DabcraftTCG
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Collectable and playable TCG in Minecraft!
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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Description
DabCraft TCG — Game Manual and Player Codex
This is the full rulebook for DabCraft TCG. Use it however works for you:
- Learning the game? Read sections 1–8 in order for a guided tutorial.
- Looking up a specific rule? Jump to sections 9–15 for the reference codex.
1) What This Game Is
DabCraft TCG is a two-player lane-based card game played at the Battle Table in Minecraft.
The loop is simple:
- Collect cards
- Build a deck
- Sit at a Battle Table with another player
- Play through turn phases
- First to knock the opponent from 30 HP to 0 wins
2) Starting Your First Match
You need three things:
- Two players
- A placed Battle Table
- One deck per player
Here's how it goes:
- Both players right-click the Battle Table to sit
- Both sides confirm they're ready
- Game starts, decks shuffle, 5-card opening hands are dealt
3) Core Match Stats
| Stat | Value |
|---|---|
| Starting HP | 30 |
| Opening Hand | 5 cards |
| Starting Energy | 0 |
| Max Energy | 10 |
You gain 1 max Emerald Energy each Upkeep, up to a cap of 10. Your current energy refills to your current max at the start of each Upkeep. Energy does not carry over between turns.
4) Board Layout
Each player controls:
- 4 mob lanes
- 4 block lanes (one under each mob lane)
- 2 structure slots
- 1 biome slot
Here's a rough visual:
┌───────────────────────────────────────────────┐
│ Structure 1 Structure 2 │
│ │
│ [Mob 0] [Mob 1] [Mob 2] [Mob 3] [Biome] │
│ [Block] [Block] [Block] [Block] │
└───────────────────────────────────────────────┘
5) Turn Structure (Full Breakdown)
Every turn walks through six phases.
| Step | Phase | Auto | What Happens |
|---|---|---|---|
| 1 | Upkeep | Yes | Gain 1 max energy, refill current energy to max, clear summoning sickness, fire ON_UPKEEP effects |
| 2 | Draw | Yes | Draw 1 card |
| 3 | Main Phase 1 | No | Play cards, set up your lanes |
| 4 | Battle | Yes | All ready mobs attack in lane order |
| 5 | Main Phase 2 | No | Post-combat plays |
| 6 | End | Yes | Resolve ON_END effects, cleanup, then pass turn after a short delay |
Important turn 1 rule:
The first player still gets Upkeep and Draw on turn 1. But since the game starts at 0/0 energy, after their first Upkeep they'll be at 1/1 energy for Main Phase 1. Never 2/2 on turn 1.
6) Card Types Explained
MOB
Mobs are your fighters. They have power and toughness and they attack in lane combat.
When a mob enters the field, it has summoning sickness and can't attack until your next Upkeep clears it.
BLOCK
Blocks are support cards that sit under the mob lanes. They're not mobs, they're lane modifiers.
Key rules:
- Each lane holds one block.
- You can place a block in an empty lane before putting a mob there.
- Playing a new block over an old one replaces it.
- Replaced blocks follow "moving-sickness" timing, so the new passive doesn't kick in until your next Upkeep.
- Blocks stick around even after the mob in that lane dies.
EQUIPMENT
Equipment attaches to a mob's gear slots.
Each mob has equipment slots like HELM, CHEST, PANTS, BOOTS, WEAPON, OFFHAND. One item per slot type.
BIOME
You can have one biome active at a time. It gives you a side-wide passive or on-play effect.
Playing a new biome replaces your old one.
STRUCTURE
Structures go in your 2 structure slots. They're persistent support cards that can have ON_PLAY and ON_UPKEEP effects.
POTION
Potions are spell-like effects:
- INSTANT and SPLASH resolve immediately and go to discard.
- LINGERING stays attached to a lane target as long as it's valid.
7) How Combat Works
Combat is automatic. It happens during the Battle phase.
Here's the sequence:
- Every ready attacking mob attacks in its own lane.
- If the enemy lane has a mob, they exchange combat damage.
- If the enemy lane is empty, damage goes straight to the enemy player.
Effect timing during combat:
- ON_ATTACK effects
- ON_DEFEND effects
- Damage application and lethal checks
- ON_DEATH effects and cleanup
Combat damage is simultaneous, so both mobs can die in the same exchange.
8) Winning, Losing, and Forfeiting
You win by reducing your opponent's HP to 0.
You lose or forfeit if:
- You leave an active match
- You disconnect during an active match
- You die in-world during an active match
- You attempt to draw a card from an empty deck
9) Economy and Card Acquisition
Where cards come from
You've got four sources:
- Card Vendor trades — buy sealed product from vendors
- Natural drops — 15% drop chance from active full sets
- Crafting pipeline machines — Shredder, Press, Printer
- Admin commands —
/dabtcg pack set_idfor testing
The currently active full sets are: classic, infdav_expansion, pretty_scary, redstone, horse, create. Legacy test sets and creative-only items exist but are not included in natural drop pools or normal pack generation.
Product tiers
- Pack — 8 cards
- Booster Box — 16 packs
- Booster Case — 4 boxes (64 packs total)
Crafting pipeline
Three machines turn materials and unwanted cards into packs:
- Shredder — cards into card pulp
- Press — card pulp into blank sheets
- Printer — blank sheets plus ink into packs
Printer targeting:
- No catalyst? Random pack from the non-legacy set pool.
- Catalyst inserted? Targeted set pack. The catalyst doesn't get consumed.
Collection tools
- Deck Box — deck validation and storage
- Card Binder — general collection storage
- Master Set Binder — numbered set completion tracking
10) Deckbuilding Rules
Current deck requirements:
- Minimum deck size: 30
- Max copies of any single card: 3
A solid deck usually has:
- Early plays for turns 1–3
- A mix of threats and interaction
- Some card advantage or selection effects
- A clear plan for closing out the game
11) Triggers and Effects Reference
Trigger types
| Trigger | When It Fires |
|---|---|
| ON_PLAY | When the card is played |
| ON_UPKEEP | During controller's Upkeep phase |
| ON_END | During controller's End phase, before cleanup |
| ON_ATTACK | When the source attacks |
| ON_DEFEND | When the source defends |
| ON_DEATH | When the source dies |
| PASSIVE | Active while the card is on the field |
| ACTIVATED | When manually activated in MP1 or MP2 |
Effect categories
| Category | Examples |
|---|---|
| Stats | STAT_MODIFIER, PASSIVE_AURA, LORD, KINSHIP |
| Damage and survival | DEAL_DAMAGE, HEAL, SHIELD, BARRIER, SECOND_CHANCE |
| Control | STUN, SILENCE, BOUNCE, EXILE, DISARM |
| Card advantage | DRAW_N, LOOT, CANTRIP, CYCLE, TUTOR |
| Deck manipulation | SCRY, SURVEIL, MILL, SHUFFLE |
| Lane tactics | WARCRY, CLEAVE, VANGUARD, REARGUARD, FORMATION, BATTLELINE |
Full effect type breakdown
| EffectType | What It Does |
|---|---|
| STAT_MODIFIER | Modifies power and/or toughness based on params and duration. |
| DEAL_DAMAGE | Deals direct damage to target(s). |
| SPAWN_CARD | Spawns a specific card onto a legal slot. |
| INVISIBLE | Makes target untargetable for a set number of turns. |
| HEAL | Restores HP to a player or mob. |
| STAT_SWAP | Swaps power and toughness with a target. |
| PASSIVE_AURA | Continuous buff while the source remains on the field. |
| MAX_HAND_SIZE_MODIFIER | Increases or decreases max hand size. |
| DOUBLE_STRIKE | Grants an extra combat strike. |
| TRAMPLE | Lets excess combat damage carry to the player. |
| STUN | Prevents target from attacking for a duration. |
| SILENCE | Disables target's text effects for a duration. |
| SECOND_CHANCE | Prevents first lethal event and leaves target at 1 HP. |
| BOUNCE | Returns target permanent to owner's hand. |
| EXILE | Moves target permanent to the Void/exile zone. |
| DISARM | Removes one equipment from target mob. |
| REGEN | Applies repeating upkeep healing. |
| WARCRY_LINE | Lane-order combat buff for attackers later in the line. |
| DRAW_N | Draws a set number of cards. |
| LOOT | Draws, then discards. |
| CANTRIP | Resolves effect, then draws 1 card. |
| MILL | Moves top deck cards to discard. |
| SHUFFLE | Shuffles the deck. |
| HASTE | Lets target ignore summoning sickness. |
| BLOODRUSH | Activated burst bonus. |
| SHIELD | Prevents incoming damage or destruction. |
| LIFELINK | Damage dealt by source heals its controller. |
| REACH | Allows interacting with evasive/invisible targets. |
| BARRIER | Reduces incoming damage by an amount for a duration. |
| CYCLE | Card-filter effect that replaces itself. |
| LORD | Passive subtype-based buff for matching allies. |
| KINSHIP | Conditional bonus if same-subtype ally is present. |
| PACK_TACTICS | Combat bonus that scales with ally count. |
| SACRIFICE_PAYOFF | Grants value when allied cards die or are sacrificed. |
| TOKEN_SYNERGY | Bonus scaling with token quantity. |
| WARCRY | Attack-time team buff. |
| CLEAVE | Splashes damage into adjacent lane. |
| VANGUARD | Bonus while source is in leftmost lane. |
| REARGUARD | Bonus while source is in rightmost lane. |
| FORMATION | Bonus while source is flanked by allies. |
| BATTLELINE | Team bonus when source occupies lane 1 at battle start. |
| SCRY | Look at and reorder top deck cards. |
| SURVEIL | Look at top cards and optionally bin to discard. |
| TUTOR | Searches deck for a matching card and moves it to destination. |
| ROTARY_SHIFT | Create signature: directional lane buff propagation with fallback draw. |
| TORQUE_CHAIN | Create signature: contiguous occupied-lane scaling buff. |
12) Targeting Reference
Common target keys
- FRIENDLY_MOB
- ENEMY_MOB
- ALL_FRIENDLY_MOBS
- ALL_ENEMY_MOBS
- ENEMY_PLAYER
- LANE_MOB
- EQUIPPED_MOB
Lane-relative keys
- FRIENDLY_MOB_LEFT
- FRIENDLY_MOB_RIGHT
- ENEMY_MOB_LEFT
- ENEMY_MOB_RIGHT
Area modifiers
- radius: 1, 2, 3, ALL
- direction: LEFT or RIGHT
13) Card Taxonomy
Rarity tiers
| Rarity | Design Role |
|---|---|
| COMMON | Core curve and simple effects |
| UNCOMMON | Synergy glue and utility upgrades |
| RARE | Power spikes and stronger interaction |
| MYTHIC | Build-around or identity-defining cards |
Subtype groups
- Mob subtypes: UNDEAD, VILLAGER, BEAST, BOSS, PLAYER, PASSIVE
- Region and world subtypes: PLAINS, DESERT, FOREST, SWAMP, OVERWORLD, NETHER, END
- Equipment and utility subtypes: TOOL, ARTIFACT, WEAPON, OFFHAND
- Potion subtypes: INSTANT, SPLASH, LINGERING
14) Quick Rules FAQ
Q: Can I place a block before I have a mob in that lane?
Yes. Blocks can be set up in empty lanes.
Q: Does a lane lose its block when the mob dies?
No. Blocks persist until replaced or removed by an effect.
Q: Can both mobs die in one combat exchange?
Yes. Combat damage is simultaneous.
Q: Can I play cards after Battle phase?
Yes, that's what Main Phase 2 is for.
Q: What happens if I leave the battle screen mid-match?
Leaving an active match counts as a forfeit.
15) Fast Reference Checklist
Turn flow:
[ ] Upkeep (auto)
[ ] Draw (auto)
[ ] Main Phase 1
[ ] Battle (auto)
[ ] Main Phase 2
[ ] End turn
Before you play a card:
- Is it your turn?
- Are you in MP1 or MP2?
- Do you have enough energy?
- Is the target slot valid?
Manual status: full tutorial and codex edition, June 2026.
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