Deck Box Dungeons Tyr: Arena Sands Taco Takedown Tuesday Merch

Overview

In Tyr: Arena Sands, you play as a legendary duelist battling in the arena. You can engage in quick 5-10 minute 2-player matches or participate in a Grand Melee where 3 or more players fight to be the last one standing. Each duelist is represented by an 18-card deck, with unique strengths and weaknesses.

Each deck contains 4-6 double-sided Hero Cards that form the Hero's body. The remaining cards are single-sided Duel Cards. Hero Cards represent the areas of the Hero’s body that can be targeted by the opponent, including the head, body, legs, weapon, and hand. Duel Cards, numbered 1-9, represent the Hero's basic attacks (white numbers) and more powerful attacks (black numbers).

Gameplay involves playing Duel Cards, resolving attacks, and using special abilities. A Hero wins by killing the opponent by wounding their body after it's already wounded, killing the opponent with a 5+ card Power Attack, or forcing the opponent to concede by leaving them unable to draw a card.

Overview

In Tyr: Arena Sands, you play as a legendary duelist battling in the arena. You can engage in quick 5-10 minute 2-player matches or participate in a Grand Melee where 3 or more players fight to be the last one standing. Each duelist is represented by an 18-card deck, with unique strengths and weaknesses.

Each deck contains 4-6 double-sided Hero Cards that form the Hero's body. The remaining cards are single-sided Duel Cards. Hero Cards represent the areas of the Hero’s body that can be targeted by the opponent, including the head, body, legs, weapon, and hand. Duel Cards, numbered 1-9, represent the Hero's basic attacks (white numbers) and more powerful attacks (black numbers).

Gameplay involves playing Duel Cards, resolving attacks, and using special abilities. A Hero wins by killing the opponent by wounding their body after it's already wounded, killing the opponent with a 5+ card Power Attack, or forcing the opponent to concede by leaving them unable to draw a card.

Character Decks

(Names and art are still work in progress)
The Skeleton is tireless, defensive, and seeks victory by wearing its opponents down. But beware of its spiked club that delivers heavy hits if the opponent gets too aggressive and forgets the importance of defense.
The Gnoll is highly aggressive and focused on maintaining a card advantage by forcing opponent discards and drawing additional cards. Coupled with its Howl attacks, it’s a formidable foe. It is weak defensively.
The Warrior is a great all-around fighter with a strong defense, who relies on his athleticism to rain axe blows on his opponent.
The Skeleton is tireless, defensive, and seeks victory by wearing its opponents down. But beware of its spiked club that delivers heavy hits if the opponent gets too aggressive and forgets the importance of defense.
The Gnoll is highly aggressive and focused on maintaining a card advantage by forcing opponent discards and drawing additional cards. Coupled with its Howl attacks, it’s a formidable foe. It is weak defensively.
The Warrior is a great all-around fighter with a strong defense, who relies on his athleticism to rain axe blows on his opponent.
The Ratkin is sneaky and uses multiple Daggers and a Prehensile Tail to keep attacks raining down on opponents from all angles. The Ratkin presses its card advantage by causing the opponent to discard cards by tripping them and distracting them during reshuffles. Be warned, however, the Ratkin’s small weapons and lack of armor can be a serious handicap if you allow the opponent to get in attacks.
The Shadow Elf is armed with two short swords and relies on making repeated attacks and additional card draws to maintain her advantage. She is the most agile and is adept at dodging incoming attacks, but can quickly become exhausted if forced on the defensive too long.
The Orc is tremendously strong and tries to crush its opponents with heavy blows. The Orc’s attacks are slower than the Gnoll’s but more powerful, causing opponents to Exhaust cards and later leading to more openings for killing blows. The Orc is the only character who can heal a Wound by using its Orcish Medicine to recover Wounds and its War Axe will limit the opponent's Max Hand Size.
The Ratkin is sneaky and uses multiple Daggers and a Prehensile Tail to keep attacks raining down on opponents from all angles. The Ratkin presses its card advantage by causing the opponent to discard cards by tripping them and distracting them during reshuffles. Be warned, however, the Ratkin’s small weapons and lack of armor can be a serious handicap if you allow the opponent to get in attacks.
The Shadow Elf is armed with two short swords and relies on making repeated attacks and additional card draws to maintain her advantage. She is the most agile and is adept at dodging incoming attacks, but can quickly become exhausted if forced on the defensive too long.
The Orc is tremendously strong and tries to crush its opponents with heavy blows. The Orc’s attacks are slower than the Gnoll’s but more powerful, causing opponents to Exhaust cards and later leading to more openings for killing blows. The Orc is the only character who can heal a Wound by using its Orcish Medicine to recover Wounds and its War Axe will limit the opponent's Max Hand Size.