Common Play Learning

Common Play Learning · Card game guides

Magic: The Gathering × Teenage Mutant Ninja TurtlesTurtle
Team-Up

Two to four players. One shared life total. Six bosses, and nobody sitting across the table from you.

A complete guide to the co-op box — setup, both halves of the turn, all three stages, every rule the booklet assumes you already know, and all four 60-card decklists. Written for the person who has never shuffled a Magic deck, and useful to the person teaching them.

2–4Players, co-op
6Bosses to beat
3Stages
460-card decks
Issue 01

What’s actually in the box

Turtle Team-Up is a co-operative Magic product: everyone at the table is on the same side, and the other side of the table is a stack of cards that plays itself. It’s the first co-op Magic release since 2017.

You do not need to own any Magic cards to play this. You do not need to know how to play Magic to play this. The box is a complete, self-contained game that happens to be teaching you Magic while you play it — which is the stated design goal. Lead designer Corey Bowen described the purpose as being “a decent onboarding tool for an enfranchised player to teach a new player, or even a parent to teach their child.”

Contents, as printed on the components page

460-card Turtle decks — Leonardo, Donatello, Raphael, Michelangelo — plus 5 double-sided tokens†
11Boss cards
38Event cards
4Teenage Mutant Ninja Turtles Play Boosters
20Punchout +1/+1 counters
4Life trackers, with 4 life tracker pointers
1Boss life tracker

† The components page reads “4 x 60-card Turtle decks and 5 double-sided tokens,” which could mean five tokens in the box. Setup settles it the other way: each player “removes the five double-sided tokens from” their own deck. Five per deck, twenty in the box.

One number we can’t reconcile

The booklet’s components page says 38 Event cards. The reveal coverage that listed the contents card by card describes a 27-card Event deck — 17 Event cards and 10 Ninja creatures — and names every one of them. Those two counts don’t agree, and we can’t tell from the outside whether the reveal list omitted extra copies or the components page is counting something else.

Nothing in this guide depends on the answer. Count your own Event deck when you open the box; the rules work the same either way, and the Event deck is designed never to run out (see the villains).

The 29 new cards

Twenty-nine of the card designs in this box are exclusive to Turtle Team-Up. A subset of those are legal outside it — specifically in Commander, Legacy and Vintage — which matters if you already play Magic and were wondering whether the box is worth cracking for more than the co-op mode. That statement is about the new cards in the Turtle decks; the Boss and Event cards are the automated opponent and exist only inside this box.

Who made it, and what they were going for

Turtle Team-Up was led by designer Corey Bowen, with Eric Engelhard leading design on the wider TMNT set and Crystal Frasier leading narrative design. Two of their stated intentions are worth knowing before you sit down, because they explain rules that otherwise look arbitrary:

Read the cards

This is a co-op game with a stack of cards for an opponent, so almost every exception lives in a text box rather than in the booklet. Bowen put it plainly: the team wanted “as many of the rules on the cards as possible and as little of the rules in the booklet as possible.” When a card and this guide seem to disagree, the card wins.

Issue 02

Magic 101, in one sitting

Skip this if you already play. If you don’t, this is everything the rest of the guide assumes — and it’s less than you think.

Reading a card

Every Magic card puts the same information in the same place, which is the single most useful thing about the game once it clicks.

The six regions of a Magic card
RegionWhereWhat it tells you
Card nameTop leftIts identity. Most decks may run at most four copies of a name; basic lands are the exception and are unlimited.
Mana costTop rightWhat you pay to cast it. A number means mana of any kind; a coloured symbol means that specific colour.
Type lineMiddle bandWhat kind of card it is, plus its subtypes. Six types appear in this kit: land, creature, artifact, enchantment, sorcery and instant.
Expansion symbolRight of the type lineWhich set it came from. Cosmetic.
Text boxLower halfWhat it does. Rules text first; italic flavour text after the line is story, and never affects play. Reminder text in parentheses is a restatement, not a new rule.
Power / toughnessBottom right, creatures onlyDamage it deals / damage needed to destroy it in a single turn.

The six card types you’ll see

The one that catches everybody

Summoning sickness. A creature can’t attack, and can’t use abilities with the tap symbol, until it has started a turn under your control. It can block the moment it hits the battlefield. Creatures with haste ignore this. Every creature the Boss team plays is subject to this too, which is exactly the breathing room the first turn after a new Ninja arrives gives you.

The five phases of a turn

Every turn runs the same sequence. In each new phase the active player gets the chance to cast spells and use abilities first, then everyone else does, in turn order. When nobody wants to do anything more, the turn moves on. Instants can be cast in any of these windows, on anybody’s turn.

  1. Beginning phase — untap everything you control, resolve any “at the beginning of your upkeep” triggers, then draw a card.
  2. First main phase — play your land, cast anything you can pay for.
  3. Combat phase — beginning of combat, declare attackers, declare blockers, deal all combat damage simultaneously, end of combat.
  4. Second main phase — same permissions as the first. Play your land here instead if you held it back.
  5. Ending phase — end-step triggers, then cleanup: discard down to seven cards, heal all damage on creatures, end all “until end of turn” effects.

Two ways to lose that aren’t combat

Your team loses if the shared life total hits 0. You also lose if you are required to draw a card and your library is empty. Nothing in the base co-op rules resets your library, so on a very long game, keep half an eye on how thick your deck still is.

Issue 03

Setting the table

Three moves, and one of them is the step everybody skips: pull the tokens out of your deck before you shuffle.

  1. Build the Boss deck. Without looking at them, choose six of the eleven Boss cards at random. Shuffle those six together. The other five stay in the box — a different five every game, which is most of the replay value.
  2. Build the Event deck. Shuffle all of the Event cards together. Ninjas are part of the Event deck, not a separate pile.
  3. Set life to 20 for both the Hero team and the Boss team. (This changes with more players — see 3–4 players.)
  4. Each player takes a Turtle deck, removes the five double-sided tokens from it, shuffles what’s left, and puts it in their play area. The tokens go face-up beside your deck where everyone can reach them.
  5. Reveal the top Boss card to create the stage-one Boss team, then draw your opening hands of seven.

Tokens are not deck cards

The five double-sided tokens are packed inside the deck and are not part of the 60. Shuffling them in is the single most common setup mistake — and because they’re the same size and finish as everything else, you will not notice until you draw one.

The table, laid out

Two clear halves. Everything the Boss team owns lives above the line; your battlefields live below it.

Enemy play area

20Boss team life
Boss deckSix Bosses, face down, shuffled
Event deckEvery Event and Ninja, shuffled
Active BossesFace up. Their abilities are on while they’re here
Boss battlefieldNinjas the Bosses put into play
Boss discardDefeated Bosses. Beside the Boss deck, out of the game
Boss graveyardSpent Events and dead Ninjas. Beside the Event deck

Hero team play area

20Shared Hero life
Each playerLibrary, battlefield, graveyard, exile — your own
TokensFive per deck, set aside face up
+1/+1 countersTwenty punchouts, shared pool

Life is shared. Everything else isn’t.

There is one life total for your whole side, but each player keeps their own library, hand, battlefield, graveyard and exile. Your creatures are yours; you can’t block with a teammate’s. What you can do is talk, freely and constantly — see the FAQ on open hands.

Issue 04

Your turn

The Hero team always goes first, and takes its turn together — one shared turn, not a turn each.

This is the ordinary Magic turn from Magic 101, with three co-op adjustments layered on top. Everyone untaps, everyone draws, everyone gets a land, and you decide as a group what order to cast things in.

The three co-op adjustments

  • Each player may play one land. Not one land for the team — one each, every turn.
  • Everybody draws on turn one. Normally the player who goes first skips their first draw step. The Boss rules override that: the Hero team goes first and each Hero player draws a card on their first turn.
  • Your creatures attack Bosses. In ordinary Magic, creatures attack players. In co-op they attack the Boss team in place of a player, which is how the Boss life total goes down.

Sequencing, out loud

Because you share a turn, casting order is a group decision and it genuinely matters. Two habits worth forming from game one:

Then walk the phases in order. The stepper in the next chapter covers both halves of the cycle — yours and theirs — one step at a time.

Issue 05

The boss turn

Three steps, no decisions, no bluffing. One player runs it on the Boss team’s behalf, and the whole thing takes about forty seconds once you’ve done it twice.

The Boss turn is deliberately shorter than yours. It has three steps and they always happen in this order.

  1. Untap. Untap each permanent the Boss team controls.
  2. Action. Play two cards from the Event deck. Reveal the top card, play it, resolve every effect fully — then reveal and play a second card exactly the same way. (Three cards with three or four players.)
  3. Combat. Each creature the Boss team controls attacks the Hero team, if it’s able. Able means untapped, and not having entered the battlefield this turn.

Resolve the first Event completely before you flip the second

Order matters, because Events interact. If the first Event makes a Ninja and the second one pumps Ninjas, the new one gets pumped. If you flip both at once and read them together, you will get this wrong in the Boss team’s favour about half the time.

The turn cycle, step by step

Both halves of the cycle, in order. Your turn always comes first.

Cards the Boss team can’t obey

The Boss team has no hand and makes no choices, so some card text is physically impossible for it to follow — anything that would move a card to the Boss team’s hand, for instance. When that happens, nothing happens; you don’t improvise a substitute. If a card the Boss team owns would go to its hand, it goes to the Boss graveyard instead.

Separately: if a card asks the Boss team to make a choice, the players make it. The booklet is blunt about the consequence — it’s best to avoid adding cards like that when you customise decks, because you’ll be choosing how hard to punch yourself.

The Boss team is one player

For every rules purpose, the Boss team counts as a single player. An effect that hits “each opponent” hits the Boss team once, not once per active Boss. This is worth saying out loud at the table the first time a card like that shows up, because with three Bosses face up the instinct is to count three.

Issue 06

Three stages, six bosses

One Boss, then two at once, then three at once. Each stage is a fresh Boss life total; your life total is not fresh at all.

You reveal the top card of the Boss deck to create the stage-one Boss team. When the Boss team’s life total hits 0 or less, you immediately move to the next stage — mid-turn, mid-combat, whenever it happens.

Stage One

One Boss

Reveal the top Boss card. One passive ability is running against you.

Stage Two

Two Bosses

Remove the defeated Boss card, then reveal the next two Boss cards together.

Stage Three

Three Bosses

Same again, but reveal three. Beat these and you’ve won the game.

One plus two plus three is six, which is why you set aside exactly six Boss cards at setup.

What carries over, and what doesn’t

  • The new Boss team gets a fresh life total. The defeated Bosses leave the battlefield and their passive abilities switch off with them.
  • Your life total does not reset. Whatever you had left going into stage two is what you take into stage two. The booklet is explicit: don’t change anything else on the board when the stage changes.
  • Ninjas stay. Any Ninja creatures the Bosses put into play are still there, still attacking, and they don’t care which Boss is in charge.
  • The Event deck and Boss graveyard stay exactly as they are. No reshuffling between stages.
  • Your permanents stay. Your creatures, lands, artifacts and enchantments all survive the transition.
  • The turn continues. After the new Boss team is created, play carries on with the turn you were in the middle of.

How well did you do?

The booklet offers a self-scoring ladder based on how many turns it took you to clear all three stages. It’s not a rule; it’s a reason to play again.

11+ turnsTurtle
Warriors
9–10 turnsTurtle
Champions
7–8 turnsTurtle
Legends
6 or fewerTrue
Turtles

Reproduced as printed. Note that the ladder counts turns, not rounds — and with a Boss team that only has 20 life a stage, a fast Raphael or Michelangelo draw can genuinely reach the top rung.

Issue 07

Combat, blocking, and the rule that decides your creatures’ lives

The automated opponent can’t block, and when you block it, it always assigns damage the same way. Both facts are exploitable.

Ninjas can’t block. Ever.

Every Ninja creature carries the same line of text: this creature can’t block. That’s not a quirk of one card, it’s on all of them, and it is the single most important thing to internalise about attacking in this game. Whatever you send at the Bosses gets through unless a Boss ability or an Event says otherwise.

This was a deliberate concession. “Blocking has too many decision points, and in an autonomous system, how do you determine its decisions every time?” Bowen said. “Imagine you attack with two creatures. How is the autonomous system supposed to decide how it’s going to block? … We would have preferred the system to be able to block, so you learn how to attack into a block, but it’s just too much overhead.”

The practical consequence: your attacks are never blocked, so attacking costs you only what the tapped creature would have done on defence. That trade is the whole tactical game — with one card-shaped exception. Chrome Dome’s Overload reads “each hero sacrifices a tapped creature they control,” so a turn where everyone swings with everything is also a turn where that Event costs the team a creature each. One copy in the deck, and it shuffles back.

When you block, the Boss kills as many of you as it can

Blocking works normally on your side — only untapped creatures can block, blocking doesn’t tap them, and a creature can block regardless of how long it’s been on the battlefield. What’s automated is how the attacker assigns its damage:

The damage-assignment rule

When a Boss team attacker is blocked by two or more creatures, it assigns its damage so that the greatest number of creatures die. If more than one way of assigning damage kills that same number of creatures, the players choose which of them die.

Read that carefully, because it inverts the usual instinct. Chump-blocking a big attacker with several small creatures does not spread the damage — it hands the attacker a body count. A 5-power Ninja blocked by three 1/1s kills all three. Blocked by a single creature it kills at most one, whatever that creature’s toughness — and if the blocker has 6 toughness it kills nothing at all.

Two of the three Ninjas can’t be blocked normally

The damage-assignment rule above is real, but it only ever comes up against one of the three Ninja types, because the other two carry evasion:

Full text for all three, and for every Boss and Event, is in Issue 10. Read it before your second game; it changes how you build a board.

Damage rules worth having straight

Issue 08

Three and four players

More players means more life, and a Boss team that acts more often. Pick a count and the numbers below rewrite themselves.

20Hero team life
20Each Boss stage’s life
2Events per Boss turn
6Bosses in the Boss deck

Everything else is unchanged. The Hero team still shares one life total, still takes one shared turn, and still faces one Boss, then two, then three.

Where the third Event card at four players comes from

The booklet lists the extra Event card only under Three Player Co-Op. Its four-player bullets cover life totals and the extra Bosses and say nothing about Events at all. The reveal coverage states it plainly for both — “in three-player or four-player games, Bosses will use three Event cards per Action phase” — and playing four players on two Events makes the Boss team weaker than it is at three, which is clearly not the intent. We follow the reveal, and flag it because it isn’t printed in the box.

What the booklet doesn’t spell out at four players

The four-player rules say to add an additional four Bosses to the Boss deck at setup, which makes it ten cards rather than six. The booklet doesn’t restate how many Bosses each stage reveals, and the objective is still written as defeating all six Bosses across three stages. Read literally, the extra four are there so the Boss deck can absorb effects that dig into it — the stages still reveal one, then two, then three.

If your table reads it the other way and wants the extra Bosses to actually show up, that’s effectively the Everyone’s Here! challenge modifier, and it’s a legitimate way to play. Just agree which reading you’re using before you start, not at stage three.

Does more players make it easier or harder?

The booklet takes no position on difficulty. All it says about bigger games is that “these experiences will be more complicated and take longer to complete.”

The arithmetic, though, leans your way. Four players bring four full 60-card decks and four land drops a turn, and the Hero team goes from 20 life to 40 while each Boss stage goes from 20 to 30. Doubling your resources against a fifty-percent bump in theirs is a good trade, and one extra Event flip a turn doesn’t close it. What four players does cost you is time and co-ordination, which is exactly what the booklet warns about.

Two players is the tight version. If your first game is a two-hander and it feels punishing, that’s the intended shape of it, not a sign you’re playing wrong.

Issue 09

The four decks

One turtle, one colour, one 60-card deck with 24 lands. Full lists below, plus what each one is trying to do.

Every deck is mono-coloured, which is the kindest possible thing a teaching product can do: you will never have a turn where you hold a castable spell and the wrong mana. Every list is 36 cards plus 24 basic lands — the standard shape for a 60-card deck, and all four reconcile to exactly 60.

How much of this is card text, and how much is us

The decklists are exact, and all four reconcile to 60. Each deck also gets a cards worth knowing table with printed text for the five that most change how the deck plays — but that is five out of thirty-six, so the prose around each list is still a reading: built from the deck’s colour, its creature-to-spell split, and those five cards. Where a deck surprises you at the table, believe the deck.

Leonardo · White · Plains

The captain’s deck

White in Magic is the colour of small efficient creatures that get better together, of protecting what you’ve already committed, and of Equipment — and all three show up here. Twenty-two creatures and fourteen other cards — the second-most even split of the four, behind Raphael. Its deepest stacks are three Triceraton Regenta and three Hamato Ninpō; no deck in the box runs more than four copies of anything except basic lands.

It also holds the one card in the box whose full text is printed in the booklet, and it’s a good one: Leonardo, Worldly Warrior, a 5/5 with double strike that costs {1} less to cast for each creature you control. That is a card that rewards exactly what the rest of the deck is doing.

If you’re teaching someone their first game of Magic, hand them this one. Play creatures, attack with creatures, occasionally protect a creature. There is no trick to miss.

Creatures22

  • 1Leonardo, Big Brother
  • 1Leonardo, Worldly Warrior
  • 1Splinter, Aging Champion
  • 1Splinter & Leo, Father & Son
  • 1Jennika, Bad Apple Big Sister
  • 1Lita, Little Orphan Amphibian
  • 1Action News Crew
  • 1Mighty Mutanimals
  • 1Definitely Not a Turtle
  • 2East Wind Avatar
  • 2EPF Point Squad
  • 2Featherbrained Filcher
  • 2High-Flying Ace
  • 2Mechanized Ninja Cavalry
  • 3Triceraton Regenta

Spells & Equipment14

  • 3Hamato Ninpō
  • 2Grounded for Life
  • 2The Last Ronin’s Technique
  • 2Leo’s Guidance
  • 2Wooden Cane
  • 1Hamato Guardian Stance
  • 1Make Your Move
  • 1Quintessential Katana

Lands24

  • 24Plains

Cards worth knowingprinted text

CardCostWhat it actually does
Hamato Ninpō ×3{1}{W}Instant. Deals 4 damage to target attacking or blocking creature. Dead on your own turn; always live on theirs, because every able Ninja attacks every turn.
Triceraton Regenta ×3{2}{W}2/3 with vigilance. Whenever it attacks, untap up to one other target creature.
Leo’s Guidance ×2{2}{W}Instant. Put a +1/+1 counter on each of up to three target creatures. Untap them.
Quintessential Katana{W}Equipment. Equipped creature gets +1/+1 and “whenever this creature deals combat damage, untap it and you gain 2 life.” Equip {2}.
Splinter & Leo, Father & Son{2}{W}2/2. On entry choose one or both modes — a 2/2 Mutant token, or +1/+1 counters on another player’s creatures. Each mode must target a different player, so it is built for a teammate.

Notice the pattern: vigilance, untap, untap, untap. Leonardo is the deck that gets to attack and keep blockers — which is the exact tension the rest of this guide keeps describing, and the reason it also shrugs off Chrome Dome’s Overload, the Event that sacrifices a tapped creature.

The three cards that cross decks

Three names appear in more than one list, which is a nice tell about what the designers considered load-bearing:

Which deck should a new player take?

DeckCreatures / spellsGive it to
Leonardo22 / 14The person who has never played. Play creature, attack with creature, repeat.
Michelangelo23 / 13The person who wants their turn to feel good. Big things, few decisions.
Raphael21 / 15The person who wants to be doing something on the boss’s turn too.
Donatello25 / 11The person already comfortable with Magic. The most timing-sensitive of the four.
Issue 10

The other side of the table

Eleven Bosses, seventeen Events, ten Ninjas — every one of them reproduced below with its printed text, because knowing what’s in the deck is most of how you beat it.

The eleven Bosses

Six come out per game, chosen blind, so any given table sees a bit over half of them. Each Boss carries a single line of text — Krang is the one exception, with two — and it was written to resemble an effect a Magic player would already recognise, deliberately. Most are passives that run while the Boss is face up; Leatherhead’s is a one-shot trigger when it enters. “We felt that all we needed is one thing that flavourfully feels like the Boss,” Engelhard said, “and we just let the Event cards themselves do all the other variants.”

Boss cards — printed ability text
BossPassive ability
Baxter, Exzzperimental ZzientistCreatures named Foot Disciple have flying.
Bebop, Porcine PunkWhenever the bosses attack, put a +1/+1 counter on each creature named Foot Disciple.
Chrome Dome, Cyber-NinjaNinjas the bosses control get +1/+0 for each boss in play.
Karai, Shadow WarriorWhenever a creature the heroes control dies, the heroes lose 1 life.
Krang, Dimension X OverlordThe bosses play an additional card each turn. At the start of the Boss turn, the bosses lose 2 life.
Leatherhead, Sewer GatorWhen this boss enters, the bosses gain 5 life for each boss in play.
Rat King, the ChaosbringerNinjas the bosses control have deathtouch.
Rocksteady, Rowdy RhinoWhenever the bosses attack, put a +1/+1 counter on each creature named Foot Disciple.
Savanti Romero, Temporal RogueWhenever one or more Ninjas the bosses control deal combat damage to the heroes, the bosses play a card.
Shredder, Foot Clan OverlordWhenever a creature the bosses control dies, the heroes lose 1 life.
Slash, the Dark MirrorAttacking creatures the bosses control have first strike.

What the eleven have in common

The Ninjas

Ten creatures across three types. They all share one line — this creature can’t block — but they are otherwise not interchangeable, and two of the three have evasion that changes how you defend.

Ninja creatures — printed text
NinjaCopiesP/TText
Foot Disciple53/3This creature can’t block.
Foot Skirmisher32/1Flying. This creature can’t block.
Foot Enforcer26/3This creature can’t block. This creature can’t be blocked by more than one creature.

Read those three lines together before you plan your blocks

  • Foot Enforcer is a 6/3 you cannot gang up on. One blocker only. Six power means anything with toughness 6 or less dies, and three toughness means almost anything you own kills it back — so the trade is available, it just costs you the blocker. Both copies are worth remembering.
  • Foot Skirmisher flies. If nothing you control has flying or reach, a 2/1 is hitting you every single turn and there is nothing you can do about it in combat. Two damage a turn compounds fast across three stages.
  • Foot Disciple is the only one you can actually multi-block — and it’s the one Bebop, Rocksteady and Chrome Dome are all busy pumping. It starts at 3/3 and does not stay there.

The Event deck

Seventeen Event cards and ten Ninjas, shuffled together into one pile — that’s the reveal’s itemised count, which doesn’t match the components page (see Issue 01). Eleven Events are tied by name to a specific Boss — and because setup says to shuffle all the Event cards together, all eleven are in the deck no matter which six Bosses you drew. You will flip Karai’s Planning in a game with no Karai in it. That’s expected, and it still resolves.

Event cards — printed text
EventCopiesEffect
Villain Mayhem!3As a team, the heroes choose three creatures they control. Destroy each other creature the heroes control.
Villain Infiltration2As a team, the heroes choose a creature with the greatest power among creatures they control. Destroy it.
Villain Scheme!1Shuffle this card and the boss graveyard into the boss library.
Baxter’s Experiments1Copy the next event the bosses play.
Bebop’s Rampage1Bebop’s Rampage deals 2 damage to each creature the heroes control.
Chrome Dome’s Overload1Each hero sacrifices a tapped creature they control.
Karai’s Planning1The heroes lose 3 life and the bosses gain 3 life.
Krang’s Stratagem1As a team, the heroes discard a total of two cards.
Leatherhead’s Smackdown1As a team, the heroes choose a creature with the greatest power among creatures they control. Destroy it. The bosses lose life equal to that creature’s power.
Rat King’s Revolution1Each hero taps a creature they control and puts X stun counters on it, where X is the number of bosses.
Rocksteady’s Beatdown1Destroy all creatures with flying the heroes control.
Savanti Romero’s Curse1Each hero returns X creatures they control to their owners’ hands, where X is the number of bosses.
Shredder’s Challenge1Return two Ninja cards at random from the boss graveyard to the battlefield under the Boss team’s control.
Slash’s Smash1Destroy all Turtles.
Foot Disciple5Ninja creature — see the table above.
Foot Skirmisher3Ninja creature — see the table above.
Foot Enforcer2Ninja creature — see the table above.

The four cards that will actually beat you

Villain Mayhem! is the most common non-Ninja card in the deck at three copies, and it is a board wipe: you keep three creatures and lose everything else. Villain Infiltration, at two copies, kills your biggest thing. Add Leatherhead’s Smackdown and Chrome Dome’s Overload and that’s seven of the seventeen Events taking creatures off your board, before you count the two that only kill fliers or Turtles.

The lesson is one every co-op board game teaches eventually and this one teaches with a 3-of: do not build a board you can’t afford to lose. Committing a fourth creature to an empty board is often worse than holding it, because the fourth is the one Villain Mayhem takes.

The other two to fear are Chrome Dome’s Overload — each hero sacrifices a tapped creature, which is a direct tax on attacking with everything — and Slash’s Smash, which destroys all Turtles and can take three of your best creatures in one card if you’ve been playing the named characters.

The deck never runs out

Villain Scheme! shuffles itself and the boss graveyard back into the boss library. One copy, and it is the only thing standing between this game and a rules edge case. Bowen: “it was a very elegant solution to have this one card that shuffles everything back. It’s always gonna be shuffling back.”

Practical upshot: every Event you have already seen will come round again, and so will every Ninja you killed. If Villain Mayhem wiped you on turn four, it is coming back for the board you rebuild.

Two piles, and two names for one of them

The setup diagram gives the Boss side two separate discard piles: one beside the Boss deck “where Bosses go when defeated,” and one beside the Event deck “where Events go when used or destroyed.” The card text then calls that second pile by two different names — Baxter’s Experiments says “the event discard pile,” while Villain Scheme! and Shredder’s Challenge both say “the boss graveyard.”

They mean the same pile: spent Events and dead Ninjas. Defeated Boss cards are in the other pile and stay out of the game. Agree on that at the table before Villain Scheme! turns up, because reading it the other way would shuffle beaten Bosses back into the deck you’re drawing Events from.

A quiet boss turn is normal — and now you can see why

Bowen designed Events to whiff: “It was important to me that many of them can miss in a sense … This gives some more variance to the format, and it gives players more time to avoid the early pressure.”

The printed text bears that out exactly. Chrome Dome’s Overload does nothing if you have no tapped creature. Rocksteady’s Beatdown does nothing if you have no fliers. Slash’s Smash does nothing if you have no Turtles out. Shredder’s Challenge does nothing early, when no Ninjas have died yet. Four of the seventeen Events are blanks against a careful board — and against an empty one, most of the rest are too. That is most of why the opening turns feel gentle.

Issue 11

Making it harder, and making it something else entirely

Four difficulty dials, a competitive mode hiding in the same box, and the boosters.

Co-operative Challenge Mode

Four modifiers, printed in the booklet. Use any one, or stack them. They are not balanced against each other — the first is a much bigger jump than the others.

ModifierWhat it changes
Not Defeated Yet!When a new stage begins, the previous Bosses stay in play. By stage three you’re facing six passive abilities at once instead of three. This is the heaviest of the four by a distance.
Relentless Attack!All Ninjas the Boss team controls get haste. You lose the free turn every new Ninja currently gives you, which is where most of your breathing room comes from.
Bigger & Badder!Whenever you defeat a Boss team stage, either increase the next Boss team’s life total by 4, or reveal and play an extra Event card. Pick one per stage.
Everyone’s Here!During setup, add an additional four Bosses to the Boss deck.

Free-for-all: the same box, competitively

Bored of co-operating. Two, three or four players each pick a Turtle deck and play against each other instead. The booklet’s free-for-all rules never mention the Bosses or Events, and none of the four rules below reference them — so the villain half of the box sits this mode out.

This is a genuinely different game rather than a footnote — four mono-colour 60-card decks of roughly equal power is a perfectly reasonable evening, and it’s the mode that teaches blocking, since here your opponents can and will block.

The four Play Boosters

The box includes four Teenage Mutant Ninja Turtles Play Boosters, and you’re encouraged to fold what you open into your decks. Two constraints are printed in the booklet; the first one below isn’t, but follows from the decks themselves:

Bowen’s advice on custom decks is worth quoting straight: “I promise you though, if you build your own deck, it’ll be weird, and some of your decisions won’t make sense, so if you’re building out a deck, my recommendation is to put your sight on having a fun experience and not demolishing it as quickly as possible.”

Issue 12

Six things people are getting wrong

Turtle Team-Up got a wave of how-to-play coverage before most people had the box in hand. Several of the same errors are circulating. Here they are against the printed rules.

1 · “The Boss flips one Event card per turn”

It’s two. The Boss turn’s Action step plays two cards from the Event deck at two players, and three at three or four. Running it as one card roughly halves the pressure and makes the game feel much easier than it is.

Worth noting that at least one walkthrough says one card while its own demonstration flips two — so if you learned from a video, check what the hands did rather than what the voiceover said.

2 · “Round one is one Boss, round two is two Bosses, round three is three”

Stages advance when you defeat a Boss team, not when a round ends. If it takes you six turns to kill the stage-one Boss, you face exactly one Boss for six turns. The counter is Boss life, not the turn count.

3 · “When you beat a Boss, everything resets to 20”

The new Boss team gets a fresh life total. You do not. Your life carries across all three stages, and the booklet says outright not to change anything else on the board as the stage changes. This one turns a hard game into an easy one, and it’s the error most likely to survive a whole play group unnoticed.

4 · “More players means more Bosses”

Not at three players, which is where this usually gets said. A three-player game changes two things and neither is the Boss deck: the Hero team starts at 30 life, and the Boss team plays a third Event card each turn. The stated objective — defeat all six Bosses across three stages — is the same at every count.

Four players is the one that genuinely adds Bosses: four extra cards go into the Boss deck at setup, making it ten. Whether those extra Bosses ever get revealed is the ambiguity we flag in Issue 08; what’s not ambiguous is that nothing changes at three.

5 · Skipping the first draw, out of habit

This one isn’t coming from the videos — it comes from anyone who already plays Magic, where the player who goes first skips their first draw step. This box overrides that rule. The Boss Rules page says it in one sentence: the Hero team goes first and each Hero player draws a card on their first turn. Playing it the normal way costs your team one card per player before the game has started.

6 · “Reshuffle your opening hand until you have two or three lands”

That’s house advice, not a printed rule — and it’s reasonable house advice for teaching a first game. Just know that you’re house-ruling: the booklet contains no mulligan rule of any kind, so this box ships with no printed way to fix a bad opening hand.

Tournament Magic’s mechanism, if you want to import it, is the London mulligan — draw a fresh seven, then put one card from your hand on the bottom of your library for each mulligan you’ve taken. For teaching, free reshuffles until the new player has two or three lands is kinder and costs nothing. For a True Turtles run, agree which one you’re using before you deal.

None of this is a knock on the people who made those videos. They were filming a co-op product on release week, and the rules that get compressed are always the ones that seem obvious. But if your group learned the game from a video and it felt too easy, start with 1 and 3 — those two together can turn a hard game into a walk.

Issue 13

Questions that come up at the table

The five printed in the booklet, plus the ones this guide has been building toward.

Can my creatures attack the Bosses’ creatures directly?

No. Creatures can only attack players, never other creatures. Creatures deal combat damage to one another only when the defending side blocks. In co-op, your creatures attack the Boss team in place of a player — and since Ninjas can’t block, your damage goes to the Boss team’s life total.

Do I have to pay a creature’s mana cost every turn it’s on the battlefield?

No. You pay to cast it once. After that it stays on the battlefield until it’s destroyed or otherwise removed by a spell or ability.

Should my hand and library be visible during the game?

Normally your hand is yours alone. During a co-op game, players may freely share information about what’s in their hands — and you should, constantly. Your library is still off limits: you can’t look through it unless a spell or ability tells you to search it for something specific.

What happens to instant or sorcery spells after I cast them?

They have an effect — whatever is written in the text box — and then you put them into your graveyard. They don’t stay on the battlefield the way creatures, artifacts and enchantments do.

Do I have to tap my creatures to block?

No. Blocking never taps a creature. Only an untapped creature can block, which is why attacking with everything is a real cost — an attacker is tapped and unavailable on the way back.

An Event tells the Boss team to do something impossible. Now what?

Nothing happens. The Boss team has no hand and makes no choices, so instructions it can’t follow simply don’t resolve. And if a card the Boss team owns would go to its hand, it goes to the Boss graveyard instead.

Two Bosses are out. Does an effect that hits “each opponent” hit twice?

No. The Boss team counts as a single player for all rules purposes, so “each opponent” affects it exactly once no matter how many Boss cards are face up.

We killed the Boss halfway through our combat. Do we finish the turn?

Yes. The moment the Boss team’s life hits 0 or less you immediately build the next Boss team — remove the defeated Boss card, reveal the next two (or three) — and then carry on with the turn you were in. Nothing else on the board changes.

Can I block with a teammate’s creature, or pay for their spell?

No. You share a life total and a turn, not permanents or mana. Each player has their own battlefield, their own library, their own graveyard and exile, and taps their own lands for their own spells. What you share is the conversation.

Do I get a land drop even though we take one shared turn?

Yes. Each player may play one land during the team’s turn. That’s four land drops a turn at four players, which is a large part of why more players is easier.

Is any of this legal in normal Magic?

Twenty-nine card designs are exclusive to Turtle Team-Up, and the reveal says some of those are legal in Commander, Legacy and Vintage. It doesn’t itemise which. The Boss and Event cards are the automated opponent and only exist inside this box.

Common Play Learning

Flattening the curve of competitive gaming.

A complete guide to Turtle Team-Up, the co-op MAGIC: THE GATHERING × TEENAGE MUTANT NINJA TURTLES box.

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