Quickstart tutorial

Follow the below steps to get started playing the Futura TCG or access the full ruleset here.

FUTURA TCG: GETTING STARTEd

In the TCG version of Futura, players use Futura cards like any other popular TCG system. The objective is to infiltrate enemy districts, destroy their stations, eliminate enemy acolytes, generate the most resources and secure the most powerful equipment and artefacts of the game.

Building your deck

There are 10 different cards in the Futura TCG version compared with just five cards in the armoured combat version of the game. Additional cards include character cards, district cards, station cards, energy cards and station upgrades. Each of these cards has unique uses and must be carefully managed to ensure victory.

Futura Cards

The Core Deck

Armour Cards

Armour cards are equipped onto your acolyte and come in three Armour Classes (Recon, Adept and Heavy). In the TCG version, your acolyte must progress through each armour class successively, starting from Recon through to Heavy. Armour Points act as a buffer before your acolyte loses their base health. The Level of the card determines its cost. The example shown here is worth 4 energy points. Each card also has a corresponding Sigil. If you equip a matching sigil card you’ll receive a +4 bonus to AP. Focus Points are not used in the TCG version.

Acolytes may also equip Saber cards which are also divided into three Saber Classes (Recon, Adept and Heavy). However, you must first equip the same class or higher armour before equipping a Saber card.

Damage Points determine the Damage or DAM you’re acolyte can deal with each successful strike. In the TCG format, Level refers to the number of energy points you must pay to equip the card. The example card shown here is worth 6 energy points. Each card also has a corresponding Sigil. If you equip a matching sigil card you’ll receive +2 bonus to DAM. Focus Points are not used in the TCG version.

Off-hand cards and item cards are a third type of equipment card with a wide range of effects and conditions. Some cards can only be equipped by adept units. Others have only a one time effect. Like other equipment cards, item and off-hand cards have a level, focus point cost, sigil, AP and DAM rating. However, some item and off-hand cards also have an effect type, penalty, condition and energy cost. 

The Bal’Te Soon, is a limited edition artefact card that is only available when participating in the Battle for Valenor’s Keep campaign. In addition to providing 15 AP, This card provides a 20% chance to reverse damage and uses no energy points, however, the user also suffers -3 to DAM.

Ability cards are one-off cards that can modify the game in various ways. There are four kinds of ability cards; Conditional, Passive, Active & Declared. Some ability cards cannot be played in the TCG version of Futura. Check the card conditions and effect for further information.

Dewspite the level rating shown, ability cards cannot be purchased. However, they may require between 1 and 3 energy points to be activated. Others may have no cost at all. Once you’ve used your ability card, it must be returned to the discard pile.

There are five sigil cards, each representing the five cosmic beings of Hyperion. These include the Emperor, Paladin, Strategist, Puritan and Primal card. The example card shown is the Paladin card. Sigil cards confer bonuses when equipped to matching equipment cards. However, you should beware that you may also suffer a penalty if your Acolyte is battling a stronger card. You will also lose your sigil card if your armour is depleted or you withdraw your Acolyte to the bench. 

Like Ability cards, Sigil cards cannot be purchased or sold. However, there is also no cost for using Sigil cards.

Futura Cards

TCG EXPANSION Cards

Character Cards

Character cards represent the various heroes or acolytes you can recruit into your faction. Acolytes have base stats including AP and DAM, a governing sigil which reflects their motivations and martial philosophy as well as a perk. In the TCG version, only the AP and DAM values are used, representing the hero’s base damage and life. Once you’ve depleted your Base AP your acolyte is dead and must be moved to the discard pile. 

District cards represent the world of Hyperion. Each District card can potentially generate between 1 and 3 energy points. Districts also possess a perk. The Citadel card represents the centre of political power on Valenor in the Battle for Valenor’s Keep campaign. This card affords the Seat of Power perk, which forces any acolyte to roll for initiative before conducting an assault.

As you explore certain districts and locations, you may come across various creature cards. Creatures are powerful entities that can fight independently of their stations. Creature cards function similar to both equipment and acolyte cards. They can be equipped by stations and have their own DAM and AP rating. Like armour, creature AP is also depleted before a station takes damage. To use a creature card, simply roll the corresponding dice when rolling the station dice. If both rolls are successful, the damage dealt is the creature DAM + station DAM. Note that some creatures have inherent strengths and weaknesses which may be exploited. Creatures also possess their own ability which can be used once per turn. To use the ability, simply pay the energy cost shown on the card.

Station cards represent the Stellen battle stations, Aoric temples, Revolution safehouses, Imperial Barracks or Mori compounds used by the various houses. A station card must be placed under each district card in order to generate energy points and to purchase station upgrades or to store equipment cards.

Upgrade cards are used to upgrade the DAM and AP of your stations. Upgrade cards progress from Level 1 or ‘Recon’ Station to Level 2 ‘Stronghold’, Level 3 ‘Temple’ and Level 4 ‘Fortress’. For levels 2, 3 and 4, players receive progressive bonuses to energy production as well as inventory slots for storing equipment cards.

Energy points represent the main resource in the Futura TCG. At the beginning of each turn, all players receive 9 energy points as well as additional energy points for each of the district cards and station upgrade cards they possess. Energy points are used to purchase and repair equipment, activate item cards and move acolytes to the assault or bench sections of the board.

setting the board

In the next video, you’ll learn about the Board or Battle Mat including the different sections and how they related the different Futura cards.

Setting the board

Now that we’re familiar with the cards, it’s time to look at  our battle mat. Note the bench, assault and station areas. The station area houses our districts and stations, as well as any station upgrade cards we’ve purchased and will not move until they have been captured or destroyed. On the other hand, our acolytes will move backwards and forwards between the bench and assault areas. Review the tutorial video for more information.

Futura Cards

The battle Mat

Deck

Each player starts with their own deck of 60 cards to play the game. Each deck is composed of 15 Armour cards, 15 Saber cards, 10 Sigil cards, 10 Ability cards and 10 Item/Off-hand cards. While both players know how many cards are in each deck, no one can look at or change the order of the cards in either player’s deck unless a card says so.

The assault bay is where you move your Acolytes into the field to conduct assaults against enemy stations. When returning an acolyte to the bench, discard any Sigils or broken armour. Beware! Acolytes that stay within the assault bench at the end of a turn may be ambushed by other players.

The station area is where you keep your district cards, stations and upgrades. If you secure additional districts, place the card here faced down. Upon your next turn, turn the card over and add a station card to the district to generate more resources.

Acolytes start on the bench. Here you can equip, unequip, repair or swap equipment, item, ability and sigil cards. Then when you’re ready, pay the energy cost and move them into the Assault area.

If you receive any Sigil cards in your hand at the start of the battle cycle, these can be placed immediately in the Sigil area without cost. There are five sigil card types which you can use to provide additional bonuses to your armour and weapons.

This is where you keep your energy points. You’ll need to spend energy to move acolytes to and from the assault area, purchase, swap or repair equipment and upgrade stations. Return any spent energy cards to the communal pool in the centre of the table.

Your inventory includes the ‘Equip’ slot, where you can store a maximum of five unequipped cards, as well as 3 expansion slots for equipment cards stored within your upgraded stations.

Each player has their own discard pile. Equipment, sigil and ability cards taken out of play go to the discard pile, unless a card is played that says otherwise. Typically, Acolyte cards, stations, energy points and upgrades will return to a communal pool in the centre of the table.

Up next

Flow of the game

In the next section we’ll discuss how a standard Futura TCG game is played, drawing cards, generating energy points and initiating combat.

stellen alliance

The Karrow Temple Ruins lie the east of Valenor…

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