EKO TCG CO-OP FORMAT. The Rules and how to play.

EKO TCG CO-OP FORMAT. The Rules and how to play.

EKO TCG: Cooperative Mode Rules

Welcome to the Cooperative Mode of EKO TCG! In this version, you and your teammate will work together to reach a combined Mass of 100 while ensuring that neither of you loses all your Energy. But be warned, this cooperative effort introduces new challenges, including maintaining your aliens' diets and keeping each other alive. Let’s dive into the rules!


Objective

In Cooperative Mode, both players must collectively reach a combined Mass of 100 without either player dropping from 25 to 0 Energy.

You will work together to manage your biomes, aliens, and resources while fending off the natural challenges of the EKO ecosystem. Failure to feed your aliens properly or running out of Energy will lead to defeat.


Card Types

  • Aliens: Creatures that fight, evolve, and require specific diets to stay alive.

  • Biomes: Locations that provide resources (Mass) and serve as feeding grounds.

  • Events: Special cards that provide unique effects to assist or challenge you.


Zones

  • Northern Zone (Front Line)

  • Southern Zone (Back Line)

  • Deck

  • Graveyard

Both you and your teammate will share zones, and you can coordinate plays to strengthen your strategy.


Setup

  1. Energy: Each player starts with 25 Energy and 0 Mass.

  2. Deck: Use a deck of 50 to 100 cards with Aliens, Biomes, and Events.

  3. Biome Limits: Total Biome resources in the deck should not exceed 100 points.

  4. Draw: Each player draws 10 cards to start the game.

  5. Winning: Reach a combined Mass of 100 before either player’s Energy drops to 0.


Turn Structure

  1. Draw: Draw 1 card at the start of your turn (except on the first turn).

  2. Play Cards: You can play any cards in any order during your turn:

    • Play Biome cards in the Northern and/or Southern Zones.

    • Place Aliens on Biomes.

    • Play Events for added effects.

  3. Feeding Phase: After cards are played, ensure your aliens are fed according to their diet. Birthed aliens don't need to feed the turn when played.

  4. End Turn: End your turn when you're done playing cards. any aliens that haven't eaten takes 1 damage.


Alien Feeding Mechanics

On every turn, your aliens must feed to stay alive. The alien diet determines what and where they can eat. If an alien doesn’t feed, it begins to starve and loses 1 Health for that turn. Feeding does 1 damage to what ever it is targeting. Aliens can feed on their own zone and the opponent's same zone. Examples: your aliens in the northern zone can feed from that zone and the other players northern zone, your aliens in the southern zone can feed from that zone and the other players southern zone. 

Diet Types

  1. Carnivores: Must feed on other aliens in the same zones. you can also discard an alien from your hand to feed a carnivore for a turn.

  2. Herbivores: Feed by grazing on open biomes in either your or your teammate’s same zone. Each Herbivore consumes 1 resource from the Biome they graze on. That resources replenishes at the start of a new turn

  3. Omnivores: Can feed on either open Biomes or other aliens, making them versatile but resource-intensive.

  4. Fungivores: Feed on Fungi Aliens or you can also discard an alien from your hand to feed it for a turn

  5. Decomposers / Scavengers : These aliens must have enough cards in the graveyard equal to their Hunger to stay alive. Scavengers can play like omnivores.

  6. Filterers: These aliens feed passively, requiring no specific actions or resources to remain in play. They’re low-maintenance and can be useful for consistent defense.


Biomes

Biomes provide the Mass needed to support your aliens and help you reach the win condition. Your total Biome resources in play determine your collective Mass.

  • Stacking Biomes: You can stack Biomes in piles to combine resources, but only the top Biome card’s effect is active.

  • Biome Restoration: Biomes restore their resources at the start of each player’s turn.

  • Shared Zones: Both you and your teammate can share Biomes between zones, allowing strategic placement and feeding.


Actions

Each alien can perform 1 action per turn (attack, move, etc.).

  • Migrating: Aliens can be moved between Biomes, called "migrating," to find better resources or safer zones.

  • Attacking: Front zone aliens can attack front zone enemies, while back zone aliens can only attack back zone enemies unless the path is clear.

  • Feeding: does 1 damage to target alien or biome and satisfy it's hunger


Destruction & Death

  • Alien Death: If an alien’s Health reaches 0, it dies and is sent to the graveyard. When an alien dies, reduce your Energy by the alien’s Hunger.

  • Biome Destruction: Biomes are destroyed if they take damage equal to their resources. When destroyed, Biomes are sent to the graveyard, and any alien on that Biome will also die if there are no other Biomes in the stack.

  • Stacked Biomes: Biomes in a stack are destroyed from the top down. If resources are low, subtract the difference from the alien’s Health every turn.


Events & Strategy

  • Play Event cards for special effects during your or your opponent’s turn.

  • Consider your aliens' weaknesses and resistances to strategically place them on Biomes or match them against enemies.

  • Coordinate with your teammate to balance resources, manage feeding requirements, and protect Energy to win the game.


Winning Cooperative Mode

  • To win, you and your teammate must reach a combined Mass of 100 while ensuring that neither player’s Energy drops to 0.

  • Watch your alien's diets and manage your Biomes carefully, as starving aliens or damaged Biomes can quickly spiral into Energy loss.

  • Work together, plan your turns, and evolve your strategy to succeed in the unforgiving ecosystem of EKO TCG!


May your ecosystems thrive and your strategies flourish as you and your allies conquer the challenges of the EKO Cooperative Mode!

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