
by Kevin Gleason (Goorshroom)
Biobeast TCG Rules
Biobeast TCG – Rules Overview Objective Players battle using teams of five Biobeasts, evolving them, setting up obstacles, and coordinating attacks. The game is designed for 1v1 competitive play but supports multiple players. A player loses when all five of their Biobeasts are defeated. Game Setup Determine the First Player – Roll two six-sided dice (highest or lowest roll decides). Shuffle Decks – Each player shuffles their deck and allows an opponent to cut or reshuffle it. Place Biobeasts – Choose five Basic Biobeasts and place them face down in any configuration (max 3 active, min 2 active). Draw Starting Hand – Each player draws seven cards. Players may mulligan by redrawing a new hand (each mulligan reduces hand size by 1). Begin the Game – Players reveal their Biobeasts, and the first player starts. (They do not draw a card or swap a Biobeast on their first turn.)
Turn Structure Each turn follows these phases: Unconsume Phase – All Biomes and Biobeasts become usable again. Preparation Phase – Draw one card and resolve effects that trigger during this phase. Main Phase 1 – Play Biomes (max 1 per turn). Evolve Biobeasts (once per Biobeast per turn). Generate Mana (by Consuming Biomes & Biobeasts). Cast Spells (any number, as long as you can afford them). Play Obstacles, Tactics, and Evolved Biobeasts (with available Mana). Battle Phase 1 – Play Attack & Defense Spells. Declare attacks with any single Biobeast. (unless a card says otherwise) Main Phase 2 – Same as Main Phase 1. Battle Phase 2 – Same as Battle Phase 1. Final Phase – Resolve effects that trigger at the end of the turn. Discard down to 7 cards (if over the limit). Pass turn to opponent.
Basic and Evolved Biobeast Cards

Card Types & Gameplay Mechanics Biobeasts (Basic & Evolved)
Top-right: Mana Production – A number surrounded by crystals.
Example: "1 ⬡⬡" means Consume 1 Biome and the Biobeast to generate 2 Mana. You can pay multiple times at once before using the Mana. Example: If Sugore’s cost is 3 ⬡⬡⬡⬡⬡, you can consume 6 Biomes and Sugore to generate 6 Mythical Mana and 4 Fae Mana.
Bottom-left: Base Attack Power – The default damage they deal.
Bottom-right: Base Defense – If damage exceeds this, the Biobeast is defeated.
Abilities & Attacks - Some require specific Unconsumed Biomes to activate. Others trigger when conditions are met.
​
Evolving Biobeasts - Basic Biobeasts start in play, while Evolved Biobeasts must be in your deck. To evolve, pay the Mana Cost shown in the top-right corner of the Evolved Biobeast card during one of your Main Phases.
Example: Sugarmaw (Evolved Biobeast) evolves into Sugore (Evolved Biobeast). Sugore's Mana Cost is 3 Mana of any type + 3 Mythical Mana and +2 Fae Mana (total of 8 Mana). The player must pay this cost from their available Mana to evolve Sugarmaw into Sugore. Once evolved, Sugore now produces Mana instead of costing it. Sugore's card now states: "Consume 3 Biomes → Produce 3 Mythical and 2 Fae Mana." The numbers on the card stay the same, but shifts in meaning—what was once an evolution cost now represents its new Mana production ability. Evolved Biobeasts are entirely new cards with their own stats and abilities, but retain any damage or counters from the previous Biobeast.
Spell Cards

Spells
Attack & Defense Spells – Can only be cast during the Battle Phases
Incantations – Stay on the field; can be paid into multiple times for multiple effects. Can only be played on your turn during a Main Phase
Generic Spells – Can be played anytime, in or out of combat.
Casting Spells -Pay the Mana Cost (top-right corner). Some cards allow interactions to counter or modify spells before they fully complete their effects.
Obstacle Cards

Obstacles
Can be played face-up by paying their Mana Cost or face-down first to be revealed later.
Playing them face down can allow them to be revealed for free or at a reduced cost. They also reveal when attacked by an opponent's Biobeast.
They have Defense values and can be destroyed or healed as well as trigger effects when opponents attack, cast spells, swap Biobeasts, and more.
Biome Cards

Biomes
Played once per turn, free of cost.
The main resource of the game—used to pay Biobeast Mana Production Costs to generate Mana. Consuming a Biome alone does not generate Mana—you must use it alongside a Biobeast's ability.
Choose carefully when to consume Biomes to maximize strategy!
Additional Rules
Damage Stays – Damage does not heal naturally unless removed by a card effect.
​
Biobeasts that were swapped in or evolved cannot attack the same turn unless a card or ability says so.
​
Counters – Attack & Defense counters can be spent to temporarily increase attack or block damage.
Example: Winds of Speed adds +1 Attack Counter to Bubbup. On the next attack, the owner can remove the counter to increase any attack’s damage by +1. The same applies to Defense Counters—when taking damage, the owner can remove a Defense Counter to reduce incoming damage by 1.
Generation 1 Concept Art
![]() Zapbee | ![]() Tarttot | ![]() Speedle |
---|---|---|
![]() Pincense | ![]() PalmPalm | ![]() Sugore |
![]() Turtsteel | ![]() Smol | ![]() Spiffin |
![]() Slushseed | ![]() Stingot | ![]() Smail |
![]() Slithstone |
![]() Seismopod | ![]() Scuteel | ![]() Scree |
---|---|---|
![]() Pebbika | ![]() Salvalloy | ![]() Nectair |
![]() OwlGod | ![]() Laveetle | ![]() Jellyhop |
![]() Jellyzolt | ![]() Iceickle | ![]() Icescape |
![]() Hootair |
![]() Hydruo | ![]() Fwish-Filtfish | ![]() Firebit |
---|---|---|
![]() Emburn | ![]() Elerec | ![]() Electapillar |
![]() Discoinferno | ![]() Dewflap | ![]() Conducoil |
![]() DarkDragon | ![]() Consleet | ![]() Blubba |
![]() Colbask |
![]() Ambeak | ![]() Bubbup | ![]() Accordihorn |
---|