Professional Documents
Culture Documents
Feel free to ask any questions you may have by joining our official
MetaZoo Discord at https://discord.com/invite/metazoogames
https://www.youtube.com/watch?v=_velyb1luA0
Page: Card
Arena: The area into which Pages are played and used
Spells: Contracting a Spell results in the Spell Page being placed into
the Cemetery immediately after it is resolved (unless otherwise stated).
Terra: Terra allows you to define 4th Wall features in the Arena when
they lack in your surroundings.
Some Aura Types have strengths against other Aura Types. For example,
Light has a Type Advantage against Dark. Any time a Page deals
Damage to another Page of an Aura Type it’s strong against, it deals +20
Damage. Type Advantage includes any Damage done by a Page’s Effects
and Attacks. Calculation of Type Advantage from Attacks during Combat
functions separately from Type Advantage from Spell Damage or other
Page Effect Damage (See Combat p. 29)
Some Pages are considered to be multi Aura Type Pages. These Pages
deal +20 Damage for each Aura Type that it is strong against from their
current Aura Types. For example, a Dark Page will deal +40 Damage via
Type Advantage against a Light and Spirit Page. On the other hand, a
Light and Spirit Page will deal +40 Damage via Type Advantage against
a Dark Page.
Below are the current Terra Bonuses that must be considered when
playing. Each Terra Bonus symbol has a specific Terra it belongs to.
● There are 6 Terra slots in the Arena, and they are occupied on a
first-come basis starting with slot 1 through slot 6.
● When a 7th Terra is Contracted into the Arena, it replaces the
Terra in slot 1, and so on.
There’s no maximum number of Terra you can Contract into the Arena,
and you can Contract as many copies of the same Terra as you would
like. Although Terra Bonuses do not stack, the Effects of Special Terra
will stack unless stated otherwise. When Terra is removed from its slot
in the Arena, it’s placed into the Afterlife.
● Terra that has been Contracted into the Arena activates Terra
Bonuses for all Casters in the game.
● Terra cannot be/is not controlled by any Caster in the game.
● When a Terra Page is Destroyed for any reason, the Terra Page
leaves the Terra slot it is in. No other Terra Pages are moved
after the removal. The next Terra Page Contracted would enter
that next available slot.
● Most Terra Pages in MetaZoo are considered “Basic” Terra
Pages, as they solely provide the Terra Bonus listed on the
name and top right symbol of the Page.
● Non-Terra Pages cannot occupy or share a Terra slot unless a
Page Effect says otherwise.
Pages must remain where they are played. You may not move any Pages
in the Arena unless a rule or Page Effect specifically allows it.
Arena: The Arena is the area between Casters’ Spellbooks and their
Limbos where Pages are placed when played. Both Players share the
Arena, and all Pages placed into the Arena enter Fatigued, other than
Aura and Terra, which enter the Arena Awakened.
Terra Slots: Terra Pages are Contracted into this part of the Arena.
Casters share the Terra slots and are limited to 6 between all Casters.
Set-Up
1. All Casters set their Life Points to 1000. Life Points may be
tracked with calculators, pen and paper, etc.
2. To determine which Caster goes first, have the opponent
predict the outcome of a coin flip or die roll. If they successfully
predict the result, they can choose if they would like to go first
or not. If they're incorrect in their prediction, the choice of
first-to-act falls to you.
3. Each Caster shuffles their Spellbook and Bookmarks 7 Pages
from its top.
4. Mulligan (optional) as outlined below.
5. The Caster taking the first turn starts the game.
Mulligan
Each Caster can Mulligan as many times as they would like, but at a
cost. Choosing to Mulligan can improve a Caster’s starting hand or
replace a bad one.
1. Take the Pages in your Chapter and place them into your
Spellbook.
2. Shuffle your Spellbook.
3. Bookmark N-1 Pages from your Spellbook, where N is the
number of Pages you Bookmarked previously.
Determining Control: If a Page would enter the Arena and the Effect
that would have it enter the Arena does not specify a controller, the
controller of the Page is considered to be the owner of the Page. If a Page
Effect would create a Token Page and the control is not specified for the
Token, the control of the Token is the Controller of the Page/Effect that
made the Token unless a Page is being replaced (p. 55).
● Casters can only Contract Pages or use Effects with “any time”
whenever they have priority.
● At the start of each turn (before the active Caster Bookmarks),
the active Caster gains priority. Then, after the active Caster
chooses to take an Action or not, priority will be given to the
opposing Caster before moving to the next step.
● At the end of each turn (before resolving end of turn Effects
such as Regen), the active Caster gains priority. Then, after the
active Caster chooses to take an Action or not, priority will be
given to the opposing Caster before moving to the next step.
● Anytime a Caster takes an Action, priority is passed to the
opposing Caster.
Keywords/Static Effects
Some keywords will appear on Pages to specify when Effects trigger and
resolve.
Rolling A Die
When rolling a die, whether to inflict a Status Effect, resolve a Page
Effect, or determine which Caster goes first in a match, a Caster should
always use a six-sided die (D6). A six-sided die may also be used in place
of a coin flip. The even numbers will be considered "heads", and the odd
numbers will be considered "tails". In order for the die roll to be
considered acceptable, it must be rolled at least 6 inches above the table
and rotate in the air at least two times.
Simultaneous Effects
Occasionally there will be instances where Effects will resolve
simultaneously (i.e., the Regen Trait and the Poison Status Effect
occurring at the end of the turn). When simultaneous Effects happen,
the active Caster will choose the order in which they resolve. If
applicable, non-active Casters clockwise from the active Caster would
then resolve simultaneous Effects after the active Caster. When a Spell
would Inflict Damage and a Status Effect simultaneously the active
Caster may choose the order in which the Damage or the Status Effect
indicator is applied.
Sometimes, Effects do not specifically target Pages (e.g. Flood the Earth
or Earth’s Binding). In these instances, Traits or Effects that prevent
targeting would NOT apply. For example, the Trait Magiproof would not
prevent a Page from being affected by Earth’s Binding. General Effects
that do not target will be assumed to only function within the Arena
unless the Effect specifies affecting another zone such as any Limbo,
Cemetery, Afterlife, Spellbook, or the Effect can only function outside of
the Arena.
Combat
Combat begins whenever an Attack is declared by Fatiguing a Beastie to
declare you are using an Attack. During Combat, no Caster will have
priority except when stated. The steps of Combat are as follows (in
order):
1. Declare an attack.
Immediately after any defenders have been declared, the Caster who has
declared an Attack has priority to Contract or use an “any time”
Effect.
5. End Combat.
Traits
Traits grant a Beastie or Artifact special abilities, and Beasties or
Artifacts that share Traits usually do so for very specific purposes. Pages
may have indicators placed on them to show that they are using a
specific trait or being affected by a specific trait (Example: A Beastie is
considered burrowed), however, this indicator is not considered a Status
Effect Indicator.
Fleet: A Beastie or Artifact with this Trait does not enter the
Arena Fatigued. This Trait functions on Contract or when a Page
would enter the Arena.
Equipment Pages
Certain Pages have the Equipment Trait.
Pages with the Equipment Trait equip to another Page in the Arena (by
placing themselves under) by their own Effect (i.e., upon Contract, via a
Power, etc.) or from another Page’s Effect. Pages Equipped with another
Page are considered to be an "Equipped Page" (i.e., an "Equipped
Beastie").
Layering Pages
When unable to place a Page in the Arena without obstructing the view
of another Page, you may layer Pages you own as you place them in the
Arena. When Layering Pages, you are allowed to cover half or less than
half of a Page(s) in either a Fatigued or Awakened position.
Pages placed under another Page via their own Page Effect are
considered in the Arena unless specified otherwise by the Effect.
(Example: Powerup Red, illustrated below).
There are some basic things to consider when building your Spellbook:
● If you are using Terra to activate 4th Wall Effects, this will
affect the type and frequency of combinations you Bookmark.
● You are allowed an Archive of up to 15 Pages that you can use
to modify your Spellbook between games.
● Each Page has a maximum number of times it can appear in a
Spellbook and Archive combined as indicated by the Spellbook
Limit on the Page (this number is another way to balance the
other features of the Page).
● Pages with no Spellbook Limit listed on their Page may be
included any number of times in your Spellbook or Archive.
● A Page that is mechanically identical but from a different set
share the same Spellbook Limit for that Page.
Afterlife: The area of the Arena reserved for those Pages that have
moved on from the current game. Destroyed Terra and Aura are placed
here. Special rules can require Pages to be placed in the Afterlife.
Arena: The part of the Battleground into which your Pages are
Contracted.
Artifact: The type of Page that represents an item imbued with magical
energy that contains special abilities.
Attack: The bold text on a Beastie Page, followed by a red number and
any Effect text listed under it. A Beastie may have more than 1 Attack.
You may pick only 1 Attack to use when Attacking with a Beastie.
Attack Damage: Any Damage beside the Attack Name that is printed
in red. Damage Modifiers are applied in Attack Damage.
Aura Effects: Effects that ONLY generate Aura and have no other
Effects. These Effects can be used without passing priority. Only Aura
Effects with “any time” clauses, or Aura Pages, may be used in a
generated priority window. Unless an Effect would state otherwise.
Bonus LP: Any Life Points added to a Page past the printed Life Points
of the Page.
Bookmark: When you take a Page from the top of your Spellbook and
add it to your Chapter.
Chapter: The Pages you hold in your hand during the game. Pages may
be Contracted from your Chapter. When you Bookmark a Page, it's
placed into your Chapter.
Contract: To Contract a Page, you must pay its Aura cost, meet any
additional requirements for the Page, and then place it into the Arena.
Effect Damage: Any Damage from a written Effect on the Page not
including Attack Damage.
Equip: When a Page attaches to another Page in the Arena and grants
positive or negative effects based on its written text.
Equipment: A Page that equips itself to another Page in the Arena and
grants positive or negative Effects. Equipment Pages will have the
Equipment Trait.
Immediately: The next Action or event that you may or must take, or
resolve.
Index: To reveal Pages from the top of your Spellbook until a specified
Page is revealed. The revealed Page is placed into a specified zone. An
opposing Caster is then chosen to place every other revealed Page on top
of your Spellbook in any order.
Life Points (LP): The representation of how tough a Page or Caster is.
The LP listed on the top right of a Page lists a Page’s maximum LP.
Maximum LP differs from current LP. Maximum LP is how much
Damage a Page can receive, whereas current LP is how much Damage a
Page can currently receive. Current LP can be calculated by subtracting
a Page’s or Caster’s maximum LP by the amount of Damage and/or LP
Loss they have received.
● All Casters start the game with 1000 LP. Pages enter the Arena
with current and maximum LP equal to the LP listed on it.
● When a Caster has Damage equal to their maximum Life
Points, they lose the game.
● When a Page has Damage equal to or greater than its
maximum LP, it's Destroyed.
Limbo: The discard pile where Beasties and Artifacts go when they're
Destroyed.
Look: Some Effects will look at a Page from a specific zone. This is
separate from revealing, and the gained information of the Page(s) does
not have to be disclosed to other Casters.
Lose Condition: Some Page effects will cause you, or other Casters to
lose the game based on special conditions within the game.
Potion: Have a one-time Effect and are then sent to the Cemetery.
Trap: A type of Page that has the Trap Trait. See the Trap Pages section
for more information (p. 43).
Unequip: When a Page detaches from another Page and ceases to grant
any positive or negative effects written on the Page.
Win Condition: Some Page effects will cause you, or other Casters to
win the game based on special conditions within the game.
The only thing I can do, along with the truly spectacular staff, is
continue to preserve the MetaZoo brand to the best of my ability. We are
the guardians of a new world that thousands have grown to love in a
very short time. To do anything other than put our best foot forward
would be irresponsible and heartbreaking to those who have been with
us since the start.
So, as you flip through this rulebook and sleeve your first MetaZoo
cards, I ask that you trust my team and me as stewards of the game you
have come to love!
We have big plans for MetaZoo and we hope you do as well. It’s a
journey we can go on together. So let’s get started!
Sincerely yours,
Michael Waddell
Elliott Evans, Emilio Emilio Soto Soto, Kevin Cote, Logan Dick, Logan Barnes,
Michael Waddell
● https://creativecommons.org/licenses/by/3.0/
Please note: the use of these icons does not constitute ownership.
A full list of artist attributions can be found here:
https://docs.google.com/spreadsheets/d/1Vzootrw-WNG8MJFCwSd
2owKEE8iihBlv44nFXiDlP7Y/edit?usp=sharing
03/01/2023
Page 30: Clarified Traps and priority in Combat
Page 43/44: Clarified Contracting a Trap Page/face down Trap Pages
02/17/2023
Page 21: Clarified simultaneous CONTRACT and ENTER's
Page 36: Clarified Confusion
Page 41: Clarified Changing Page Types
02/03/2023
Page 6: Added Basic Aura Page and Special Aura Page
Page 7: Clarified Creating token copies and tokens
Page 14: Clarified control of Terra Pages
Page 19: Clarified Contracting Aura Pages through Effects
Page 21: Clarified ENTER effect timing with CONTRACT
Page 22: Clarified/Added Generating Aura/Aura Effects
Page 23: Clarified/Added Determining Control/replaced
Page 24: Added Static Effects
Page 25: Added Enter
Page 25: Added Spellbook Restrictions
Page 29: Clarified Shuffling After Searching/Combat
Page 31: Clarified Combat
Page 32: Clarified Combat
Page 34: Clarified Automatically inflicting
11/11/2022
Page 11: Clarified Aura Type Advantage
Page 23: Clarified Ownership vs. Control of a Page
Page 38: Clarified Equipment
Page 40: Added Changing Page Types
Page 41: Clarified Equipment
Page 49: Added Anyplace
10/21/2022
Page 7: Added Tokens
Page 9: Added Determining a Pages Aura Type(s)
Page 36: Clarified Traits further
Page 36: Clarified Defender further
Page 37: Clarified Equipment Trait Further
Page 40: Clarified Equipment Beastie Functionality
Page 45: Clarified Placement for tokens further
Page 50: Added Equip
Page 50: Added Index
Page 53: Added Unequip