How to play

Part 1. Before you start

To begin, each player draws a random character card and places it on the table in front of them. Each magician starts with 60 hit points, an arcane caster level of 1, and an armor class of 10.

How to Play: Draw a random character card

Pick your Starting Hand

Shuffle the stack deck, and distribute 5 cards per player.

How to Play: Starting Hand

Initiative

Each player rolls die with 20 faces, and the one with the highest score will go first.

The battle begins!

How to Play: Initiative

Part 2. Turn Structure

A turn has three phases, in this order:

  1. Preparation Phase
  2. Attack Phase
  3. End Phase
How to Play: Character Card

1. Preparation Phase

A player can put down or replace a maximum of four magic objects during the deposit phase.

A player can use only one Healing card to increase their number of hit points during the deposit phase.

A player can put down or replace one companion.

How to Play: Deposit Phase

2. Attack Phase

Once a turn, you can attack an opponent of your choice using either a Spell, Hex, Scroll card, or your cantrip.

Some cards require that you first make an attack roll using 1d20 to confirm that your attack will hit the target and inflict damages.

How to Play: Attack Phase

2.1 Companion

If you have a companion in attack mode, it can attack once per turn after you. First make an attack roll to confirm your companion will hit the target and inflict damages.

How to Play: Companion Phase

3. End Phase

You can discard 1 card from your hand and draw the number of cards you need to have a total of 5 cards in hand.

Your turn ends!

How to Play: End Phase
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Fireball

BOULE DE FEU!

A fireball explodes with a low roar and deals 1d6 points of fire damage per arcane caster level. To avoid this spell, subscribe to our Newsletter Now!

Thank you! You successfully avoided the Fireball. It's your turn to play now!