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Setup
- The supply has 8 magic items and 5 essences (calm, elan, life, death, gold).
- Place 5 places of power.
- Shuffle the monuments and put 2 of them face up.
- Each player gets 1 of each essence, 2 mages and 8 artifacts. Examine the artifacts and select 1 mage.
- In counter-clockwise order, each play chooses 1 magic item, starting from the player to the right of the first player.
Gameplay
Each game usually consists of 4-6 rounds. In each round, do the following:
Phase 1: Collect
- Each player activates their collect abilities.
- If there is a number on the essence, take that number of essences; otherwise take 1.
- If there is a +, take all of them.
- If there is a /, choose 1 to take.
- If a pentagon is shown, choose any type of essence, subject to the restrictions.
- You may also take essences off some components (including places of power), but if you take any essence off a component, you must take all of them.
- After collecting, pay the collect costs (if any) and resolve any effects caused.
Phase 2: Actions
- Starting with the first player, each player resolves an action until anyone has passed:
- Play an artifact: place an artifact from your hand, paying its cost.
- Claim a monument/place of power: place the card your claim 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. Then, gain 1 gold or any other 2 essences.
- Activate a power: use a power on one of your straightened components or use a reaction.
- 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 must pay all of the required cost to use a power.
- If a card is turned, its powers (except reactions) cannot be used.
- Each use of a card's power is a seperated action.
- If you have to place essences on a component, take them from the supply.
- Reactions are used out of turn, when its activating condition happen. It can be used if the card is turned, unless turning the card is needed.
- Life loss is only inflicted on opponents that haven't passed. If an opponent cannot pay the loss, loss any other 2 essences instead.
- Discarding is from hand, while destroying is to discard from play. 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.
- 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.
- If the effect produces a mix of essences, total the cost, modify by any modifiers, and take any mix of essences from the supply.
- Once a player passes, he cannot do any actions or be affacted by life loss, but can still be affacted by other rivals' powers.
Phase 3: Victory
- After all players have passed, check if anyone has 10 or more points.
- 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.
- If nobody has 10 or more points, straighten all components and begin the next round.
Variants
Draft
- Instead of drawing 8 artifacts, deal 4 artifacts to each player.
- Each player keeps 1 and pass the rest clockwise. Repeat 4 times.
- Each player draw 4 artifacts again and repeat the passing process 4 times.
- Choose 3 artifacts to be your starting hand and put the rest in a deck.