
Welcome to the TCG world of Biobeast! Designed by Kevin Gleason
Biobeast Trading Card Game is the culmination of my passion for the collectibles world. After leaving the grocery industry for mental health reasons, I found solace in designing the game and creating all the art that you see today. Each card is carefully crafted with attention to detail and a deep appreciation for the depth of a competitive TCG and the awesomeness of a collectible. From the basic cards to the rarest beast, every aspect of Biobeast is designed to elicit joy and wonder. If you're a collector, a fan of trading card games, or just looking for something new and exciting, come explore the world of Biobeast.

Understanding Biobeast Types
In Biobeast, types encompase a lot. Common Types can be found all around and are easy to tame with easier spells to learn. Master Types Biobeast are harder to spell-tame and their spells are harder to find as well as learn.
Master Types: Mythical, Fae
Common Types: Earth, Fire, Gale, Water, Supernatural, Vile, Beastial, Grass
Mythical Type is the Master Type for Earth, Fire, Gale and, Water Types.
Fae Type is the Master type for Beastial, Grass, Supernatural and, Vile Types.
Biobeast TCG Concept
Understanding Costs in Biobeast TCG
Top Right - If the card is a Biobeast, Research or, Mentor, its cost is paid by Consuming (turning them sideways, and they no longer provide anything for attacks or spell requirerments) that number and type of Biomes/Habitats. If its a spell its cost is paid in the universal resource Mana. Spell Symbols - Spells require that you have enough Active Biobeasts, Biomes or, Habitats of the required type and quantity. Each Biobeast, Biome or Habitat can only count for 1 of any of its provided types unless a card says otherwise. If a Biome or Habitat is Consumed it cannot provide anything for attack or spell requirements. Attacks on Biobeasts - Attacks dont cost any resource but do check to see if you have enough Biomes or Habitats of the required types and number before being able to use them. Abilities on Spells and Mentors - If a either has an ability cost on it, it is paid with Mana unless it says otherwise. Mentor abilities can be used only on your turn not during attacking and Spell abilties can be used at any time, unless a card says otherwise for either. As an additional cost to channel this spell - Some cards ask that you take a specific action before the card can take effect. All of these costs must be paid before anything that card does, can do or will trigger, happens. Channeling Spells - To channel any spell in the game, you must control a Biobeast or a Mentor of that Type. If you dont control the channeler when your card would try to take effect, it does nothing.
Deck Structure and Card Types
Deck Count - 60 (not including Basic Biobeasts) Card Limit - 4 per copy (excluding Biomes) Spells - Can be played at any time on any turn as long as something has happened that a player could respond to. Only costs Mana but sometimes requires you to control Biobeasts or Biomes of the listed types. You must control an Active Biobeast of the type of spell you are trying to channel. If the spell has no type then it doesn't require you to have a specific type to channel it. Attack Spells - Generally deal damage or disrupt players' cards. Augment Spells - Focusing on changing decks, hands, Biobeast counters, and abilities. Conjure Spells - Create items and artifacts to assist you and your team. Defense Spells - These are designed to protect the player and their Biobeasts from other spells or attacks from Biobeasts. Biobeasts - Basic Beasts start on the field, aren't used in the main deck, and don't count toward deck size. They cost Biomes to evolve from hand or deck, if evolved (only at the start of your turn unless another card says so) from your hand they are filled and healed of all DMG counters. If they are evolved from deck they retain all DMG counters. Biobeasts may attack once per turn unless a card says otherwise and the active player chooses the order in which they will attack unless a card says otherwise. You do not need to Waste Biomes in order to use Biobeast attacks, you only need to control that many in order for the attack to be usable. Biobeasts also count towards all Biome requirements of spells. For example, if you are trying to channel Permafrost with Fwish. You only need to have 1 other Active Biobeast or Biome of Water Type. Research - Cost Biomes and can be played at any time. These focus on large chunks of progress in-game for a large cost of Biomes. Mentors - Can be played only during your turn and cost Biomes. They are the only card type other than Biobeasts that can channel spells and count as a Biome requirement for spells. They have abilities that can be activated only once per your turn if you pay the Mana cost. Biomes - Resource that can be played once per turn to help fuel Biobeast attacks and evolutions as well as other card types. Any number of these can be played in a deck. Habitat - Functionally the same as Biomes but also provides extra Biome pips and has activated abilities.
Phases and Steps
Phases and Steps of a turn After the first player is decided, all players reveal their Basic Biobeasts starting with the first player. Then all players draw 6 cards. If you'd like to mulligan your hand in favor of a new one, you may do so for free once (regardless of the number of players). Every mulligan past the first free one will reduce your starting hand size by 1 card. ONLY ON the first turn of each player's turn, no Biobeasts may arrack or channel ATK spells. This is to allow players a chance to set up a small amount before being open to potentially lethal spells. All players start with 10 Mana unless a card says otherwise (currently not in the game). 1. Start During your start phase, you Draw 1 card and Restore 1 Mana. After that, you may decide to evolve any of your Active Biobeasts if you have the correct Biomes/Habitats in play. If you do so from hand, heal all DMG counters on the Biobeast and leave all other counters on them, now evolved. If evolved from your deck, do the same just don't heal any DMG counters. Check to see if any effects do anything during the Start of a turn. Evolving a Biobeast requires you Consume Biomes or Habitats equal to their cost, if a Biome or Habitat is consumed, it can no longer provide any types for attack or spell requirement. 2. Set-Up During this phase, you may play any number of Spells, Research, or Mentor cards and Activate any number of Abilities, as long as their costs and requirements are met. You may only do the following a limited number of times per YOUR turn. -Play 1 Biome or Habitat per turn (unless a card says otherwise) -Swap 1 Biobeast you control (unless a card says otherwise and the replacing Biobeast cannot attack until its next turn) -Activate 1 ability per Mentor you control (unless a card says otherwise) 3. Attack Once you move to your Attack phase, each of your opponents starting with the one on your left, has a chance to use abilities or cards, if none do, or when they are finished. The Active player announces which Biobeasts will or won't attack, and which attacks they'll be using, and on whom. All players are given a chance to respond again. Then if nothing is done, the DMG will be done, DMG counters will be played on the defenders and the active player's turn will move to the next phase. 4. Wrap-Up During the Wrap-Up phase, all "end of turn" effects go away. If there isn't a clear time for when an effect would trigger or end, it currently will trigger or end during the next Wrap-Up Phase either of its controller or the next one in turn order, whichever is decided to be most beneficial to the controller.
Lore
Our first story in the Trading Card Game will take place at Gora-Gore Island Institue. A Scientific research and educational center for Biobeasts. The school is over seen by Headmaster Chugo Tacata. He was the first and remains the only Teacher of Mythical type Biobeasts and spells. Below him are... Dasreth Cindre - Instructor of Fire Types Daphne Fee - Instructor of Gale Types Frose Isolde - Instructor of Water Types Matan Hillad - Instructor of Earth Types The school is designed to have isolated Islands that are magically maintained to be the perfect enviornment for the Biobeast inside. Students are allowed to journey these Islands at will as they progress through their studies and conservation efforts at school. Gora-Gore is not the only school in the world though. The rival school of Gora-Gore is Dewbrair Academy run by Bavana Bith, the current Headmaster of Fae Types. Below her are Mother Mycelium - Master of Grass Types Professor Jessie Toxwelt - Master of Vile Types Goyle - Master of Supernatural Types Jomo Primal - Master of Beastial Types Students dont follow a year structure at most schools now, they have tests and goals they must pass set by their teachers along their journey. When they gain certification from all of the needed instructors, mentors, reasearchers and more, they can apply for certification to be a Biobeast Researcher and be allowed to do field work.
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