Seasons
RULES
The greatest sorcerers of the kingdom have gathered at the heart of the Argos forest,
where the legendary tournament of the 12 seasons is taking place. At the end of the three
year competition, the new Archmage of the kingdom of Xidit will be chosen from among
the competitors.
Take your place, wizard! Equip your ancestral magical items, summon your most
faithful familiars to your side and be ready to face the challenge!
1
THE SEASON DICE
THE CRYSTAL TRACK
Shows the number of crystals possessed by each player.
The crystals allow the players to:
Summon and activate some power cards.
win as many prestige points (victory points) as
crystals owned at the end of the game.
There are a total of 20 season dice, divided among four colors. The blue dice are
for winter, the green for spring, the yellow for summer and the red for fall. At the
beginning of each round, the dice corresponding to the current season are rolled.
Each face of a die offers players one or more actions to perform. They also
allow players to determine how many spaces the season marker moves on the
season wheel at the end of the round.
THE GAME BOARD AND ITS TOKENS
The game board is divided into three zones:
The year track, with a token that indicates which year
is currently being played (1st, 2nd, or 3rd year). The
game ends at the end of the 3rd game year.
The season wheel, with a season token that
indicates what the season of the current round is
(three blue spaces for winter, three green spaces
for spring, three yellow spaces for summer, and
finally three red spaces for fall).
The energy transmutation chart shows
how many crystals each energy type can
be transmuted into with the appropriate
action, depending on the season.
THE SORCERER TOKENS
Each player has the four sorcerer tokens of their color. They
are used to show:
the number of crystals each player owns, on the
crystal track.
the level of the summoning gauge of each player on their
individual board.
the number of bonuses used by each player on their
individual board.
THE INDIVIDUAL BOARDS
Each player has an individual board, which is divided into three distinct zones:
2
1
The energy reserves allow the players to keep the energy tokens they’ve
acquired during the game, to a maximum of seven.
2
The summoning gauge indicates the maximum number of power cards a
player can have in play.
3
The bonus track allows a player to gain advantages during the game.
However, that player will lose prestige points at the end of the game.
1
2
3
THE POWER CARDS
There are 50 different power cards, with two
copies of each. They allow players to:
5
The game symbol and the card number. The
cards numbered 1 through 30 are basic
cards, which are ideal for playing games
with beginners; the cards numbered 31
through 50 are more complex cards, and
are ideal to refresh your games.
6
The type of effect(s) of the card, indicating
when its effect is applied.
win prestige points at the end of the game.
change the course of the game with their
effects.
They are divided into two categories:
- magical items, which have purple top and
bottom borders, whose effects only benefit
their owners
- familiars, which have orange top and
bottom border, whose effects apply to
multiple players.
A power card is divided into a number of zones:
1
2
3
4
4
9
1 Hand of Fortune
The name of the card.
The summoning cost in energy and/
or crystals. When the symbols
appear, they indicate the cost of the card
depending on the number of players
(two, three, or four).
The effect(s) of the card, once it enters
play.
The prestige points the card is worth at
the end of the game.
2
The summoning cost of your power cards is
reduced by 1 energy from now on (not to be
reduced below 1 energy).
6
3
20/50
5
ENERGY TOKENS
There are four types of energy tokens: air, water, fire, and
earth. They are more or less rare depending on the season.
Energy tokens allow players to:
summon and activate some power cards.
THE LIBRARY TOKENS
earn crystals through transmutation.
The library tokens indicate the power cards that refill a
player’s hand during the second and third game year.
AIR
WATER
FIRE
EARTH
3
First, select nine power cards at the same time
as your opponents. Choose them carefully, as they
will heavily impact the rest of the game.
Then get used to the passing seasons in order to make the most of
the actions offered by the dice during each round! Gather energy,
summon familiars and magic items, amass enough crystals, symbols
of prestige, and become the kingdom’s most illustrious mage.
X9
6
SETUP
Discard
Neutral elements
Place the board in the middle of the table.
Place the year token on the space numbered “1” of the year track
and the season token on the space numbered “1” of the season
wheel, as shown.
With two players: place three dice of each color (chosen randomly) in
the corresponding spaces.
3
Draw
With three players: place four dice of each color (chosen randomly) in the corresponding spaces.
With four players: place all five dice of each color in the corresponding spaces.
Place the crystal track next to the game board.
Place the energy tokens next to the crystal track, this is the energy
stockpile.
CHOOSE
THE GAME’S DIFFICULTY LEVEL
Once you know the rules for Seasons, use this section in order to customize
the difficulty level of your games, depending on whether you’re a beginner
or a veteran.
1 Apprentice Wizard level (beginner level)
The step in which players choose their nine cards during the first phase of
the game (the prelude) can be difficult during a first game.
In order to make the game easier to learn, we’ve set up “pre-constructed” sets
of nine power cards. Instead of taking step 1 of the first game phase, each player
gets a set of nine predefined cards from those presented below.
Set number one: take the cards numbered 1,2,7,17,18,20,26,29,30.
Set number two: take the cards numbered 3,5,9,14,15,21,23,25,28.
Set number three: take the cards numbered 4,6,7,9,12,16,22,24,30.
Set number four: take the cards numbered 1,2,3,11,13,15,18,25,27.
Return to the box the cards numbered 31 through 50. The remaining cards
form the draw pile.
4
X9
Each player then begins the game directly at the “Constructing your deck”
step of the prelude. The rest of the rules remain unchanged.
2 Magician level (intermediate level)
During subsequent games, we suggest you only play with the power cards
numbered 1 to 30 and leave those numbered 31 to 50 in the box. These
cards have easy to grasp effects and will allow you to slowly discover the
world of Seasons.
3 Archmage level (advanced level)
Once you are seasoned mages, you will be able to include,
in addition to the cards numbered 1 through 30, the power
cards numbered 31 through 50. These cards have more
complex effects than the basic cards, but will allow you to
extend the fun of playing by discovering new effects and
card combinations.
Player Material
Each player then chooses an individual board. They place that board in front
of them and take the four sorcerer tokens of the same color as their individual boards.
They place:
one token on the zero space at the bottom of the crystal track.
one token on the second zero space at the top of the crystal track. This
token is to indicate hundreds when a player goes over 100 crystals.
one token on the zero space of the bonus track of their individual board.
one token on the zero space of the summoning gauge of their individual board.
Each player takes a Library II and Library III Token. Take all of the power
cards, shuffle them and deal nine face-down to each player. Place the remaining cards next to the game board. These form the draw pile. Keep a space
next to them for discarded cards. The cards which are discarded or sacrificed
during the game will be placed there face down.
If at any point the draw pile is empty, reshuffle all the cards in the discard
pile. These cards will form the new draw pile.
The youngest player goes first.
GAME
OVERVIEW
Once all players have done this, each player picks up the eight cards given
to them by the player to their right. Once again, they choose one, which is
placed face-down with the first card selected. Players repeat this until no
more cards are left to be chosen. At the end of this phase, each player will
have nine face-down power cards in front of them.
II - Constructing your deck
From the nine power cards chosen, each player should assemble three sets
of three cards each. The first set immediately forms the player’s hand, as it
corresponds to the cards with which the players will begin their tournament.
The second set is placed under the Library II token and will be added to
the player’s hand during the second year of
the tournament. As for the third set of power
cards, it is placed under the Library III token
and will be added to the player’s hand during
the third and final year of the tournament. At
any point during the game, players can look
at the power cards they’ve selected.
Important note: some power cards have effects that are more important
towards the end of the game. It’s therefore better to place them under the
Library III token and not clutter your starting hand with them. Other cards
have interesting combination effects. It would thus be better to play them all
in the same year in order to take advantage of that fact.
Second game phase – The Tournament
Seasons takes place over two distinct game phases.
In the first phase, called the prelude, the players choose nine power
cards. These will determine their strategy for the second game phase.
In the second phase, called the tournament, the players have three
years to acquire as many prestige points as they can and thus claim the
title of Archmage of the kingdom of Xidit.
First game phase – The Prelude
The tournament takes place over multiple successive rounds, at the end of
which the winner of the game is chosen.
I - Beginning of the round
Roll the season dice
The first player of the round takes the season dice corresponding to the current
round’s season, as indicated by the season token, and rolls them.
I - Choose your nine power cards
Each player looks at the nine power cards which were handed to them.
From those cards, they choose one and place it face-down in front of them.
The remaining cards are placed between them and the player to their left, as
shown in the illustration below.
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1
Example: a two-player game begins between Paul and Lea. During the first
round, the season token is placed on space “1” of the season wheel, which
indicates that the round takes place in winter. The first player, Paul, then takes
the blue dice and rolls them.
5
The actions linked to the season dice
On their turn, a player must take the action(s) offered by the season die
they’ve previously chosen:
Gain energy tokens: when one of these symbols is present on a die
chosen by a player, that player gains the type of energy shown. The
player takes from the stockpile the number and type of energy shown
on the die and places it (them) in their reserve. Depending on the season
of the current round, some energy types will be more or less abundant.
Choosing your season die
Important note: at no point can a player have more than seven energy
tokens in their reserve. If a player already has seven energy tokens and a new
action would grant them new ones, they may keep only seven from among
their tokens, and that decision must be made before taking any new actions.
Each face of the dice is made up of one or more symbols. Each symbol
corresponds to an action that a player will be able to take during their turn.
From among the dice rolled, the first player chooses one and places it in
front of them.
Then, the player to their left does the same while taking one of the remaining dice. This is repeated until each player has chosen a die. There will be
one die remaining on the table, which has not been selected by any player.
The players’ turns may now begin.
Example: Paul has chosen this die. He thus places in his reserve two earth
energy tokens from the stockpile .
Example: Paul has just rolled the 3 blue dice corresponding to winter. He
takes one and places it in front of him. Lea, his opponent, chooses hers from
among the two remaining. There’s then one die left, which neither of the
players has chosen.
Important note: since there’s always a number of dice present equal to the
number of players plus one, the last player of the round always has a choice
between two season dice.
Gain crystals: when a number is present on a die chosen by a player,
that player gets as many crystals as the number on the die. That player
moves their sorcerer token along the crystal track a number of spaces equal
to the number of crystals earned.
2
Example: Paul has chosen this die.
He thus places in his reserve two earth
energy tokens from the stockpile and
moves his sorcerer token one space on the
crystal track of his individual board.
II - Players’ turns
Once each player has chosen their season die, each player takes their turn in
order, starting with the first player and proceeding clockwise.
A player can take as many actions as desired during his or her turn:
perform the action(s) of their season die.
summon/activate one or more of their power cards.
use one or more bonuses from their individual board.
6
Increase their summoning gauge: when this symbol is present on the
die chosen by a player, that player increases their summoning gauge by one.
This gauge indicates the maximum number of power cards a player may
have in play. The summoning gauge of each players is limited to 15.
Example: Paul has chosen this die. He thus
places in his reserve two earth energy tokens
from the stockpile and moves his sorcerer
token one space on the summoning gauge of his
individual board.
Draw a card: when this symbol is present on the die chosen by a player,
that player draws a power card. The player can then keep it in their hand or discard it. There is no limit to the number of cards a player can have in their hand.
Important note: the “transmutation” action is valid until the end of your
turn. You may therefore transmute energy tokens from your reserve, take
another action, and then perform another transmutation.
Transmute energy tokens: when this symbol is present on a die chosen
by a player, that player can transform one or more of their energy tokens (of
one or more types) present in their reserve into crystals, and they have until
the end of their turn in which to do so.
In order to determine how many crystals each energy type can be transmuted into, the player checks the transmutation chart present on the game
board. This shows, depending on the season, how many crystals each energy
type can be transmuted into.
The actions linked to power cards: summoning and effects
The transmutation rate for energy tokens depends on the season and is
thus separated into four zones. One corresponds to the rate of energy tokens
during winter, one to the rate of energy tokens during spring, another to the
rate of energy tokens during summer, and, finally the last one corresponds to
the rate of energy tokens during fall.
Winter
Fall
1- SUMMONNING
A POWER CARD
The power cards have many effects on the proceeding of the game.
In order to use their powers, they must be summoned, meaning be brought
into play. To do this, a number of criteria must be fulfilled:
their summoning costs must be paid, meaning a player must discard the
type and amount of energy and/or crystals required by the power card’s
summoning cost.
have an summoning gauge full enough to summon them. Thus, to summon a second power card, a player’s summoning gauge must be set to
at least two.
Spring
The energy symbols present on the outer circle always transmute into
a single crystal, the energy symbols present on the central circle into two
crystals and those present on the inner circle into three crystals.
A player who is using transmutation chooses the energy tokens they wish to
transmute from their reserve. They then refer to the transmutation chart of
the turn’s season, in order to decide how many crystals of each energy token is
transmuted. The player then moves their sorcerer token on the crystal track as
many spaces as crystal earned. The transmuted energy tokens are discarded.
Winter
x8
Example: during a winter round, Paul decides to transmute one fire energy token
and two earth energy tokens. During this season, fire energy token transmutes
into two crystals each, while earth energy tokens transmutes into three crystals
each. Paul discards his three energy tokens, gets eight crystals and moves his
sorcerer token as many spaces on the crystal track as crystals earned.
Once all these criteria have been met, the power card is summoned and is
considered to be in play. This card is placed face-up in front of the player’s
individual board. The player who has just summoned it then reads its effects
to his or her opponents, so that all players are aware of its effects.
Important note:
multiple cards can be summoned during a turn, as long as the prerequisites presented above are respected.
a player can have the same power card in play twice: the card’s effect is
cumulative.
there is no limit to the number of power cards a player can have in hand.
if the effect of a power card breaks one of the game’s rules, the card’s
effect takes precedence.
an appendix detailing the effects of the power cards is at the end of this
booklet.
A card put into play for free is not considered to have been summoned.
7
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contains 7 energy tokens:and
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tokens into your reserve
Gain 3 crystals whenever
summon a power card.you
35/50
20/50
6/50
Sid Nightshade
There are four types of bonuses:
By using this bonus, you can trade two energy tokens of your choice
from your reserve for two energy tokens of your choice from the
stockpile.
most crystals, each
If you are the player with the
crystals.
opponent must give you 5 additional
49/50
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20/50
Example: Paul wants to summon his Hand of Fortune power card. First, he
makes sure that he has a summoning gauge high enough to summon a new
card. He currently has three cards in play, his summoning gauge is at four, and
he can thus summon a card. He then pays its summoning cost by discarding
one energy token of earth, one of fire, one of air, and 3 crystals. His Hand of
Fortune is now summoned, placed face up above his individual board.
2 - THE
TYPES OF EFFECTS OF POWER CARDS
The type of effect of the power cards determine at what time the effect of
the card which has just been put into play must be resolved. There are three
different options:
The “when entering play” effects: the card’s effect trigger only when
the card has just been put into play.
Permanent effects: the effects of this card last for the remainder of
the game, unless it is removed from play.
Activation effects: the effects of the power card only trigger when the
card is activated by the player who owns it. To use the activation effect
of one of their cards, a player must:
turn the power card 90°. The card so turned is straightened only at the
beginning of the next round. A card already turned cannot be turned a
second time in a given turn.
pay the activation cost of the card. In order to be activated, some power
cards require a prerequisite, such as the sacrifice of a card. If you cannot
pay that activation cost, you cannot use the effect, either.
By using this bonus, you can transmute energy tokens from your
reserve. Refer to the season’s transmutation rate and add an
additional crystal for each energy token transmuted. Thus, an earth
energy token which would normally turn into three crystals in
winter would transmute into four crystals with this bonus.
By using this bonus, you can increase your summoning gauge by one.
By using this bonus, instead of using the “draw a card” action from
your season die
, draw two power cards. Put one in your hand
and discard the remaining card.
Each time a player uses a bonus, they must move the sorcerer token on
their bonus track one space. This earns them a penalty on prestige points,
which is factored at the end of the game. Thus, if a player only uses one of
their bonuses during the Tournament, they earn a five prestige point penalty to their total prestige at the end of the game. If they use two of their
bonuses, the penalty is 12 prestige points, and finally, if they use all three
bonuses, the penalty is 20 prestige points.
Important note: A player can only use a maximum of three bonuses during a game. They can use the same bonus three times or use different
bonuses each time. They can use all three during the same round or during different rounds.
Resolution order of the actions of the player’s rounds
The following actions on the Seasons dice must always be resolved before
performing any other action: drawing a card, receiving energy tokens or crystals, increasing your Summoning Gauge. Once these actions are resolved, the
players can perform their other actions, in the order of their choice.
III - End of the round
Once these two prerequisites are met, the player can apply the card’s effects.
The actions linked to the use of bonuses
During the game, a player can use up to three bonuses. These actions offer
extra advantages to the player who, on the other hand, loses prestige points
at the end of the game.
8
When all of the players have finished their turns, it’s the end of the round.
Moving forward on the season wheel and changing seasons
At the end of the round, the number of pips shown by the die that wasn’t
selected by any of the players should be noted. The season token will move
that many spaces forward. The distribution of all of the game’s dice is identical: two faces with a one, two faces with a two, and finally two faces with a
three. Thus, the speed of the game varies depending on the die that hasn’t
been picked by the players.
Example: Paul has 72 crystals on the crystal track at the end of the game,
which equals 72 prestige points. By totaling the prestige points on his cards,
he adds another 68, for a total of 140 prestige points. However, Paul has used
two bonuses during the game (-12) and still has one power card in his hand
(-5). His final score is 123 prestige points.
At the end of a round, when the season token crosses the 3, 6, 9, and 12
spaces, a change of season occurs. The change of season may trigger the
effects of some power cards.
3
Example: this die wasn’t chosen by any player. At the end of the
round, the season token will move three spaces, since three points
are on the die.
List of cards and clarifications
Change of year
When the season token moves from space 12 to space 1 on the season
wheel, a change of year occurs. The year token in the middle of the board
is moved forward one space. As the players enter the second or third game
year, they add to their hand the power cards stored under their corresponding library token. If a player still has power cards in their hand from the
previous year, they keep those cards in hand and add the new cards that they
have just gained.
6
Amulet of Air
Increase your summoning gauge by 2.
1/50
6
Amulet of Fire
Choosing a new first player
The player to the left of the first player becomes the new first player.
That player rolls the dice corresponding to the season indicated by the season token on the season wheel. A new round begins.
Amulet of Air
1/ 50
Draw 4 power cards:
add one to your hand and discard the rest.
2/50
6
When you put the Amulet of Air into play, move your sorcerer token on your summoning gauge forward two spaces.
2/ 50
Amulet of Earth
3/ 50
IV - End of the game
During the 3rd year of the game, if, at the end of a round, the season token
is beyond the 12th space of the season wheel, the game ends
Gain 9 crystals.
Amulet of Earth
When you put the Amulet of Earth into play, move your sorcerer
token on the crystal track forward nine spaces.
3/50
6
the total of their crystals. Each crystal is worth a prestige point.
the prestige points present on their power cards in play.
From this point total, the players subtract:
five prestige points for each power card remaining in their hand.
any penalties present on their bonus track.
Amulet of Water
Gain 4 energy tokens and place them on the
amulet of water. You can use these tokens
during the game.
4/50
Important note: unused energy tokens at the end of the game are worth
no prestige points.
The player with the most prestige points is named new Archmage of the
kingdom of Xidit. In case of a tie, the player who has the most power cards
in play.
Amulet of Fire
When you put the Amulet of Fire into play, draw four power cards.
Look at them and put one in your hand, and the other three in the
discard pile.
4
Balance of Ishtar
4/ 50
Amulet of Water
When you put the Amulet of Water into play, get four energy
tokens of your choice from the stockpile and place them on the
Amulet of Water.
The energy tokens placed on the Amulet of Water are not
considered part of your reserve. They are thus not affected by
the effects of the Wondrous Chest, the Beggar’s Horn, the Air
Elemental, the Lantern of Xidit, Lewis Greyface, the Potion of
Dreams, the Potion of Life, and the Cursed Treatise of Arus.
5/ 50
Balance of Ishtar
To activate the Balance of Ishtar, discard three identical energy
tokens, and transmute them into 9 crystals. This, of course,
moves your sorcerer token 9 spaces on the crystal track.
The Balance of Ishtar can be activated even if you don’t have access to
the gain crystals action.
If you own a Purse of Io, gain 12 crystals instead of 9 each time you activate the Balance of Ishtar.
, Discard 4 identical energy tokens.
Gain 12 crystals.
5/50
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40/50
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9
Staff of Spring
6/ 50
Staff of Spring
Each time you summon a power card, move your sorcerer token forward three spaces on the crystal track.
Gain 3 crystals whenever you
summon a power card.
6/50
9
he effects of the Staff of Spring only affect the power cards summoned
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from the player’s hand. Power cards put into play through the use of other
cards such as the Divine Chalice, the Crystal Orb, or the Potion of Dreams
thus earn no crystals for the owner of the Staff of Spring.
14
Temporal Boots
7 / 50
10/50
Figrim the Avaricious
11/50
8
Naria the Prophetess
Draw as many power cards as there are players.
Put one of them in your hand and give
the rest out to every other player.
12/50
Wondrous Chest
If you have 4 or more energy tokens in your
reserve at the end of a round, gain 3 crystals.
13/50
8
8 / 50
Purse of Io
Beggar's Horn
Purse of Io
ach time you transmute an energy token, move your sorcerer
E
token one space forward on the crystal track in addition to the
crystals gained through transmutation.
The power of the Purse of Io affects the Balance of Ishtar and
the Potion of Life.
The effects of the Purse of Io have no impact on the Glutton Cauldron
and the Dragon Skull.
If you have 1 energy token or less in your
reserve at the end of a round,
gain 1 energy token.
14/50
Gain 1 extra crystal for each energy
you transmute.
8/50
10
Divine Chalice
9 / 50
Divine Chalice
When you summon the Divine chalice, draw four power cards
choose one and put it into play for free, without paying its activation cost. This summoned power card doesn’t trigger the effect of
the Arcano Leech, the Staff of Spring, or of Yjang’s Forgotten Vase.
Place the three remaining cards in the discard.
You must have a summoning gauge high enough to be able to put into
play the card drawn. Otherwise, discard it.
Draw 4 power cards;
summon one for free.
Discard the other cards.
9/50
10
Figrim the Avaricious
Each change of season, each of your
opponents must give you 1 crystal.
4
6
11 / 50
he summoning cost of Figrim the Avaricious varies, depenT
ding on the number of players.
Each time the season changes, each of your opponents must
give you one crystal. They move their sorcerer tokens back one
space on the crystal track. Move your sorcerer token on that
track forward the number of crystals thus gained.
n opponent with no crystals is not affected by Figrim the Avaricious’ effect.
A
Move the season token forward or
back 1 to 3 spaces.
7/50
Syllas the Faithful
Each of your opponents sacrifices
a power card.
Temporal Boots
he Temporal Boots do not require any crystals or energy toT
kens to be put into play.
When you put the Temporal Boots into play, move the season
token forward or back one to three spaces on the season wheel.
If the Temporal Boots make the season token move back from winter
to fall:
- move back the year counter one year.
- keep all the power cards you have in your hand.
If the Temporal Boots cause a change of season (by moving the season
token forward or back), cards affected by the change of season such as
Figrim the Avaricious or the Hourglass of Time take effect immediately.
10 / 50
hen you put Syllas the Faithfull into play, each opponent
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must sacrifice a power card they own which is currently in play.
7
8
Syllas the Faithful
8
Die of Malice
12 / 50
Naria the Prophetess
When you put Naria the Prophetess into play, draw as many cards as
there are players (including yourself). Choose one and add it to your
hand. Then, from the remaining cards, deal one of your choice to each
of your opponents.
13 / 50
Wondrous Chest
ach time you have four or more energy tokens in your reserve
E
at the end of a round, gain three crystals.
The effect of the Wondrous Chest is triggered by the energy
tokens placed on the Bespelled Grimoire which is considered
part of your reserve. By contrast, the energy tokens present
on the Amulet of Water, or the Glutton Cauldron aren’t part of
your reserve and thus don’t affect the Wondrous Chest.
14 / 50
Beggar’s Horn
ach time you have one or less energy token in your reserve at
E
the end of a round, gain one energy token of your choice from
the stockpile and place it in your reserve.
he effect of the Beggar’s Horn is affected by the energy tokens
placed on the Bespelled Grimoire, which is part of your reserve.
Inversely, the energy tokens present on the Amulet of Water or
the Glutton Cauldron aren’t part of your reserve and thus don’t
affect the Beggar’s horn.
15 / 50
Die of Malice
he Die of Malice do not require any crystals or energy to be
T
put into play
Each time you activate the Die of Malice, reroll the season die
you’ve chosen, before you can use any of its actions. Only take
into account the new result to perform your actions for this turn.
You gain two crystals each time you activate the effect of your Die of Malice.
If you own two Dice of Malice, you can use both one after another if the
results of your first two dice don’t satisfy you.
In this case, you gain four crystals.
, instead of performing the action(s) of
your season die, reroll it; perform the new
action(s) of the die roll and gain 2 crystals.
15/50
Kairn the Destroyer
9
, Discard 1 energy:
each of your opponents loses 4 crystals.
16/50
16 / 50
Kairn the Destroyer
Hand of Fortune
9
o activate Kairn the Destroyer, discard an energy token of
T
your choice from your reserve. Each opponent moves their sorcerer token on the crystal track back four spaces.
20 / 50
Hand of Fortune
ach time you summon a power card, the cost of that
E
card is reduced by one energy of your choice. The cost of
the summoned cards cannot be reduced to less than one
energy, however.
Under no circumstances does Hand of Fortune reduce the activation costs
of your power cards (such as the one for the Crystal Orb, for example).
The Hand of Fortune affects the summoning cost of the Elemental Amulet.
The summoning cost of your power cards is
reduced by 1 energy from now on (not to be
reduced below 1 energy).
20/50
Lewis Greyface
6
21 / 50
Lewis Greyface
hen you put Lewis Greyface into play, receive from the
W
stockpile exactly the same number and type of energy tokens
as owned by the opponent of your choice in their reserve. Place
the energy tokens thus received in your reserve.
The energy tokens copied from an opponent aren’t stolen; they get to
keep theirs.
Lewis Greyface doesn’t copy the energy tokens on the Amulet of Water
or the Glutton Cauldron. However, he can copy the energy tokens placed
on the Bespelled Grimoire.
Choose 1 of your opponents: gain exactly the
same amount and type of energy tokens as that
opponent has in their reserve.
21/50
Amsug Longneck
8
Each player (you included) takes 1 of their
magic items in play back into their hand.
17/50
17 / 50
Amsug Longneck
hen you put Amsug Longneck into play, each player (yourself
W
included) takes back into their hand one of their magic item
cards already in play.
A player without a summoned magic item isn’t affected the
Amsug Longneck’s effect.
30
Runic Cube of Eolis
22 / 50
Runic Cube of Eolis
The Runic Cube of Eolis has no effect but is worth 30 prestige
points at the end of the game.
22/50
Bespelled Grimoire
8
18 / 50
Bespelled Grimoire
hen you put the Bespelled Grimoire into play, gain two energy
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tokens of your choice from the stockpile, which will be placed in
your Bespelled Grimoire.
As long as the Bespelled Grimoire is in play, it increases the
limit of your reserve, allowing it to store up to ten energy
tokens instead of seven.
The energy tokens placed on the Bespelled Grimoire is considered to
be part of your reserve. They are thus affected by the effect of the
Wondrous Chest, the Beggar’s Horn, the Air Elemental, the Lantern of
Xidit, Lewis Greyface, the Potion of Dreams, the Potion of Life, and the
Cursed Treatise of Arus.
It is possible to move the energy tokens present on your Bespelled
Grimoire to your reserve and vice-versa at any time.
Owning two Bespelled Grimoires doesn’t allow you to have up to 13 energy
tokens in your reserve. The limit is of 10 energy tokens maximum. A
player can therefore not store more energy tokens on a second Bespelled
Grimoire.
0
Potion of Power
Gain 2 energy tokens.
You can now store up to 10 energy
tokens. The extra energy is stored on
the Bespelled Grimoire and are considered
to be part of your reserve.
18/50
10
Ragfield's Helm
At the end of the game, if you have more power
cards in play than each of your opponents,
gain 20 additional crystals.
19/50
19 / 50
, Sacrifice the Potion of Power to draw
1 power card and increase your
summoning gauge by 2.
23/50
0
Potion of Dreams
23 / 50
24 / 50
Potion of Dreams
o activate the Potion of Dreams, sacrifice it and discard all
T
the energy tokens in your reserve in order to summon a power
card from your hand for free.
If a player has no energy token, that player can use the Potion
of Dreams.
If a player activates the Potion of Dreams, the energy tokens placed on
the Amulet of Water or on the Glutton Cauldron aren’t discarded. Energy
placed on the Bespelled Grimoire, however, is discarded.
The card summoned by the Potion of Dreams isn’t affected by the effects
of the Arcano Leech, the Staff of Spring and of Yjang’s Forgotten Vase.
, Sacrifice the Potion of Dreams and
discard all of your energy to summon a
power card for free.
24/50
Ragfield’s Helm
At the end of the game, if you have more power cards in play
than each of your opponents, receive 20 additional crystals. If you
are tied with one or more players for most, you do not gain the
additional crystals.
Potion of Power
o activate the Potion of Power, sacrifice it in order to draw a
T
power card and move your sorcerer token on your summoning
gauge two spaces forward.
You are forced to place the drawn power card in your hand. It
cannot be discarded.
0
Potion of Knowledge
, Sacrifice the Potion of Knowledge
to gain 5 energy.
25/50
25 / 50
Potion of Knowledge
To activate the Potion of Knowledge, sacrifice it in order to gain
five energy of your choice from the stockpile. Place these energy
tokens in your reserve.
11
0
26 / 50
Potion of Life
Potion of Life
ll four types of energy can be included in the Elemental Amulet’s cost
A
if a player wants to have access to all four effects. However, you cannot
pay multiple times for a given type of energy to benefit multiple times
from a given effect.
The Elemental Amulet benefits from the energy reduction offered by
the Hand of Fortune. It is thus possible to obtain two different effects by
paying only one energy token.
If the Elemental amulet is summoned through the use of a Diving Chalice, the Potion of Dreams or the Crystal Orb, consider the price to have
included all four types of energy in its summoning cost and trigger the
4 corresponding effects.
o activate the Potion of Life, sacrifice it in order to transmute
T
each energy tokens in your reserve into 4 crystals. Move your sorcerer token as many spaces as necessary on the crystal track.
The Potion of Life can be activated without a player having
access to the transmutation action.
The energy tokens placed on the Amulet of Water or the Glutton Cauldron
aren’t affected by the effect of the Potion of Life, unlike the energy tokens placed on the Bespelled Grimoire.
No player can continue to transmute after having activated the Potion of Life.
The Potion of Life is affected by the effect of the Purse of Io.
, Sacrifice the Potion of Life to transmute
each of the energy tokens in your reserve
into 4 crystals.
26/50
6
Hourglass of Time
27 / 50
Hourglass of Time
12
Tree of Light
ach time a season is changed, receive one energy token
E
of your choice from the stockpile. Place it in your reserve.
, Discard 3 crystals and gain 1 energy token.
, Discard 1 energy token and
you can transmute this round.
27/50
32/50
Scepter of Greatness
Gain 3 crystals for each magic item you
have in play, with the exception
of the Scepter of Greatness.
28/50
0
28 / 50
Scepter of Greatness
hen you put the Scepter of Greatness into play, move your
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sorcerer token 3 spaces forward on the crystal track for each
other magic item you have in play.
8
Arcano Leech
Olaf’s Blessed Statue
33/50
29/50
Yjang's Forgotten Vase
When you summon a power card,
gain 1 energy token.
30/50
2
Elemental Amulet
ach type of energy is associated with a specific effect which
E
triggers if this type of energy is included and paid during the
summoning of the card.
When you put the Elemental Amulet into play, if you pay one
water energy, receive two energy tokens of your choice from
the stockpile and place them in your reserve.
When you put the Elemental Amulet into play, if you pay one earth energy, move your sorcerer token 5 spaces forward on the crystal track.
When you put the Elemental Amulet into play, if you pay one fire energy,
draw one power card and add it to your hand. You cannot discard this
card after having drawn it.
When you put the Elemental Amulet into play, if you pay one air energy,
discard a card from your hand.
and / or
and / or
If you've used this type of energy
: Gain 2 energy tokens.
: Gain 5 crystals.
: Draw a power card.
: Increase your summoning gauge by 1.
31/50
12
Yjang’s Forgotten Vase
ach time you summon a power card, receive one energy token of
E
your choice from the stockpile. Place it in your reserve.
The effect of Yjang’s Forgotten Vase affects only the power cards
summoned from a player’s hand. The power cards put into play
through the use of other cards such as the Divine Chalice, the Crystal
Orb, or the Potion of Dreams are thus worth no energy.
31 / 50
Elemental Amulet
and / or
30 / 50
Arcano Leech
In order to summon a power card, your
opponents must give you 1 crystal first.
When you put Olaf’s Blessed Statue into play, move your sorcerer
token forward 20 spaces on the crystal track.
Gain 20 crystals.
33 / 50
he summoning cost for the Arcano Leech varies, depending
T
on the number of players.
Before summoning a power card, an opponent must first give
you one crystal. They move their sorcerer token back one space
on the crystal track while you move yours forward one space.
If an opponent cannot pay, then they cannot summon their
power card.
The effects of the Arcano Leech only affects power cards summoned from
a player’s hand. Players who put into play for free power cards through the
use of other cards such as the Divine Chalice, the Crystal Orb, or the Potion of
Dreams need not give a crystal to the owner of the Arcano Leech.
Olaf's Blessed Statue
29 / 50
6
Tree of Light
o activate the Tree of Light, you may either discard three
T
crystals to receive one energy token of your choice from the
stockpile or discard one energy token to obtain the action of
transmutation.
uring a given activation, you can use only one of the two effects.
D
Each time the season changes,
gain 1 energy token of your choice.
8
32 / 50
6
Crystal Orb
34 / 50
Crystal Orb
o activate the Crystal Orb, you can:
T
- either look at the first power card from the draw pile, then
either return it to the top of the draw pile or discard four
energy tokens to put it into play for free if it interests you.
- or move your sorcerer token back three spaces on the crystal track to put
the top power card of the draw pile into the discard pile.
The summoning cost of cards summoned by the Crystal Orb doesn’t have to
be paid. However, you still need to have a high enough summoning gauge.
The cards put into play by the Crystal Orb aren’t affected by the effects of
the Arcano Leech, the Staff of Spring, or Yjang’s Forgotten Vase.
During a given activation, you can use only one of the two effects.
, Look at the first card of the draw pile:
discard 4 energy tokens to summon it for free
or put it back on top of the draw pile.
, Discard 3 crystals to put the first card of
the draw pile into the discard pile.
34/50
Glutton Cauldron
0
35 / 50
Glutton Cauldron
The Glutton Cauldron do not require any crystals or energy to
be put into play.
On each of your turns, you can place one energy token from
your reserve on the Glutton Cauldron.
As long as energy tokens is on the Glutton Cauldron, it cannot be used.
When the Glutton Cauldron gains its 7th energy, its effects are applied immediately: sacrifice it, place the energy from the Glutton Cauldron in your reserve and move your sorcerer token forward 15 spaces on the crystal track.
The energy tokens placed on the Glutton Cauldron aren’t considered to
be a part of your reserve. They are therefore not affected by the effects
of the Wondrous Chest, the Beggar’s Horn, the Air Elemental, the Lantern of Xidit, Lewis Greyface, the Potion of Dreams, the Potion of Life,
and the Cursed Treatise of Arus.
Note: at no point can a player exceed his reserve maximum capacity.
crystals received. Each opponent moves their sorcerer token back one
space on the crystal track.
If an opponent no longer has any crystals and cannot give you any, apply
Titus Deepgaze’s effect only on opponents who can pay. Then, at the end
of the round, sacrifice Titus Deepgaze.
: Place 1 energy token from your
reserve on the Glutton Cauldron.
, Sacrifice the Glutton Cauldron when it
contains 7 energy tokens: put these 7 energy
tokens into your reserve and gain 15 crystals.
35/50
12
All the energy tokens present in the reserves of
your opponents become air energy tokens.
40/50
Thieving Fairies
6
Vampiric Crown
0
36 / 50
Vampiric Crown
, Sacrifice 3 power cards
to gain 15 crystals.
37/50
16
Demon of Argos
41 / 50
Thieving Fairies
41/50
36/50
37 / 50
Air Elemental
When you put the Air Elemental into play, all of your opponents
transform all the energy tokens in their reserves into air energy.
The energy tokens placed on the Bespelled Grimoire are part
of the reserve and are thus affected by the effect of the Air
Elemental. Inversely, the energy tokens placed on the Amulet
of Water and the Glutton Cauldron aren’t part of the reserve
and are thus not affected by the effect.
Each time an opponent activates ( )
one of their power cards,
they must give you 1 crystal.
Gain an extra 1 crystal at that moment.
Discard or draw a power card: gain as many
energy tokens as the number of prestige points
of the discarded or drawn card.
Dragon Skull
40 / 50
The summoning cost for the Thieving Fairies varies, depending
on the number of players.
The effect of the Thieving Fairies only applies if a player activates
one of their power cards. This doesn’t affect power
cards with “when entering play” effects or permanent effects.
One of the crystals gained comes from the crystals of the player who has
activated a card with an activation effect.
The second crystal gained is not stolen from the opponent.
If an opponent doesn’t have any crystals when they use an activation
effect card, you do not get any crystals from them; however, that opponent can still activate their power card. You still get one extra crystal.
When you put the Vampiric Crown into play, draw or discard a
power card. Receive as much energy tokens from the stockpile
as the number of prestige points on the drawn or discarded card.
Place them in your reserve.
If you decide to draw a card to resolve the effect of the Vampiric Crown,
you must keep the drawn card.
You must reveal to the other players the drawn or discarded card.
If the drawn or discarded card offers no prestige points or offers negative prestige points, the player doesn’t get any energy token.
9
Air Elemental
Dragon Skull
To activate the Dragon Skull, sacrifice three power cards in
order to move your sorcerer token 15 spaces forward on the
crystal track.
The effect of the Dragon Skull isn’t affected by the Purse of Io.
38 / 50
Demon of Argos
When you put the Demon of Argos into play, each opponent
moves their sorcerer token back one space on their summoning gauge and draws a power card. Resolve this action in
playing order.
The power card drawn cannot be discarded.
After resolving the effect of the Demon of Argos, the players who have
too many power cards in play compared to their summoning gauges do
not have to sacrifice cards.
Reduce the summoning gauge of all
your opponents by 1. Each of your
opponents draws 1 power card.
38/50
4
Titus Deepgaze
At the end of the round, your opponents
must give you 1 crystal. If an opponent
doesn't have any crystals left to give you,
sacrifice Titus Deepgaze.
39/50
39 / 50
Titus Deepgaze
The summoning cost for Titus Deepgaze varies, depending on
the number of players.
At the end of the round, each opponent must give you one
crystal. Move your sorcerer token forward as many spaces as
10
-
Cursed Treatise of Arus
42 / 50
Cursed Treatise of Arus
When you summon the Cursed Treatise of Arus, you receive
two energy tokens of your choice from the stockpile, which
you place in your reserve. Move your sorcerer token one space
forward on your summoning gauge. Move your sorcerer token
forward ten spaces on the crystal track.
If you sacrifice the Cursed Treatise of Arus, discard all the energy tokens
placed in your reserve, as well as those on the Bespelled Grimoire (if any).
The energy placed on the Amulet of Water and the Glutton Cauldron
aren’t affected.
The Cursed Treatise of Arus has negative prestige points.
Gain 2 energy tokens and 10 crystals. Increase
your summoning gauge by 1. If the Cursed
Treatise of Arus is sacrificed, discard all the
energy tokens in your reserve.
42/50
13
Sid Nightshade
6
0
Idol of the Familiar
: Gain 1 crystal for each of
your familiars in play.
43/50
6
Necrotic Kriss
, Discard or sacrifice one of your familiars
to gain 4 energy tokens.
44/50
24
Lantern of Xidit
43 / 50
Idol of the Familiar
Lantern of Xidit
At the end of the game, each energy token in
your reserve earns you 3 additional crystals.
45/50
Sealed Chest of Urm
At the end of the game, if you only have
magic items in play, gain 20 crystals.
46/50
8
Mirror of the Seasons
46 / 50
Sealed Chest of Urm
At the end of the game, move your sorcerer token 20 spaces
forward on the crystal track if you have no familiar in play.
Having a familiar power card in your hand does not cancel the
effects of the Sealed Chest of Urm.
47 / 50
Mirror of the Seasons
To activate the Mirror of the Seasons, move your sorcerer token back by “X” spaces on the crystal track. Then transform
“X” identical energy tokens from your reserve (which you discard) into “X” identical energy tokens of another type from the
stockpile.
“X” corresponds to the number of crystals paid by the player to activate
the mirror of the seasons. If the player pays three crystals, that player
will be able to trade energy tokens of a single type in their reserve for 3
identical energy tokens of another type available in the stockpile.
“X” must be greater than 0.
, Discard X crystals: transform X identical
energy tokens from your reserve into
X identical energy tokens of another type.
47/50
0
Pendant of Ragnor
Gain 1 energy for each of your magic items
in play, except for the Pendant of Ragnor.
48/50
14
49/50
Necrotic Kriss
At the end of the game, each energy tokens placed in your
reserve earns you three crystals. Move your sorcerer token as
many spaces as required on the crystal track.
The energy tokens placed on the Bespelled Grimoire are part of
your reserve. They are thus worth three crystals each.
The energy tokens placed on the Amulet of Water and the Glutton
Cauldron aren’t part of your reserve and will thus not earn you any extra
crystals at the end of the game.
10
If you are the player with the most crystals, each
opponent must give you 5 additional crystals.
To activate the Necrotic Kriss, discard one familiar card from
your hand or sacrifice one of your familiar cards in play. Then
receive and place in your reserve four energy tokens of your
choice from the stockpile.
45 / 50
48 / 50
Pendant of Ragnor
When you put the Pendant of Ragnor into play, receive one
energy of your choice from the stockpile for each other magic
item you have in play. Place them in your reserve.
Sid Nightshade
The summoning cost for Sid Nightshade varies, depending on
the number of players.
When you put Sid Nightshade into play, if you are the player
with the sorcerer token the furthest along the crystal track,
steal five crystals from each opponent. Then move your sorcerer token forward as many spaces as stolen crystals. Each of
your opponents moves their sorcerer token back five spaces on
the crystal track.
If at least one player has at least as many, if not more crystals than you,
you steal no crystals from your opponents.
If a player owns less than five crystals, Sid Nightshade steals all of their
crystals. The player moves their sorcerer token back to the zero space of
the crystal track and you move your sorcerer token as many spaces as
crystals stolen on that same track.
When you activate the Idol of the Familiar, move your sorcerer token on the crystal track as many spaces as you have
familiar cards in play.
When you put the Idol of the Familar into play, move your
sorcerer token ten spaces forward on the crystal track.
44 / 50
49 / 50
5
-
Damned Soul of Onys
50 / 50
Damned Soul of Onys
When you put the Damned Soul of Onys into play, move your sorcerer token ten spaces forward on the crystal track and receive
one water energy from the stockpile. Place it in your reserve.
Only the player who put the Damned Soul of Onys into play gets
ten crystals and one water energy.
At any point during their turn, the player who owns the Damned Soul
of Onys can choose to give it to the player to their left by discarding a
water energy. The Damned Soul of Onys therefore changes owners. The
Damned Soul of Onys can change owners multiple times in a given round.
At the end of the round, if a player owns the Damned Soul of Onys, that player loses
three crystals.
The Damned Soul of Onys has negative prestige points.
A player can receive the Damned Soul of Onys from his right neighboor
even if his summoning gauge isn’t high enough.
Gain 10 crystals and 1 water energy.
, Discard ( ): Straighten the Damned Soul
of Onys and pass it to the player on your left.
At the end of the round, lose 3 crystals.
50/50
Game overview
Setup
Place the game board in the middle of the table. Place the year token
on space 1 of the year track and the season token on space one of the
season wheel.
Place as many dice of each color as there are players plus one.
Place the crystal track next to the game board.
Place the energy stockpile next to the crystal track.
Give an individual board, two library tokens, and the four matching sorcerer tokens to each player. Each player places their sorcerer tokens:
- one on the zero space at the bottom of the crystal track.
- one on the second zero space at the top of the crystal track.
- one on the zero space of your individual board’s bonus track.
- one on the zero space of your summoning gauge.
Deal nine face-down power cards to each player. Set aside the remaining
cards next to the game board. These cards will now be the draw, leave a
space next to them, for the discard.
The Prelude
Players’ Turns
The first player performs their actions during their round:
- perform the action of their season die.
- summon/activate one or more of their power cards.
- use one or more bonus(es) from their individual board.
The following actions on the season dice must always be resolved before
performing any other action: drawing a card, receiving energy tokens or
crystals, increasing your summoning gauge.
End of the round
- When all the players have chosen their die and resolved their actions, the
season token is moved forward as many spaces are there are points on
the remaining die (the die which was not chosen by any player).
- When the season token moves from space 12 to space 1 (fall to winter),
the year token is moved one space on the year track.
The players get the power cards beneath their corresponding library token.
- The player to the left of the first player becomes the new first player.
That player rolls the dice corresponding to the season indicated by the season token on the season wheel. A new round begins.
End of game and scoring
On the third year of a game, if, at the end of a round, the season token is
beyond the 12th space of the Season wheel, the game ends. Each player totals:
Choose your nine power cards
- Check the nine power cards which were dealt to you. From those cards,
pick one and place it face down in front of you.
- The remaining cards are placed face down between you and the player to
your left.
- Once all the players have done so, take the eight cards set aside for you
by the player to your right. Once again, choose one and place it face-down
with the card you’ve previously selected. This step is repeated until there
are no cards left to be chosen.
Building your deck
Their crystals.
The prestige points on power cards they have in play.
From this point total, the players subtract:
five prestige points for each power card remaining in their hand.
the penalty points present on their bonus tracks.
The power cards
The power cards with a purple background represent magic items, while
those with orange backgrounds are familiars.
- From the nine cards you’ve selected, make three sets of three cards each.
The first set goes into your hand.
- The second and third sets will go respectively under the Library II and III
tokens, respectively, and will come into your hand at the beginning of the
second and third years.
4
9
1 Hand of Fortune
1 Name of the card.
2 Summoning cost to be paid in
energy and/or crystals.
3 Effect of the card once it
is in play.
The tournament
4 Prestige points given by the
card at the end of the game.
Beginning of the round
The youngest player is chosen to be the first player and takes the season dice corresponding to the season of the current round, as indicated by
the season token, and rolls them. Starting with the first player and going
clockwise, each player in turn will choose a die and place it before them.
5 Game symbol and number of
the card.
2
The summoning cost of your power cards is
reduced by 1 energy from now on (not to be
reduced below 1 energy).
6
3
20/50
6 Effect type of the card, which
indicates when to resolve it.
5
15
Rarity of energy types, depending on the season chart
Card symbols
Common
Uncommon
Impossible to find
Water energy token
Winter
Water / Air
Fire
Earth
Earth energy token
Spring
Earth / Water
Air
Fire
Fire energy token
Summer
Earth / Fire
Water
Air
Air energy token
Fall
Fire / Air
Earth
Water
Crystal
Indicates the activation cost of the power card, depending on the number of
players (two, three, or four).
Effect upon entering play
Dice symbols:
Get for each symbol an energy token of the type indicated in your reserve
Permanent effect
Get as many crystals as the number indicated
Activation effect
You can transmute during the turn
6
Amulet of Air
Prestige points of the card
Increase your summoning gauge by one
Draw a power card
The season token moves as many spaces as the number of points on
the remaining die.
Increase your summoning gauge by 2.
1/50
ESSENTIAL
LEXICON
Activate a card: The action of turning one of your cards which has an
activation effect in order to trigger said effect.
Discard: one where the power cards discarded from your hand or sacrificed
from play are placed face down.
Discard a power card: place one of your power cards from your hand into
the discard zone.
Magic item: category of power card. They have a purple top and bottom borders.
Prestige points: victory points.
Reserve: zone of your individual board which allows you to store up to
seven energy tokens.
Sacrifice: putting one of your power cards from play into the discard pile.
Discarding energy tokens: place energy tokens from your reserve into the
stockpile.
Stockpile: zone where the energy tokens not used by the players are stored.
Draw: stack of power cards which haven’t been dealt during the prelude.
Summon: action to put a power card from your hand into play by paying
its summoning cost, if you have a high enough summoning gauge
Familiar: category of power card. They have an orange top and bottom
borders.
Getting crystals: move your sorcerer token on the crystal track as many
spaces as crystals earned.
Getting energy: putting energy tokens from the stockpile onto your
individual board’s reserve.
Summoning gauge: zone of your individual board which indicated the
maximum number of power cards you may have in play.
Transmute: action which allows you to transform your energy tokens into
crystals, according to the transmutation rate written on the game board.
THANKS
TRANSLATION: ERIC HARLAUX
REVISION: ERIC AND STEPHANIE FRANKLIN
16
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