![]() |
|
||
|
The Turn During their turn, each player can perform up to two Actions. You may perform them in any order, can perform the same Action twice, and may take fewer than two Actions if desired. Research does not count as one of the player's two Actions and can be performed any number of times during a player's turn. Players keep taking turns in clockwise order until one player wins the game or the Recruitment deck runs out. Possible Actions are:
Recruit
Select a Creature in your Pattern or your Wizard and draw the top card of the Recruitment deck. The drawn Creature can be placed as a legal Minion of the selected card if desired. Otherwise, it can be placed as your Guard (if open) or into your Dungeon. You do not have to reveal the Creature if placed into your Dungeon. Remember, Creatures may only be added to empty Positions. Capture
Select one Creature under your Control to attack and a Creature Controlled by an opponent to defend. Note that Guards can attack and be attacked. Each player rolls one die and adds the Power of their Creature. Defending Creatures in the first tier (they have the Wizard as their Leader) add 1 to their total. Highest total wins, with the losing Creature being placed into the winner's Dungeon. If there is a tie, nothing happens. Brainwash
Select a Creature in your Dungeon and announce its Power. You do not have to reveal the exact type of the Creature. Roll the die. If the roll is greater than the Creature's Power, place the selected Creature into any empty legal Position in your Pattern or as your Guard (if open); otherwise nothing happens. You do not need to select the destination Position for the selected Creature before rolling the die. Note that the target is not +1 Power (if it is a member of your clan) until it is actually under your Control. Rescue
Choose an opponent's Dungeon and a Creature under your Control that will attempt the Rescue. Roll the die and add your Creature's Power. Your opponent rolls the die and adds their Guard's Power (+0 if they have no Guard). Highest total wins. If you win, you may look through your opponent's Dungeon and choose a Creature. Place the chosen Creature in any legal empty Position in your Pattern, as your Guard (if open) or into your Dungeon. If you lose, the Rescuing Creature is placed in your opponent's Dungeon. If there is a tie, nothing happens. Move
Move a Creature in your Pattern to any other empty, legal Position in your Pattern. This cannot result in an illegal placement. In addition, you may Move a Creature from your Pattern to be your Guard. You cannot move your Guard into your Pattern. Swap
Exchange two adjacent Creatures in your Pattern, as long as both new placements are legal. Imprison
Put a Creature under your Control into your Dungeon. This cannot leave a Creature Leaderless. This is the only way to voluntarily dispose of a Guard. Cast
To Cast a Spell, the player must discard the Spell Component listed on the Spell from their Dungeon and follow the directions on the card. If a card does not direct you to retain it, it is discarded after playing. Any extra Actions a Spell directs you to perform do not count against the limit of two Actions per turn (although Casting the Spell does count as an Action). Several types of spells remain in play. An Aura is placed onto any Position in a player's Pattern. Any Creature in that Position and its Minions are affected by the Aura. Only one Aura can be cast on each Position in a Pattern (although a Position can be affected by more than one Aura), and the Aura remains even if the Position is vacated. If a second Aura is cast on a Position, discard the previous Aura. An Enchantment is placed directly on a Creature in play (in a Pattern or a Guard), and is discarded if the Creature is discarded or placed in a Dungeon. A Circle is placed next to your Pattern, and each player can only have one Circle in effect at a time. If a second Circle is cast by a player, discard their previous Circle. Research
To Research a new Spell, discard 2 Creatures from the same Clan from your Dungeon. Then draw a new Spell card from the Research deck. If the Research deck is ever exhausted, shuffle the discards to form a new Research deck.
|
|||