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Roham TCG Rules
Game Overview
Roham TCG is a tactical, turn-based Trading Card Game where players become powerful Summoners commanding creatures, casting spells, and activating magical relics to control the battlefield. Each player begins with 20-60 Life Points, builds a 40-60 card deck, and battles to reduce the opponent's Life Points to zero.
Include at least one Summoner and ten Creature cards.
Creatures hold lanes, block damage, and protect the Summoner.
Cards
Card Types
Creature Units used to attack, defend, and hold battlefield positions.
Spell One-time effects that create creature or Summoner buffs.
Talisman Artifacts that alter game rules and buffs.
Relic Ancient items with powerful effects on the field.
Summoner The player's core character card; each deck includes one.
Altar Energy sources used to pay Bond Costs.
Board
Battlefield Structure
- Each player controls their own 3x3 grid: three rows and three columns per player.
- Behind each player's grid is one Summoner Core Zone where the Summoner card is placed.
- Creatures are the only cards placed on the grid unless attaching Relics, Talismans, or Spell cards for buffs.
- Altars are placed in the Bond Pool Zone designated to the right of the grid.
- Cards on the grid cannot be moved once placed unless an ability or effect says otherwise.
Decks
Deck Construction Rules
Deck Size: 40-60 cards, including at least 1 Summoner and 10 Creatures.
Altar Cards: No limit, but they must fit within the deck size.
Duplicate Limit: Maximum 3 copies per card, except Altars.
Region Affinity: Cards should generally align with the Summoner's region affinity or be Neutral. Decks may also include cards that share an affinity with one of the Summoner's dual-affinity Altar cards.
Setup
Game Setup
- Each player places their Summoner in the Summoner Core Zone.
- Shuffle your deck and draw 7 cards.
- Determine who goes first randomly.
- Each player may mulligan once by shuffling and redrawing 7 cards.
Turns
Turn Phases
Start Phase
Refresh exhausted cards, resolve start-of-turn effects, and draw 1 card.
Bond Phase
Play 1 Bond Source card, such as an Altar, into your Bond Pool Zone.
Summon Phase
Summon creatures or activate Relics, Talismans, or Spells by exhausting Bond Sources equal to their Bond Cost.
Main Phase
Play cards, activate abilities, and perform attacks.
End Phase
Resolve end-of-turn effects, discard down to 10 cards if needed, and pass the turn.
Resources
Bond System
- Instead of a traditional mana system, players use the Bond mechanic.
- Bonds are generated by playing Altar cards into your Bond Pool Zone.
- Bonds are required to pay Bond Costs by exhausting Altar cards.
- Bonds are color-specific and can only pay for cards that share the same region affinity unless the card is Neutral.
- Cards are not placed face-down as Bonds unless specified by a Trap or other card effect; those cards are not considered Bond Sources.
Playing Cards
Playing Cards
- Pay the Bond Cost by tapping or exhausting the required number of Bonds.
- Place the card on the battlefield if applicable, including Creatures, Altars, Relics, and Talismans.
- Spells, Relics, and Talismans are sent to the discard pile during End Phase unless marked Permanent or stated otherwise.
Placement
Creature Placement Rules
Row 1
Only Beasts and Winged creatures can be placed here.
Row 2
Only Casters, Stalkers, or Winged creatures can be placed here.
Row 3
Only Titans, Casters, or Winged creatures can be placed here.
Winged creatures may be placed in any row regardless of role.
Battle
Attacking and Combat
- Creatures can only attack enemies directly in the same lane, starting with the closest unit in that lane.
- Attacks resolve front-to-back. Damage is dealt to the frontline creature first.
- If the frontline creature is destroyed, no remaining damage is dealt to the Midline or Backline unless a buff or ability says otherwise.
- Midline creatures cannot be damaged unless the frontline in that lane is empty.
- Backline creatures cannot be damaged unless both the frontline and midline are empty.
- Some abilities or Spells may allow ranged, diagonal, or area attacks that bypass normal order.
- Damage is dealt based on the attacking creature's Attack stat.
- If a creature's Life reaches zero, it is destroyed.
- If no creature is present in the same lane, damage is dealt directly to the opponent's Summoner.
Tactics
Spells, Relics, and Talismans
- These card types offer tactical support, buffs, or temporary effects to enhance your strategy.
- Spells are typically played during your Summon or Main Phase and provide one-time buffs or effects.
- Relics are field-based items that enhance creatures, modify battlefield conditions, or provide conditional benefits.
- Talismans influence game rules, apply lingering buffs, or set up traps and conditions.
- Unless marked Permanent or stated otherwise, these cards are discarded during End Phase after their effects resolve.
Win
Victory Condition
- Reduce your opponent's Life Points to 0.
- A player also loses if they run out of cards in their deck and have no creatures on the battlefield.
Notes
Important Rules Notes
- Summoners cannot be attacked directly unless their lane is empty or a card allows it.
- Cards with ongoing effects must remain face-up in the grid.
- Decks must follow the regional affinity of their Summoner or match one of their dual-affinity Altar cards.
- Players must discard down to the hand limit of 10 cards during End Phase if exceeded.
- Bonds are created by playing Altar cards and must match the region affinity of the card being played unless that card is Neutral.
- Spells, Relics, and Talismans are discarded during End Phase unless marked Permanent or stated otherwise.
- Cards cannot be moved on the grid once placed unless specified by abilities or effects.
Support