How to play

Part 1. Before you start

Life points: 60
Use a sheet of paper and a pen to keep track of your life points.

Arcane Level: 1
All players have a base arcane level of one (1), which allows them to cast all sorts of magic spells with the number one (1). To increase your arcane level, you have to possess a ring of arcane. The game has two available rings of arcane (ring of arcane +1 and ring of arcane +2).

Armor Class: 10
The armor class represents how much difficulty adversaries will have inflicting damage on your character. It represents the final number your enemy has to achieve to inflict damage.

How to Play: Use a sheet of paper and a pen

a) Pick your character

To begin, each player draws a random character card and places it on the table in front of them.

How to Play: Draw a random character card

b) Initiative

To determine who starts the game, each player rolls one d20 for the initiative test, and the one with the highest score gets to go first.

How to Play: Initiative

c) Pick your Starting Hand

The starting player shuffles the main deck and distributes 5 cards per player. They may now begin. After completing their battle round, going clockwise, the next player gets their turn.

The battle begins!

How to Play: Starting Hand

Part 2. Turn Structure (or Battle Round)

A turn has four phases, in this order:

1. The Deposit Phase

2. The Attack Phase

3. The Companion Phase (Ally Option)

4. The End Phase

How to Play: Character Card

a) The Deposit 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

b) The Attack Phase

A player can play only one Attack card per round except for certain cards that require additional cards. When your magician casts a spell, you roll 1d20, and if that exceeds your adversary’s armor class, the hit goes through and inflicts damage.

How to Play: Attack Phase

c) The Companion Phase (Ally Option)

A companion, in ally option, can attack a target player once per turn. When your companion attacks, you roll 1d20, and if that exceeds your adversary’s armor class, the hit goes through and inflicts damage.

How to Play: Companion Phase

d) The End Phase

One card from your remaining hand may be discarded. Take up to 5 new cards from the play deck.

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!