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Core Rulebook

1. Introduction

Welcome to Path of the Necromancer, a strategic card game where you assume the role of a powerful Necromancer. Summon minions, wield dark magic, and outmaneuver your opponent to achieve victory. This rulebook provides all the information you need to learn and master the game.

2. Basic Concepts

  • Objective: Reduce your opponent’s Hero’s health to zero or cause them to run out of cards during their draw phase.
  • Players: Two or more players face off against each other.
  • Resources: Lifeforce is the primary resource used to play cards and activate abilities.

3. Game Setup

Deck Building Rules

  • Deck Size: Each deck must contain exactly 40 cards, not including the Hero card.
  • Hero Card: Only one Hero card is allowed per deck.
  • Card Rarity Limits:
    • Common (Green Square): Up to 4 copies per deck.
    • Rare (Blue Triangle): Up to 3 copies per deck.
    • Epic (Purple Diamond): Up to 2 copies per deck.
    • Legendary (Orange Circle): Only 1 copy per deck.
  • Card Identity:
    • Cards that have the same card type (e.g., Minion, Event, Spell) and same name are considered the same card for deck-building purposes.
    • Cards can have the same name but different types; these are considered different cards.
    • Alternate Art Versions: Some cards may have alternate art versions; these are considered the same card for deck-building purposes.

Starting the Game

  1. Place Hero Cards: Each player places their Hero card in the designated Hero zone on the field.
  2. Activate Start of Game Effects: Resolve any “start of game” effects from your Hero or other cards. For example, a Hero like Arachnia may add four 1-cost or lower minions from your deck to your graveyard.
  3. Shuffle Decks: Players shuffle their decks thoroughly.
  4. Draw Starting Hands: Each player draws 6 cards to form their starting hand.
  5. Mulligan Option: Each player may choose to discard any number of cards from their hand and draw an equal number of new cards once before the game begins.
  6. Determine First Player: Decide who goes first by mutual agreement, coin flip, or dice roll.
  7. Set Initial Values:
    • Health: All players start with 40 health.
    • Lifeforce: All players begin with 10 lifeforce.
  8. Field Setup: Place decks in the deck zone and prepare the field for play.
  • Health and Lifeforce Tracker Application Available for Apple and Android.

4. Card Types

Hero Cards

  • Representation: Represents you, the player, in the game.
  • Abilities: Each Hero has unique abilities and passives.
  • Placement: Starts on the field in the Hero zone.
  • Interaction: Can be damaged or healed by Minion or Magic cards.

Lifeforce Cards

  • Purpose: Used to track your current lifeforce.
  • Usage: Not part of your main deck; kept separately to manage resources.

Minion Cards

  • Role: Primary attackers and defenders in the game.
  • Attributes: Each has an attack and defense value.
  • Minion Types:
    • Definition: Minions have specific types (e.g., Skeleton, Demon, Arachnid).
    • Shared Traits: Minions of the same type share traits. For example, all Skeletons have the trait “+1 attack against Heroes” but may have different effects.
  • Summoning: Played onto the field by paying their lifeforce cost.

Magic Cards

Magic cards are powerful tools that can alter the flow of the game. They include:

Relic Cards

  • Function: Equipment attached to minions to enhance their abilities or stats.
  • Placement: Placed under or on top of the equipped minion.
  • Duration: Remain in play as long as the minion is on the field or until destroyed.
  • Destruction: If the attached minion is destroyed, the Relic card is sent to the graveyard.
  • Magic Slot: Relic cards do not occupy a magic slot.

Spell Cards

  • Effect: Spells are one-time effects and do not remain on the field after being played.
  • Usage: Played by paying their lifeforce cost.
  • Resolution: Spells do not occupy a magic slot; they are placed in the graveyard immediately after resolution.

Artifact Cards

  • Role: Objects that influence the game continuously.
  • Attributes: Have defense values and can be attacked and destroyed like minions.
  • Placement: Placed in the magic zone.

Event Cards

  • Impact: Provide powerful effects over multiple rounds.
  • Duration: Indicated by an hourglass icon and the number of rounds active.
  • Placement: Placed in the magic zone and remain for their specified duration.

Land Cards

  • Benefit: Provide ongoing advantages or game-altering effects.
  • Limit: Only one Land card can be on the field.
  • Placement: Placed in the land zone within the magic zone.
  • Playing a New Land Card: When you play a new Land card, the existing Land card on the field is destroyed and sent to the graveyard.

5. Card Stats Definitions

  • Lifeforce Cost: The amount of lifeforce required to play a card. This value is located in the top right corner of Minion and Magic cards.
  • Attack: The damage a character can deal during combat. It is displayed in the bottom left corner of Minion cards.
  • Defense: The amount of damage a Minion or Artifact can withstand before being destroyed. Defense is found in the bottom right corner of both Minion and Artifact cards.
  • Rounds: The duration for which an Event remains active on the field, shown in the bottom right corner of Event cards. A round is defined as a full cycle of turns, starting at the beginning of one player’s turn and ending just before that same player’s next turn begins.

6. Field Layout

The field is divided into two rows and five columns for each player:

  • Front Row (First Row):
    • Hero Zone (1 space): For your Hero card.
    • Minion Zones (4 spaces): For Minion cards.
  • Back Row (Second Row):
    • Magic Zones (3 spaces): For Magic cards (Artifacts, Events, and Lands).
    • Deck Zone: Place your deck here.
    • Graveyard Zone: Place discarded and destroyed cards here.

7. Turn Structure

Each player’s turn consists of the following phases:

Start Phase

  • Trigger Effects: Resolve any effects that occur at the start of your turn.

Resource Phase

  • Gain Lifeforce: Add 5 lifeforce to your current total.
  • Update Tracker: Ensure your lifeforce count does not exceed the maximum of 10.

Draw Phase

  • Draw a Card: Draw one card from your deck.
  • Deck Exhaustion: If you cannot draw because your deck is empty, you lose the game.

Main Phase

  • Actions Available:
    • Play Cards: Summon Minions and play Magic cards by paying their lifeforce costs.
    • Activate Abilities: Use Hero abilities and card effects.
    • Minion Commands: Command your Minions to attack, defend, or dismiss.
  • Order of Actions: Perform actions in any order.
  • First Turn Restriction: Players cannot attack on their first turn.

End Phase

  • Trigger Effects: Resolve any effects that occur at the end of your turn.
  • Hand Size Limit: During your End Phase, if you have more than 10 cards in hand, use the Sacrifice Card Hero ability to discard down to 10 cards. For each card discarded this way, gain 1 lifeforce.

8. Lifeforce Mechanics

  • Starting Lifeforce: Each player begins the game with 10 lifeforce.
  • Gaining Lifeforce: Gain 5 lifeforce at the start of your Resource Phase each turn.
  • Maximum Lifeforce: Cannot exceed 10 lifeforce.
  • Minimum Lifeforce: Cannot drop below 0 lifeforce.
  • Spending Lifeforce: Used to play cards and activate abilities.
  • Tracking Lifeforce: Use lifeforce cards or a counter to keep track of your current total.

9. Combat Mechanics

Minion Commands

During your Main Phase, you may command each of your Minions to perform one of the following actions:

Attack

  • Command: Instruct a Minion to engage in battle.
  • Targets: Can attack an enemy Minion, Artifact, or the opponent’s Hero.
  • Resolution:
    • Minion vs. Minion:
      • Both Minions deal damage to each other simultaneously.
      • During this attack, both minions are considered “Attackers”
      • If a Minion’s attack value is equal to or greater than the target’s defense value, the target is destroyed.
      • Excess Damage: If the attacking Minion’s attack exceeds the target’s defense, the excess damage is dealt to the opponent’s Hero as piercing damage, unless the target is immune to piercing damage.
    • Attacking the Hero:
      • The Hero takes damage equal to the attacking Minion’s attack value.
      • Opponents may defend with their Minions.
  • Piercing Damage:
    • Definition: Excess damage that is dealt to the opponent’s Hero when the damage from an attacking Minion or a Magic card exceeds the defending target’s defense.
    • Immunity: Minions with “immune to piercing damage” prevent this excess damage from reaching the Hero.
  • Defense: All minions regenerate all of their defense at the end of their turn.
  • Limitations:
    • Each Minion can attack once per turn unless specified otherwise.
    • Players cannot command a Minion to attack on their first turn.

Defend

  • Command: Instruct a friendly Minion to protect another friendly Minion, Hero, or Artifact from an enemy attack.
  • Usage:
    • Timing: Declare defenders when an opponent declares an attack.
  • Resolution:
    • The defending Minion absorbs the attack.
    • The attacker does not receive damage from the defending Minion.
  • Multiple Defenders:
    • Multiple Minions can defend against a single attack.
    • Defender Order: The defending player chooses the order in which defending Minions take the hit.
  • Damage Distribution:
    • The attacker’s damage is applied to the first defender.
    • If the attacker’s damage exceeds the first defender’s defense value, the excess damage carries over to the next defender.
    • This process continues until all excess damage is absorbed or there are no more defenders.
    • If any excess damage remains after all defenders have been destroyed, it is dealt to the opponent’s Hero as piercing damage, unless the last defender is immune to piercing damage.
  • Limitations:
    • Each Minion can defend once per turn.
    • You cannot defend against an attack from a Minion that is Invisible. If an Invisible Minion attacks, defending Minions cannot be assigned.
    • Ensnared Minions: Ensnared Minions cannot defend.
  • Effects Triggered: Effects that trigger when Minions damage or destroy a target do activate when defenders are damaged or destroyed.
  • Defender Removal: If a defender is ensnared or destroyed before it can defend (e.g., by an effect), it is removed from the order of defenders.
  • Declaration of Defenders: Once defenders are declared, you cannot assign new defenders for that attack.

Dismiss

  • Command: Remove a Minion you control from the field and return it to your deck.
  • Resolution:
    • The Minion’s effects are negated upon dismissal.
    • Shuffle your deck after returning the Minion.
  • Limitations:
    • You may dismiss any number of your Minions during your turn.
    • Ensnared Minions: Ensnared Minions cannot be dismissed.

10. Hero Abilities

Shared Hero Abilities

All Heroes have access to the following abilities, which can be used during any turn:

Draw Card

  • Effect: During your turn, you can spend 3 lifeforce to draw 1 card.
  • Usage: Can be used multiple times per turn, provided you have enough lifeforce.

Destroy Magic

  • Effect: During any turn, you can spend 4 lifeforce to destroy a target Magic card.
  • Usage: Can be used multiple times per turn, provided you have enough lifeforce.
  • Important Note:
    • Effect Resolution: Destroy Magic does not negate the immediate effects of the card destroyed; it simply destroys it. Any effects that occur instantly when the card is played still happen, but ongoing or future effects are prevented.
    • Example: If a player plays “Hellgate” with the effect “When played, reveal and add 2 Minions to your hand from your deck. Your Minions cost 2 less lifeforce while this card remains on the field,” and you use Destroy Magic on it, they still add the two Minions to their hand. However, since the card is destroyed, their Minions no longer cost 2 less lifeforce when they go to play them.

Sacrifice Card

  • Effect: During any turn, you can discard cards from your hand to gain 1 lifeforce for each discarded card.
  • Usage: Can be used multiple times per turn.

Note: Shared Hero abilities are available to all Heroes.

11. Keywords and Mechanics

Invisibility

  • Definition: A status where a Minion is untargetable by enemy Magic cards, abilities, and attacks until it attacks or takes damage.
  • Mechanics:
    • Losing Invisibility: When the Minion attacks or is dealt damage.
    • Exceptions: Area-of-effect abilities and other effects that do not target can still affect invisible Minions.
  • Interactions:
    • Opponents cannot choose invisible Minions as targets.
    • Your own effects and abilities can affect your invisible Minions.
    • An invisible minion’s attacks cannot be defended against.
    • If an invisible minion attacks another minion, they still engage in mutual combat.

Ensnare

  • Definition: A status effect that prevents a Minion from taking Minion Commands.
  • Mechanics:
    • Effect Duration: Typically lasts 1 round unless otherwise specified.
  • Restrictions:
    • Cannot Attack: Ensnared Minions cannot attack.
    • Cannot Defend: Ensnared Minions cannot defend.
    • Cannot Dismiss: Ensnared Minions cannot be dismissed.
  • Removal:
    • Duration Ends: Ensnare ends after the specified duration.
    • Premature Removal: Certain abilities may remove Ensnare effects prematurely.
  • Additional Interaction:
    • When you ensnare an enemy Minion and attack it, the ensnared Minion does not deal damage back to you.

Piercing Damage

  • Definition: Excess damage dealt to the opponent’s Hero when an attacking Minion’s attack or the damage from a Magic card exceeds the defending target’s defense.
  • Mechanics:
    • Calculation: Target’s Defense value minus incoming damage equals piercing damage.
    • Immunity: Minions with “immune to piercing damage” prevent this excess damage from reaching the Hero.
  • Example:
    • If a Minion with 5 attack damages a Minion with 3 defense, the excess 2 damage is dealt to the opponent’s Hero, unless the defending Minion is immune to piercing damage.
    • A spell that does 2 damage to two Minions damages two Minions with 1 defense. The excess 1 damage from each Minion is dealt to the Hero for a total of 2 piercing damage.

Adjacent Targets

  • Definition: Cards positioned next to each other (horizontally) on the field grid.
  • Mechanics:
    • Adjacency: Minions are adjacent if they are directly next to each other horizontally.
    • Diagonal and Vertical: Not considered adjacent.

Across Targets

  • Definition: Enemy targets that are directly in front of a Minion.
  • Mechanics:
    • A Minion’s “across” target is the opposing Minion or space directly opposite it in the same column.
  • Usage:
    • Some abilities or effects may specify “across” as a targeting condition.

Traits and Effects

Traits

  • Definition: Inherent abilities or characteristics, often shared among Minions of the same type.
  • Behavior: Always active unless negated.
  • Shared Traits: Minions of the same type share common traits (e.g., all Skeletons have “+1 attack against Heroes”).
  • Upgraded Traits: Some traits have their values increased or decreased depending on the lifeforce cost of a Minion.

 

Effects

  • Definition: Specific abilities or actions a card can perform.
  • Activation: May require activation or trigger under certain conditions.

Taking Control of Enemy Minions

  • Mechanics:
    • Control Change: The Minion moves to your field under your control.
    • Attachments: Any Relics or effects remain with the Minion unless specified otherwise.
    • State: Retains current attack, defense, and any damage taken.
  • Duration:
    • Control may be temporary or permanent, as specified by the effect.
  • Returning Control:
    • When control ends, the Minion and any attached cards return to the opponent’s field in its current state.
    • Field Limits: If the original owner’s field is full, the Minion is destroyed and sent to their graveyard.

Resurrection

  • Definition: Returning a Minion from the graveyard to the battlefield.
  • Mechanics:
    • New Entity: Resurrected Minions are considered new and can act accordingly.
    • “When Summoned” Effects: These effects trigger upon resurrection.
  • Limitations:
    • Source: Resurrection always involves the graveyard, even if the card pulls from other zones.

Banish

  • Definition: To remove a card from the game entirely.
  • Mechanics:
    • Placement: Banished cards are placed in a separate area outside of play.
    • Permanent Removal: Banished cards are not considered when counting cards in the deck or graveyard.
  • Usage:
    • Certain cards and abilities allow you to banish Minions or other cards as part of their effect.

Additional Keywords

Character

  • Definition: Refers to a Minion or Hero.
  • Usage: Abilities or effects that target or affect “characters” apply to both Minions and Heroes.

Target

  • Definition: A Minion, Hero, or Artifact that is the subject of an ability or effect.
  • Usage: When a card or ability specifies a “target,” it can affect any Minion, Hero, or Artifact, unless specified otherwise.

12. Timing of Abilities and Effects

General Timing Rules

  • Start Phase:
    • Resolve effects that trigger “at the start of your turn.”
  • Main Phase:
    • Activate abilities and play cards in any order.
    • Abilities stating “once during each of your turns” are used here.
  • End Phase:
    • Resolve effects that trigger “at the end of your turn.”
    • Hand Size Management: Discard down to 10 cards if you have more than 10 cards in your hand using the Sacrifice Card shared Hero ability. You gain 1 lifeforce for each discarded card.

Specific Timing Rules

  • Ability Activation: Unless specified, abilities can be activated at any time during your turn.
  • Special Abilities: Abilities that can be used on any player’s turn will state this explicitly.
  • Shuffling: Any time a player gains access to their deck (e.g., searches it), they must shuffle afterward.

Resolving Simultaneous Card Destruction and Effects

When multiple cards are destroyed at the same time, such as from an area-of-effect spell or ability, the following procedure is used to resolve their deaths and any associated effects:

Sequence of Resolution

  1. Active Player’s Cards (Player whose turn it is):
    • Minions (Row 1): Resolve deaths and effects one at a time, starting from Position 1 (leftmost Minion) to Position 4 (rightmost Minion).
    • Magic Cards (Row 2): After all Minions have been resolved, resolve the destruction and effects of Magic cards one at a time, from Position 1 to Position 3.
  2. Non-Active Player’s Cards (Opponent):
    • Minions (Row 1): Resolve deaths and effects one at a time, from Position 1 to Position 4.
    • Magic Cards (Row 2): Then resolve the destruction and effects of Magic cards one at a time, from Position 1 to Position 3.

Resolution Principles

  • Complete Resolution per Card:
    • For each card, its death and all associated effects are fully resolved before moving on to the next card.
    • This includes updating the game state, such as the number of Minions on the field and the contents of the graveyard.
  • Game State Updates:
    • After each card’s death and effects are resolved, the game state is updated immediately before proceeding to the next card.
    • This updated game state is used for subsequent effects and conditions.
  • Targeting Restrictions:
    • Cards that have not yet resolved their deaths and effects are still considered on the battlefield.
    • They cannot be targeted or affected by effects resolving from cards whose deaths have already been resolved.
    • Cards that have resolved their deaths and effects are in the graveyard and can be targeted by subsequent effects that target the graveyard.

Example

Scenario:

  • Active Player’s Field (It’s their turn):
    • Minion Position 1: Spiderling (Minion – Arachnid)
    • Minion Position 2: Spiderling
    • Minion Position 3: Spiderling
    • Minion Position 4: Spiderling
  • Trait for all Spiderlings: On death, if you control 1 or fewer Minions, you may summon a cheaper Minion from your hand or graveyard.
  • Event: An effect destroys all four Spiderlings simultaneously.

Resolution:

  1. Minion Position 1:
    • Death: Spiderling is destroyed.
    • Effect Resolution:
      • The active player still controls three Spiderlings (Positions 2-4).
      • Condition Not Met: Cannot summon a cheaper Minion.
    • Game State Update: Position 1 Spiderling is in the graveyard.
  2. Minion Position 2:
    • Death: Spiderling is destroyed.
    • Effect Resolution:
      • The active player now controls two Spiderlings (Positions 3-4).
      • Condition Not Met: Cannot summon a cheaper Minion.
    • Game State Update: Position 2 Spiderling is in the graveyard.
  3. Minion Position 3:
    • Death: Spiderling is destroyed.
    • Effect Resolution:
      • The active player now controls one Spiderling (Position 4).
      • Condition Met: May summon a cheaper Minion.
      • Action: Summon a lower cost Minion from hand or graveyard.
    • Game State Update: Position 3 Spiderling is in the graveyard; newly summoned Minion is on the field.
  4. Minion Position 4:
    • Death: Spiderling is destroyed.
    • Effect Resolution:
      • The active player now controls one Minion (the one just summoned).
      • Condition Met: May summon a cheaper Minion.
      • Action: Summon another Minion from hand or graveyard.
    • Game State Update: Position 4 Spiderling is in the graveyard; second summoned Minion is on the field.

Important Notes:

  • Minions destroyed earlier and whose deaths have been resolved are in the graveyard and can be targeted by subsequent effects.
  • Minions that have not yet resolved their deaths are still on the battlefield and cannot be targeted by effects resolving from earlier deaths.

 

13. Response Window Mechanics

Interactive Play with Response Windows

In “Path of the Necromancer,” whenever a player takes an action—like casting a spell or activating an ability—a Response Window opens. This allows all players, including the one who initiated the action, to respond with their own actions, adding depth and strategy to the game.

How It Works:

    1. Action Taken: A player performs an action (e.g., casts a spell, declares an attack).
    2. Open Response Window: All players, including the acting player, can respond.
    3. Response Order:
      • Start with the next player in turn order.
      • End with the player who took the original action.
    4. Stacking Responses: Responses are placed on a Last In, First Out (LIFO) stack, meaning the most recent response resolves first. 
    5. Restrictions:
      • Cannot respond with Attack or Dismiss Minion commands.
  • Once the stack starts resolving, no more abilities or effects can be placed on the stack until all effects have resolved.
  1. Resolve the Stack: Actions on the stack resolve from top to bottom.
  2. Original Action Resolves: If not negated, the original action takes effect.

Key Points:

  • Turn Order-Based Priority: Responses are offered following the turn sequence, beginning with the player next in line after the one who acted.
  • Acting Player Responds Last: Even if you initiated the action, you can still respond, but your response will resolve after others’.
  • Limited Response Options: Only certain actions (excluding Attack and Dismiss commands) can be used to respond.

Example Scenario: 

Player 1: Plays Dreadnaught Berserker and attacks.

Player 2: Uses Ice Bolt to deal 1 damage and ensnare it.

Player 1: Counters with Dispel Magic, negating Ice Bolt.

Outcome: Dreadnaught Berserker‘s attack proceeds, dealing damage and triggering its effect if applicable.

14. Win and Lose Conditions

Winning the Game

  • Reduce Opponent’s Health: Bring your opponent’s Hero’s health to zero.
  • Deck Exhaustion: Opponent loses if they cannot draw a card due to an empty deck.

Losing the Game

  • Health Depleted: Your Hero’s health reaches zero.
  • Deck Exhaustion: You cannot draw a card because your deck is empty.

Draw

  • If all players meet a lose condition simultaneously, the game is a draw.

15. Additional Game Rules

Magic Slots Management

  • Magic Zone Limit: Each player has 3 magic slots in the magic zone (Row 2).
  • Relics Attached to Minions: Do not occupy a magic slot.
  • Spells: Do not occupy a magic slot; they are placed in the graveyard after resolution.
  • Artifacts, Events, and Lands: Occupy magic slots when in play.

 

Hand Size Limit Recompense

  • Hand Size Limit: If you have more than 10 cards in your hand during your End Phase, you must use the Sacrifice Card Hero ability to discard down to 10 cards.
  • Recompense: For each card discarded this way, gain 1 lifeforce.

Land Card Restrictions

  • One Land Card Limit: Only one Land card can be in play per player at a time.
  • Playing a New Land Card: When you play a new Land card, your existing Land card is destroyed and sent to the graveyard.

16. Gameplay Strategies and Tips

Deck Building

  • Synergy: Create synergy between your Hero and deck cards.
  • Balance: Include a mix of Minions and Magic cards.
  • Flexibility: Ensure your deck can adapt to different situations.

Resource Management

  • Plan Lifeforce Usage: Allocate lifeforce for key abilities and responses.
  • Conservation: Save lifeforce for critical moments.

Combat Tactics

  • Anticipate Defenses: Predict opponent’s moves and plan accordingly.
  • Effective Use of Minions: Utilize Minions strategically for attacking and defending.

Utilizing Abilities

  • Hero Abilities: Leverage both unique and shared Hero abilities.
  • Destroy Magic: Use this ability to remove troublesome Magic cards.

Field Control

  • Protect Key Minions: Use Relics and abilities to safeguard important Minions.
  • Disruption: Use Spells and abilities to disrupt your opponent’s strategy.

Timing

  • Optimal Play: Choose the best moments to play cards and activate abilities.
  • Opponent’s Responses: Be aware of potential counters and plan ahead.

17. Appendix

Glossary of Terms

  • Attack Value: The damage a Minion can deal.
  • Defense Value: The amount of damage a Minion or Artifact can withstand before being destroyed.
  • Lifeforce: The primary resource for playing cards and activating abilities.
  • Graveyard: Zone where destroyed and discarded cards are placed.
  • Resurrection: Returning a Minion from the graveyard to the battlefield.
  • Ensnare: Status effect preventing a Minion from attacking, defending, or being dismissed.
  • Invisibility: Status making a Minion untargetable until it attacks or takes damage.
  • Piercing Damage: Excess damage from an attack that is dealt to the opponent’s Hero.
  • Traits: Inherent abilities or characteristics shared among Minions of the same type.
  • Effects: Specific abilities or actions a card can perform.
  • Banish: Removing a card from the game entirely.
  • Character: A Minion or Hero.
  • Target: A Minion, Hero, or Artifact that is the subject of an ability or effect.
  • Adjacent Targets: Cards positioned next to each other horizontally on the field grid.
  • Across Targets: Enemy targets that are directly in front of a Minion.
  • Shared Hero Abilities: Abilities available to all Heroes, such as Draw Card, Destroy Magic, and Sacrifice Card.
  • Minion Types: Specific categories of Minions (e.g., Skeletons, Demons) that share traits.
  • Relic Cards: Equipment cards attached to Minions to enhance abilities or stats.
  • Magic Slot: A space in the magic zone where Magic cards are placed.
  • Alternate Art Versions: Different artwork versions of the same card, considered identical for deck-building purposes.

Frequently Asked Questions

  1. Can I attack the opponent’s Hero directly even if they have Minions on the field?
    • Answer: Yes, you can attack the opponent’s Hero at any time during your turn. However, your opponent may choose to defend with their Minions.
  2. What happens if I have more Minions than the field limit allows?
    • Answer: You cannot exceed the maximum of 4 Minions on the field. You can choose to use the Dismiss Minion command to send a Minion to your deck to make room for new ones.
  3. Can I use shared Hero abilities during my opponent’s turn?
    • Answer: Yes, you can use Destroy Magic and Sacrifice Card during any turn, including your opponent’s turn. However, Draw Card can only be used during your own turn.
  4. How does “Destroy Magic” work with Event and Land cards?
    • Answer: Destroy Magic can target any Magic card, including Event and Land cards, and destroy them by spending 4 lifeforce.
  5. If I resurrect a Minion, can it attack on the same turn?
    • Answer: Yes, resurrected Minions are considered new entities and can attack on the turn they are resurrected, unless specified otherwise.
  6. What does “once during each of your turns” mean?
    • Answer: It means you can activate that ability one time per turn, during your turn, at any point in the Main Phase unless specified otherwise.
  7. Are Minions with “immune to piercing damage” completely immune to attacks?
    • Answer: No, they can still be attacked and damaged normally. They simply prevent excess damage from being dealt to your Hero.
  8. Can I defend with multiple Minions against a single attack?
    • Answer: Yes, you can assign multiple Minions to defend against an attack. The defending player chooses the order in which defending Minions take the hit. Each Minion can defend once per turn. If defenders cannot fully absorb the attack, the remaining excess damage is dealt to your Hero as piercing damage, unless the last defender is immune to piercing damage.
  9. How do area-of-effect spells interact with invisible Minions?
    • Answer: Invisible Minions can be affected by area-of-effect spells and abilities that do not target specific Minions. If the invisible Minions take damage from these spells, they are no longer invisible.
  10. Can I use the “Dismiss” command on my opponent’s Minions?
    • Answer: No, you can only dismiss Minions that you control.
  11. What happens when I play a new Land card while already having one on the field?
    • Answer: When you play a new Land card, any existing Land card is destroyed and sent to the graveyard. Only one Land card can be in play at a time.
  12. If multiple Minions die simultaneously, how are their “On Death” effects resolved?
    • Answer: Their deaths and effects are resolved one at a time, following the sequence outlined in the Timing of Abilities and Effects section. The active player’s Minions are resolved first, from left to right, updating the game state after each resolution.
  13. Can an “On Death” effect target a Minion that died earlier in the same event?
    • Answer: Yes, if the Minion’s death has already been resolved and it is in the graveyard, it can be targeted by subsequent effects that allow targeting the graveyard.
  14. What happens if a Minion or Artifact’s defense is reduced to zero by a card effect?
    • Answer: If an effect reduces a Minion or Artifact’s defense to zero without causing any damage, it is not destroyed. The defense value remains at zero until another effect changes it, or damage is dealt to it.
  15. Can defense be reduced below zero?
    • Answer: No, defense cannot go below zero. Effects that reduce defense stop at zero.
  16. Does a Minion or Artifact with zero defense get destroyed automatically?
    • Answer: No, having zero defense alone does not destroy a Minion or Artifact. It must still take damage equal to or greater than its defense value to be destroyed.

End of Core Rulebook

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