Rules Reference
Numbered rules reference for deck building, gameplay flow, and edge-case adjudication.
Introduction
Welcome to Tiny Dudes TCG. This document is the official rules reference for all competitive and casual play.
These rules cover deck construction, turn structure, combat, card abilities, and keyword definitions. When a card's text conflicts with these rules, the card text takes precedence unless stated otherwise.
This is a living document. Rulings are updated as new cards and mechanics are introduced.
100Deck Building
A legal deck uses 1 leader, 40 main cards, and 20 building cards.
Leader is required and always visible in your command zone.
Generic cards are legal in all decks.
Special leaders can appear as leader and as up to 2 copies in the main deck when legal.
Cards in the main deck are limited to 3 copies each, while buildings are limited to 2 copies each.
Your leader's colors determine what non-generic cards you may include.
200Turn Structure
Players alternate turns. A turn includes draw, resource/work setup, actions, and end step.
During your action window, you may play cards, activate abilities, and attack according to card timing.
Effects that trigger at start or end of turn resolve in active-player order unless the card says otherwise.
300Combat & Resolution
Declare attackers, then defenders, then resolve combat simultaneously unless a keyword overrides timing.
Power, stack power, and persistent modifiers are recalculated whenever board state changes.
Destroyed cards move to discard unless replacement effects redirect them.
400Abilities & Costs
An ability can be used only when its timing text allows it.
You must pay all listed costs in full before the effect resolves.
If any target becomes illegal before resolution, resolve as much of the effect as possible.
500Keywords
Keyword text is rules shorthand and always carries its full meaning, even when reminder text is omitted.
Work: contributes to card and ability costs.
Ground: used for attacks, defense, and certain combat triggers.
Stack: applies additional power when condition text says a unit is stacked.
If two effects conflict, apply the more specific rule text over the more general one.
600Winning & Match Rules
A player wins when the opponent meets a loss condition defined by the mode (for example, base defeat or objective completion).
For best-of matches, sideboarding and timeout handling should be agreed before match start.
In unresolved edge cases, use latest official Tiny Dudes rulings as the tiebreaker.
Glossary
- Leader
- A special card that occupies your command zone and defines your deck's color identity.
- Work
- The resource used to pay for cards and activated abilities.
- Ground
- The battlefield zone used for attacks, blocks, and ground-based triggers.
- Stack
- A keyword modifier that grants bonus power when a unit's stack condition is met.
- Generic
- Cards with no color requirement that are legal in any deck.
- Command Zone
- The zone where your leader resides throughout the game; it is always visible.
- Building
- A card type that occupies a dedicated zone and provides persistent effects or resources.
Credits
- Game Design
- Davis
- Rules Writing
- Davis
- Playtesting
- The Tiny Dudes crew