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As a mage, use your magical essences and items to build artifacts, activate their powers, and command dragons. The mage with the most points wins!

At the start of the game you receive eight artifacts and one of each essence, and then choose a mage and a magic item.

During a round, you’ll collect essences and then do 1 action each turn, until everyone passes. The goal is to have the most points, 10 or more, when victory is checked.

Starting the Game

  • There are five colored resources (Essences): Elan (Red), Life (Green), Calm (Blue), Death (Black), and Gold (Yellow)
  • the grey pentagon means any resource can be used.
  • Each player gets 1 of each type of essence, 2 mages, and a deck of 8 artifacts.
  • Draw 3 artifacts as your starting hand, inspect your overall artifact deck, and select 1 mage for the game.
  • In counter-clockwise order, each player chooses 1 magic item for the first round, starting from the player to the right of the first player.


Each game usually consists of 4-6 rounds. Each round has 3 phases:

Phase 1: Collect

.collect items from your character, magic items, and optionally that you have stored on a card.

Phase 2: Actions

  • Starting with the first player, each player resolves one of 5 possible actions, until everyone has passed:
  • Play an artifact: place an artifact from your hand onto the table, paying its cost.
  • Claim a monument/Place of Power: place the card you claimed in front of you, paying its cost. You may claim the top monument on the deck.
  • Discard an artifact: discard an artifact from your hand into your discard pile, where it will be recycled into your draw pile at the end of the round. Then, gain 1 gold or any other 2 essences.
  • Activate a power: use a power on one of your components, paying the cost to the left of the triangle icon and resolving the effect on the right side.
Each use of a card's power is a separate action. Reactions are used out of turn and are not actions.
If a card is turned, its powers (except some reactions) cannot be used.

You must pay all of the required cost to use a power.
If there is an equal sign on the pentagon, you have to pay identical essences.

If you need to choose any opponent, you can choose an opponent who has passed.
Life loss is only inflicted on opponents that haven't passed. If an opponent cannot pay the loss, lose any other 2 essences instead. If an opponent has no essence, nothing happens.
Reactions are used on another player's turn, when its activating conditions happen. It can be used if the card is turned, unless turning the card is needed to react.

Discarding is from your hand, while destroying is from the playing field. Either way, the card is put into your discard pile. When destroying a card, put any essence on it back to the supply.
If you have no cards in the deck when you need to draw a card, shuffle the discard pile to form a new deck.
  • Pass: if you are the first to pass, take the starting player token. Then, swap your magic item for another in the supply and draw 1 card. You need to wait for the other players to finish before you can continue with the new round.
Once you pass, you cannot do any actions or be affected by life loss, but can still be affected by rivals' other powers (such as destroying cards).

Phase 3: Victory

  • After all players have passed, check if anyone has 10 or more points (in red circles on cards)
  • If nobody has 10 or more points, straighten all components and begin the next round.

  • If at least 1 player has 10 or more points, the game ends and the player with the most points wins.
If several players are tied, count the number of remaining essences, with gold counted as double. The player with the most essences wins.
If any players are still tied, they share the victory.


First Game

  • Use the beginner sides of the places of power.
  • Give each player a pre-set 3-card hand, with 5 random artifacts in the deck and the matching mage.


  • Instead of drawing 8 artifacts, deal 4 artifacts to each player.
  • Each player keeps 1 and passes the rest clockwise. Repeat 4 times.
  • Each player draws 4 artifacts again and repeats the passing process 4 times.
  • These 8 artifacts become your deck. Shuffle and draw 3 for your starting hand.

Lux and Tenebrae Expansion #1

Lux and Tenebrae expands Res Arcana to 5 players, adds a new artifact type -Demons- and introduces Scrolls: Special one use powers that can be gained one round and saved for future rounds. New mages, magic items, monuments, places of power and artifacts further expand the game.


Components are combined with the base game components. Res Arcana now supports 2-5 players, with the number of Places of Power and monuments varying with the number of players. All magic items are always available.

  • 2 players: 7 Monuments, 4 Places of Power
  • 3 players: 10 Monuments, 5 Places of Power
  • 4 players: 12 Monuments, 6 Places of Power
  • 5 players: 14 Monuments, 7 Places of Power


Play proceeds normally except for some added abilities:

  • Scrolls: Scrolls are claimed from the centre using the magic item Inscription's power. Once claimed, a scroll can be saved until its owner decides to use it (via the "use a power" action or as a Shield's reaction power).

After using a scroll's power, it is returned to the center (where it can be claimed again by Inscription).

  • Retrieve: The Revivify scroll and the Demonologist's first power allow a player to retrieve any one card from their discard pile, placing it in their hand. If a player has no discarded cards, these powers produce no effect.


  • Bard: Discarding an artifact with multiple types (Sea Serpant, Hound of Death) produces only 2, not 4 gold (as the types listed are separated by "/", so only one type can be applied).


  • Infernal Engine: It's first power can be used to effectively "hide" some essences from life loss (by removing them from your essence pool). Its second power can be used to shift all essences from one of your components (e.g. itself or the Windup Man or Vault) to your essence pool during the action step of a round.
  • Possessed Demon Slayer: When using its first power, it does not matter if the rival's Demons are turned or straightened; they all count.
  • Shadowy Figure: Before using its first power, if your deck and discard pile together consist of a single card, then draw 1 and discard 0 cards.
  • Vial of Light: It's React power applies whether or not the Vial is turned.

Magic Items

  • Illusion: Both of this item's powers are React powers, allowing it to be used with one of your powers. This item acts for that round as though it was a Creature, Demon or Dragon. However it is not considered a Creature, Demon or Dragon itself. Therefor it cannot be straightened using the Druid's or Temple of the Abyss's powers.


  • Projection: A player may spend any number of one essence at a rate of 3:1 (round down) for Gold (e.g. spend 15 Calm to gain 5 gold).

Places of Power

The last powers of the Dragon Aerie and the Temple of the Abyss do not involve turning those Places of Power, allowing them to potentially be used several times during a round.

  • Temple of the Abyss: the first power straightens all turned demons in play (yours and other players' demons).