleted" effects cannot be activated for the rest of the turn. "DELETED" effects regenerate during the next player's Draw Step.
DELETE
NEGATE is another keyword specific to interacting with a card's effect. To NEGATE is to nullify the effects of the card(s) activated before the NEGATE effect. NEGATED effects cannot be activated again.
NEGATE
INDEPENDENT effects can be activated regardless of Spiritualization status. INDEPENDENT effects are exclusive to Form cards. Normally, to activate their effects, Forms must be Spiritualized. INDEPENDENT effects bypass this rule.
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Some INDEPENDENT effects require the Form to be in a certain location, such as the hand or the Drop Zone, in order to
activate.
INDEPENDENT
Forms with [INDEPENDENT], [AUTO] AND CONT abilities do NOT require a Spirit underneath them to trigger.
AUTO effects automatically activate when their condition is met. When an AUTO effect comes with a cost, that cost must be payed if possible. If the cost cannot be payed, the effect does not activate.
CONT effects are always active. Some CONT abilities require a card to be in a certain location, such as the Command Zone or the Drop Zone, and are only active while they are there.