The game is played over a series of rounds consisting of 3 phases in each round.
Players take turns taking 1 or 2 actions on their turn until both players consecutively pass on their turn.
Each turn consists of 1 main action and 1 optional side action. These can be taken in either order.
Once both players have passed for their main action consecutively, move to the recovery phase
Play or activate a card with the symbol in the play or activation cost.
Play a card from your hand by paying its cost(s).
Costs:
Symbol | Usage |
---|---|
Main action: Take your main action for the turn | |
Side action: Take your side action for the turn | |
Exhaust: Place 1 exhaustion token on this card | |
Discard: Discard a number of cards from your hand equal to the num shown | |
Magic: Exhaust dice of the appropriate type and number. Remember that higher level dice can be used to pay for lower level costs | |
Parallel Costs: If 2 costs are connected, you pay one or the other, not both |
There are 5 different types of cards in a player's deck and 2 types that can be included in a player's conjuration pile.
When you attack, 1 or more of your unexhausted (no exhaustion tokens) units will enter battle.
When passing, you do nothing for your main action, but you may still take a side action. If your opponent does not pass on their next turn, you may take a main action on your next turn.
During the recovery phase, each player simultaneously resolves the following steps in order:
Note that some effects take place after the recovery phase as "at the end of the round" effects.
If a player's phoenixborn has a number of wound tokens equal to or greater than its life value, that phoenixborn is destroyed and the other player wins.
Credit: | Jay Deiman |
---|---|
Version: | 1.0 |