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PROTOCOL_01

BASIC RULES

The complete rulebook for the ESTRO card game: from setup to victory.

OVERVIEW

ESTRO is a 1 vs 1 card game in which players can choose from 250 different cards to build their own deck. The cards fall into two categories: cards with a Gift (which trigger specific effects) and Empty cards (with no special effects). Cards also differ based on 5 distinct "estri": Ardo (ATK), Granito (DEF), Armonio (HEL), Illusio (DEX), Manpo (MAP).

INITIAL_SETUP

Each player selects 20 cards and, in addition, 5 cards are drawn at random, provided that both players have all 250 cards available. If that is not the case, the decks are chosen at random for both players (25 random cards).

  • >You cannot have two identical cards in the same deck.
  • >Players start with 5 cards in hand. The player who goes first draws the sixth card.
  • >You can agree on who goes first or flip a coin.
  • >You cannot have more than 5 cards in hand at the end of the turn, unless a Gift states otherwise. Excess cards must be discarded at the end of the turn.

TURN_RULES

  • >You must draw and play a card every turn.
  • >You may place as many cards on the field as possible but no more than one per turn, unless a Gift states otherwise.
  • >You can make a maximum of 2 attacks per turn with 2 different cards, unless a Gift states otherwise. The same card normally cannot attack twice.
  • >Forgetting to apply a bonus that should have been applied at the proper time: it simply does not apply.
  • >Neither the players nor the cards have hit points.

GAME_FIELD_SCHEMA

ACTIVE ZONE

PLAYER 1

DECK
HAND (5)
INCINERATOR
FIELD

PLAYER 2

FIELD
DECK
HAND (5)
INCINERATOR

Hover over an area to see its description.

PLAYING_FIELD

Each player has one side of the field where they place their cards. The active Zone card wraps around the field: both players play inside the Zone.

  • >Cards can be played face up or face down.
  • >If a card is played face down, it has no stat values for as long as it stays face down and will be defeated in any case when attacked.
  • >When a face-down card is being destroyed, a Gift can also prevent the card from being destroyed: in that case the Gift is resolved normally.

CARD_STATS

Every card has 5 stats + a Total (TOT):

  • ATKAttack — Offensive power (primary for Ardo)
  • DEFDefense — Damage resistance (primary for Granito)
  • HELHealth — Buffs and healing (primary for Armonio)
  • DEXDexterity — Agility and speed (primary for Illusio)
  • MAPManipulation — Control and strategy (primary for Manpo)
  • TOTTotal — The sum of all stats

COMBAT

A card is normally defeated when it is attacked by a stronger attacking card. To determine this, you calculate the sum of the attacker's values (TOT), accounting for any bonuses and penalties. This value must be higher than the defending card's TOT.

  1. 1.Start from the base TOT of the attacker and the defender.
  2. 2.Apply estri bonuses/penalties from the interaction matrix (they refer to the TOT value).
  3. 3.Both players roll a d6 die. If the die result matches a bonus for your own estro, +5 to the respective base values.
  4. 4.Double primary stat rule: if the attacker's primary value (e.g. ATK) is more than double the defending card's primary value (e.g.DEF), the attacker wins, ignoring the cards' total scores.
  5. 5.The card with the lower TOT is destroyed and goes to the Incinerator. Attacking cards are not destroyed if the defender withstands the attack.

A card can also be destroyed by the effect of a Gift. In this case, the value-comparison calculations between cards are not applied, unless the Gift is canceled by a counter-move.

COMBAT_EXAMPLE

Ozok

ATTACKER

Ozok

ARDO — TOT 72

VS
Thofa

DEFENDER

Thofa

ILLUSIO — TOT 76

DOUBLE PRIMARY STAT CHECK

Ozok primary stat (ARDO) = ATK = 16

Thofa primary stat (ILLUSIO) = DEX = 28

ATK 16 > double+1 of DEX 28 (= 57)? NO (16 < 57). Compare the TOT.

TOT COMPARISON

Ozok: 72 | Thofa: 76

Ozok loses (72 < 76). Thofa survives.

INCINERATOR

Discarded or destroyed cards end up in the Incinerator, and can be brought back onto the field only with special Gifts.

GIFTS

Card Gifts activate automatically (unless otherwise specified) as soon as the card is played, and priority goes to the attacker.

If a defender's Gift explicitly counters the attacker's Gift, the latter is resolved first. Gifts activate by default at the moment the card is played, unless there are indications that the activation is optional or that it is canceled by an opponent's counter-move.

VICTORY_CONDITIONS

  • >A player wins if the opponent has no more cards on the field, but only after the end of the 5th round.
  • >You also win if the opponent has no more cards in hand and, when they have to draw a card, has no cards to draw.
  • >At the end of the 19th round, the player with more cards on the field than the opponent and the higher TOT sum of all cards wins.
  • >If the opponent has fewer cards on the field but their overall value is higher, the game is a draw.