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A downloadable game

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An RPG deckbuilding card and dice game for 1 - 6 players - 46 PDFs (including rules) Print and Play

Simple Setup, Infinite Fantasy - Never the Same Game Twice

Solo Play: ✅ Team Play: ✅ Competitive Play: ✅ Replayability: ✅ Campaign Longplay: ✅ Age: 12+

What on Earth is TerraClash?

Right then, adventurer! Tired of epic campaigns that fizzle out before you even find a decent tavern?

TerraClash™ is the legendary quest you can actually finish in a single, glorious night.

It’s a tale of cards, dice, and uneasy alliances for 1-6 players. Dive in solo, team up with your mates, or have a proper free-for-all where backstabbing is practically encouraged.

There is also a long campaign option for those who love an epic adventure, with downloadable character sheets and rule customisations to suit.

In a nutshell, TerraClash™ is a "micro-campaign" that blends classic role-playing with fast-paced, competitive dice-rolling and deckbuilding action.

The goal? Be the first hero to gather 8 Terra Coins, defeat the final Champion, and claim eternal glory!

What Lies Within the Game's Coffer?

With its bold, vibrant vector art, TerraClash™ is designed to welcome everyone to the table. It's dead simple to pick up, a true challenge to master, and impossible to put down.



The Print and Play version is 46 A4 sheets (including the rule book) and includes the full core game - you must provide your own dice

What’s included:

16 page A4 Rule Book
A4 Double Sided Sheets with Card Backs
69mm x 94mm 3 x 3 cards per sheet

  • 14 terra cards - 2 sheets
  • 36 spell cards - 4 sheets
  • 66 item cards - 8 sheets
  • 16 skill cards - 2 sheets
  • 52 creature cards - 6 sheets

A4 Double Sided Sheet

  • Icons - 1 sheet

A4 Double Sided Sheets with Card Backs
210mm x 128mm
2 cards per sheet

  • 10 character cards - 5 sheets
  • 1 x quick play guide and 1 x turn flow cards - 2 sheets

Dice required to play (max players)

  • Action die: 1 required (D6)
  • Wound dice: 5 required (Ideally D6 1 1 2 2 0 0 - but can use standard D6)
  • Skill dice: 6 required (D3)
  • Durability dice: 5 required (D20)

Choose Ye Thy Hero

Look upon these brave souls! TerraClash provides you with the choice of Eight mighty heroes, the very core of your adventure.

Each hero is a distinct path, boasting unique abilities and strategies. You must also decide upon a powerful Skill Card, which shall grant thee special abilities.

While Skill Cards are naturally suited to a certain character, the choice is ultimately yours. You may, if the urge for chaos or cunning strikes, select a Skill Card that differs from your chosen hero, forging an unconventional, powerful, and unique approach.

Each hero hath a matching Relic Weapon: a legendary artifact that offereth a unique and mighty skill only for that character. However, these special items are not yours at the start...

...They are treasures of the realm which you must come across during your arduous travels.

Take heed of this momentous decision, for the hero you choose shall be your loyal avatar through every battle, betrayal, and triumph in the treacherous lands ahead!

 

Matching Skill Card: Golem Knight

Matching Relic Card: Ancient Shortsword

Sir Render - a cruel joke they have simply accepted. It all began not on a bloody battlefield, but in the royal gardens during a great banquet. After partaking in several flagons of mead, The Warrior found themself chased down by the King's prize goose, a notoriously foul-tempered bird.

What followed, witnessed by half the royal court from, was a clumsy attempt to hold the goose off, ending with The Warrior, cornered and befuddled, formally surrendering their sword to a waterfowl. A competent fighter sober, but an inept and frightened individual when heavily intoxicated.

Their honour is in tatters. Stripped of their titles and mocked in taverns across the land, Sir Render has surrendered to a life of quiet shame.

But one cannot surrender in peace. The whispers and snickers offer one final, desperate path. Dethroning the Champion is the only deed so impossibly grand that it should surely end the mockery.


Matching Skill Card: Scion of the Abyss

Matching Relic Card: Cursed Staff

Being an interdimensional entity of pure hunger is not as glamorous as it sounds. For millennia, this Demon has been snacking on the souls of the unworthy, and frankly, it's getting dreadfully boring.

The average soul tastes like wet firewood, and the cosmic heartburn is a nightmare. But then, it heard the whispers, tales of the Champion, whose soul is said to be a veritable banquet of valour, courage and spirituality.

A meal that could finally quench a starvation that has lasted aeons. The only snag is that this exclusive dish isn't on the general menu, and getting a reservation is proving to be infuriatingly difficult, requiring a down-payment of 8 Terra coins.

 

Matching Skill Card: Sylvan Mage

Matching Relic Card: Swordstick

For centuries, this Druid has dreamt of little else but shedding their mortal, inconvenient form and becoming one with the great green. Their ultimate life goal? To turn into a tree. Not just any tree, mind you, but a magnificent, sentient Tree Spirit.

The problem is, the great god of nature is frightfully particular about promotions, and surprisingly bloodthirsty. The divine memo was clear: ascension requires a significant offering. Specifically, the head of the realm's Champion, delivered fresh.

Why? Perhaps it makes for good fertiliser. Who knows? The Druid doesn't care.

They've spent far too long dealing with knees that ache and a bad back. They yearn for the simple life of photosynthesis and cuddling up to small animals, seeing this final challenge as a divine down payment for their impending, timber-based, lichen-covered immortality.

 

Matching Skill Card: Berserker

Matching Relic Card: Halberd

The Centaurs and the Tree Spirits have been locked in a war for centuries over an ancient squabble so old that nobody remembers what it was about.

Was it a dispute over a particularly nice meadow?

A disagreement on pruning techniques?

Who knows. All that matters now is posturing. To break the stalemate, the Centaur elders have dispatched their finest warrior on a quest of blatant one-upmanship: defeat the realm's Champion.

The aim: To perform a feat so legendary its telling will shake the very leaves from their wooden rivals' branches.

 

Matching Skill Card:  Storm Lancer 

Matching Relic Card: Sky Spear

The Warbirds of the Sky-Cliffs live by a simple creed...

...the one who wins the biggest fight is the one in charge. Their entire political system is essentially a bloodsport tournament with a nest-like crown for the victor. For the ambitious Warbird, the current "king" is old news, having only defeated a Rock Troll last season. To truly secure their place as the undisputed alpha of the flock and gain ultimate bragging rights, they need a bigger trophy.

And what's bigger than the Champion? Defeating them would be the ultimate throwdown, a victory that would be chirped about for generations. It’s the only way to silence their rivals and prove they are the true ruler of the skies.

To enter this title fight, however, they must first win the preliminaries, proving they're not just another squawking pretender.


Matching Skill Card: Blighted Paladin

Matching Relic Card: Sickly Sickle

Amongst the teeming Swarm, far beneath the great city of Empyrean, romantic gestures are a bit... different. Flowers wilt and chocolate melts, but the severed head of a legendary warrior? That's a love that lasts forever. The Battlerat wants to propose to their partner in the most spectacular way imaginable. They've decided that nothing says "be mine" quite like presenting the head of the realm's Champion as a betrothal gift.

It’ll look absolutely stunning on the mantlepiece, a real conversation starter for when the family visits the warren. But the best gifts aren't easy to come by, and this one requires saving up for what is, effectively, the bloodiest engagement ring in history.


Matching Skill Card: Ordained Pugilist

Matching Relic Card: Unarmed

For weeks, the Monk has been trying to achieve a state of perfect, tranquil meditation. But it’s impossible. Every time they get close to inner peace, some bard starts singing about the Champion's latest exploits, or merchants gossip loudly about the Champion's incredible strength. The Champion has become the single greatest source of noise pollution in the Monk's spiritual life, a constant, nagging distraction.

After their 47th interrupted meditation session, they came to a simple, albeit violently and an uncharacteristic, conclusion...

...to achieve true silence, the source of the noise must be eliminated. And frankly, they don't trust anyone else to do the job with the required level of quiet efficiency.

The path to true serene silence requires many steps, and the final one is by far the bloodiest.


Matching Skill Card: Swift Shade

Matching Relic Card: Cursed Shortsword

During a particularly rowdy night on the ales, 500 years ago, The Unlit made a drunken bet with the lord of the underworld. The wager: they could defeat the Champion of the mortal realm. The prize? We daren't ask, but it likely involved something deeply embarrassing for one of them.

Now, after centuries of putting it off, the lord of the underworld has called in the bet, especially since gossip of the Champion has become louder. The Unlit, a master assassin who has seen empires rise and fall, is monumentally annoyed. They'd much rather be enjoying their retirement, but a bet is a bet.

 

BONUS LAUNCH CHARACTERS

🎲 THE GAMBLER: The High-Stakes Hero

This rogue lives by one simple rule: Always double-down.

The Gambler is the epitome of chaotic power, trading reliable success for the chance at devastating glory. Their entire playstyle is a dizzying, terrifying dance with Lady Luck:

Lady Luck: The core ability that lets you re-roll any Action Die once per turn.

All or Nothing: You get to re-roll ALL your combat dice! But if the result is lower, you miss entirely. You feel that heart-stopping terror? That’s The Gambler’s life.

Exploding Cards: Discard a card, roll a die, and pray for max damage. The classic “go big or go home” strategy.

Relic Weapon: Every reckless duellist needs a last resort, and this is it. When The Gambler equips Gambit’s Dirk, the blade of a legendary, high-rolling cheat, they push their luck to the limit.

“Lady Luck can be used twice per go, instead of just once.”

That's right. The Gambler gets two chances to defy fate, once on the Action Die and once on a combat roll. Two separate spins of the wheel for eternal glory or total ruin.


🌳THE TREESPIRIT: The Forest’s Shield

This hero plants their roots and refuses to move.

The Treespirit is the epitome of resilience and inevitable growth. Their entire playstyle is a testament to nature's slow, unstoppable power, outlasting opponents through sheer fortitude and turning the environment itself into a weapon:

Harness Earth: The core ability that ensures nature always provides. If the fates deny you a home or terra card on your draw, your deep roots dig into the deck itself to pull out a spell card anyway.

Healing Roots: While others bleed, you bloom. For every single combat turn, you restore 1 durability. Watch despair creep into your enemies' eyes as they realise they are fighting an opponent who just won't stay down.

Leaf Vortex: Sometimes, tranquility must be sacrificed for power. Discard an equipped spell to conjure a shredding whirlwind of razor-sharp leaves. You roll dice based on the item's remaining power to inflict damage that overcomes rival defenses.

Nature's Call: Don't like the terrain? Reshape it. Discard a card to warp the battlefield, changing the terra card type to suit your strategic needs.

Relic Ability: Every mighty oak has a stubborn core, and this is it. When The Treespirit embraces their natural form with the Unarmed relic ability, their regenerative powers are pushed to the absolute limit.

“Healing Roots restores 2 x Durability each combat turn instead of 1.”

Become truly immortal. Watch as foes exhaust themselves trying to chop down a forest that regrows faster than they can swing their axes.

The Rules of the Realm: How to Play


Fear not the dreaded tome of countless decrees. While the art of TerraClash is profound, the Rules are surprisingly simple to grasp.

Any fresh adventurer may easily pick up the basic thrust of combat and trading within a single evening. Yet, beneath this pleasant simplicity lies a rich tapestry of nuance, a thousand hidden tactics and subtle manoeuvres.

Though the game is easy to commence, only those with the sharpest minds and most cunning hearts shall ever hope to truly master its full depths.

Prepare yourself, for the path from novice to Champion is long, and every battle fought will uncover fresh truths in the eternal quest for victory.

  • 1-6 Players: So you can play solo when your companions are busy, or drag the whole fellowship into the glorious chaos.
  • A Good 2-4 Hours: It’s a proper adventure. Best to light the hearth and grab a flagon of ale (or whatever that sticky stuff the innkeeper serves is).

Ways to Play (Choose Your Flavour of Mayhem)

  • Solo: Just you against the world. No one to blame for that terrible decision but yourself.
  • Team Up: Pair up for some 2v2 scraps (or 2v2v2 for those who crave triple threat combat) or join forces against the game itself. A rare chance for actual, genuine teamwork before you go back to stabbing each other.
  • Competitive: The main quest. A glorious free-for-all. Alliances are... temporary. Trust is... inadvisable. It's every adventurer for themselves, and sod the rest.
  • The Long Haul: For the truly dedicated, you can spin your game into a grand campaign lasting weeks, months, or until someone finally remembers whose turn it is.

WATCH THE HOW TO PLAY VIDEO

TT Simulator Stream

Purchase

Buy Now£10.00 GBP or more

In order to download this game you must purchase it at or above the minimum price of £10 GBP. You will get access to the following files:

Spell Cards Print and Play.pdf 14 MB
Terra Cards Print and Play.pdf 8.3 MB
Icons.pdf 881 kB
Creature Cards Print and Play.pdf 12 MB
Character Cards Print and Play.pdf 18 MB
Quick Play and Turn Flow Cards.pdf 1.2 MB
Item Cards Print and Play.pdf 20 MB
Skill Cards Print and Play.pdf 3.4 MB

Download demo

Download
TerraClash Rule Book.pdf 61 MB
Download
Character Sheet - Long Play.pdf 34 MB

Development log

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