DabcraftTCG

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DabcraftTCG

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Collectable and playable TCG in Minecraft!

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dabtcg-1.7.7.jar
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About

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:

  1. Collect cards
  2. Build a deck
  3. Sit at a Battle Table with another player
  4. Play through turn phases
  5. 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:

  1. Both players right-click the Battle Table to sit
  2. Both sides confirm they're ready
  3. 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:

  1. Every ready attacking mob attacks in its own lane.
  2. If the enemy lane has a mob, they exchange combat damage.
  3. If the enemy lane is empty, damage goes straight to the enemy player.

Effect timing during combat:

  1. ON_ATTACK effects
  2. ON_DEFEND effects
  3. Damage application and lethal checks
  4. 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:

  1. Card Vendor trades — buy sealed product from vendors
  2. Natural drops — 15% drop chance from active full sets
  3. Crafting pipeline machines — Shredder, Press, Printer
  4. Admin commands/dabtcg pack set_id for 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:

  1. Shredder — cards into card pulp
  2. Press — card pulp into blank sheets
  3. 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:

  1. Early plays for turns 1–3
  2. A mix of threats and interaction
  3. Some card advantage or selection effects
  4. 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:

  1. Is it your turn?
  2. Are you in MP1 or MP2?
  3. Do you have enough energy?
  4. Is the target slot valid?

Manual status: full tutorial and codex edition, June 2026.

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