Setting up the Game
Refer to your cheat sheet for general rules about features of the game.
1. Select your color
Select your color deck. This color corresponds to your mage. Green is Necromancer, Blue is the blue wizard, red is the the fire warlock, and purple is the Elf. Place your mage pawn on the board on the gem at the bottom of the board.
2. Determine the player order
Look at the last card in the deck. Whoever has the largest number goes first. Go by descending order. Look at the next card if there is a tie to determine the winner.
3. Setting up the deck
Look through your deck for the purple recharge card. Shuffle your deck and place the recharge at the bottom. When you pick the recharge card you must reshuffle the deck and place the recharge at the bottom again.
4. Setting up the store
Pick the top five cards off your shuffled deck and place the cards into an area designated “Store”.
5. The cards in your hand
Next, pick five more cards of the deck and place them in your hand.
6. Begin playing
The first player chooses a card to play. A player may choose 1 to 3 cards to play for their first move. Consider however that each card you play may be countered by a player. Whomever successfully plays a card may move that many spaces that is indicated on the card/s being played.
7. Countering
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The next person in the player order may choose to counter the card/s that have been played or choose to pass. If a player passes, the next player may choose to counter a card or pass. There can be multiple players countering specific cards per round. Each card being countered is considered to be in a “duel”. To counter or block a card, a player must play a card that matches the card number that was played, play a card with special abilities, or add or subtract 2 or more card numbers that equal the number being initially played. (Cards must be either added or subtracted to qualify as a “combo”. You cannot use both arithmetic operations in the same “combo”.)
8. Dueling
Once a card has been countered, each player is in a duel with the specific player and card they are battling for control of the move. Each player may “rebuttal” the last card/s that have been played as long as they have cards in their hand. Whomever has the last successful “counter”, wins the round. There may be many back and forth card rebuttals that will create a chain of events. Keep the cards organized so you can keep track of the sequence. Each duel must be played in the order that the player is in the game order.
Combos
a combo is two or more cards that are combined to either add up to or subtract down to the desired number.
Breaking a combo
to break a combo, you only have to counter 1 of the cards, thereby nullifying that counter and reinstating the card that was played before the combo. Once you have made a decision to make a combo, it cannot be changed (unless directly instructed by the rules of a card) and you must only counter cards involved in the chain. If the combo is broken and not reinstated, the player who countered the combo wins the round. You can reinstate a combo by countering the card or cards that were used to counter the combo. In a combo chain, you are countering specific cards in the combo, not the initial number that was played. You have the option to counter both cards of a combo if you so choose (to make it harder for your opponent to rebuttal.)
9. uccessfully playing a card
if all players pass without a counter, you may move your piece however many spaces it is displayed on your card/s. Whomever wins the duel is the player/s that moves their pawn to a new space. The winner of the round moves the amount of spaces on the initial card in the duel.
10. After the round
once you have established who gets to move for the round, move your pieces to their new spaces. Each space has a color and/ or an affect. The effects are located on the cheat sheet, which will tell you what to do. After you have moved, pick from the deck the amount of cards based on the color you landed on and place the cards in your store. Next, pick new cards from your store. You must always have a minimum of 5 cards at the beginning of each round. Don’t forget to pick cards.
11.Winning
The first player to reach the “Aether” or space number 65 is the winner. You can choose to play first to 65 or play a version where the remainder moves cause you to move backwards. In this version you must land on the space exactly. (I personally prefer to play this way).
Other helpful rules -
Always hold 5 - you must hold 5 cards in your hand at the beginning of the round.
You always get a card rule - even if you didn’t win the round you may collect 1 card from the deck to place in your store after the round.
The I’m stuck on the start rule - Players who are on the start receive two cards at the end of every turn instead of 1.
Im out of cards rules - refer to the cheat sheet for what to do if you are out of cards in the store and you have fewer than 5 cards in the store.
Special cards - adhere to the rule description on the card
Ways to Play
One v one - first player to reach the aether wins. Same rules as above.
Battle Royale - Each player for themselves. Same rules as above.
Teams - The first pawn on a team to reach the aether wins for the team. Countering and rebuttals can be done by both players on a team for either opponent.
No holds barred- A duel consists of all players. Each player gets one move when the sequence gets to them. The sequence goes around in player order. A player must counter the last card or combos that were played. If a player cannot counter, they must pass. If they pass, they are out of the duel and ineligible to move next turn. The last person to successfully counter a card wins the round. Same rules as above.
Unlimited power - There is no store. Hold 10 cards in hand and any other cards that you collect. The extra card affect and peaking affects become destroy a card affect.
Deep Dive in the Rules
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