Wizard Arena™ Rules and Tutorial Video

A Note on Our Tutorial Videos: Please note that while every single card and piece of artwork in this game was proudly illustrated entirely by hand, our current tutorial video utilizes a placeholder AI voiceover. Once the physical product landed, I needed to launch the learning resources as quickly as possible. Even with synthetic narration streamlining the initial production, I still spent over 200 hours manually animating the card mechanics inside Adobe After Effects.As a solo creator who deeply values original human artistry, I want our official resources to fully reflect the years of hard work poured into this project. We are currently in the studio recording custom voice tracks and designing handmade animations to completely replace these placeholders. The fully updated, 100% human-made video guides will be live right here very soon—thank you so much for your patience and support!

Official Rules for Wizard Arena

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1. Components

In the Fire and Ice box-

108 Playing cards:

  • 29 Fire Faction Power Cards (with cards numbered 1-6 and 3 Modifier cards)
  • 24 Fire Faction Spell Cards
  • 29 Ice Faction Power Cards (with cards numbered 1-6 and 3 Modifier cards)
  • 24 Ice Faction Spell Cards
  • 2 Reference cards
  • 1 Folded Rule Sheet

In the Feast and Famine box-

108 Playing cards:

  • 29 Feast Faction Power Cards (with cards numbered 1-6 and 3 Modifier cards)
  • 24 Fire Faction Spell Cards
  • 29 Famine Faction Power Cards (with cards numbered 1-6 and 3 Modifier cards)
  • 24 Ice Faction Spell Cards
  • 2 Reference cards
  • 1 Folded Rule Sheet

2. Quick Start Guide

1. Determine Turn Order
Shuffle any Power Deck. Each player draws one Power card to determine who goes first.

  • Draw again if you reveal a Modifier
  • Redraw ties

The player with the highest number goes first and chooses their Faction.
Faction choice and turn order then proceed clockwise around the table.

2. Set Up Your Decks
After choosing Factions, each player takes their Power Deck and Spell Deck.
Shuffle both decks and have the player to your left cut them.
Place your Power Deck on your left and your Spell Deck on your right.
Draw 3 Spell cards to form your starting hand.

3. Begin the Power Up Phase
On your turn, draw at least one Power card. You may cast any number of Spells before or after drawing.
Your goal is to reach a Power Level as close to 12 as possible without going over.

  • Exactly 12 → Critical Hit (deal 1 damage to all opponents)
  • Over 12 → Overcharge (take 4 damage at end of Round)
  • Satisfied below 12? → Take a Stand

Declare “Pass” to end your turn. Play proceeds clockwise.

After all players have Taken a Stand, Overcharged, or scored a Critical Hit, the Final Casting Phase ends.

4. Final Casting Phase
The player to the left of the last player who declared they "Stand" goes first in the Final Casting Phase. Each player gets one turn to cast Spells. If you have nothing to cast, say “Pass.”

Then proceed to calculating damage in the Damage Phase.

5. Damage Phase
The winner deals damage equal to the difference in Power Levels, plus any Bonus Damage.
Overcharged players take 4 damage (plus Bonus Damage).
Damage is taken by discarding cards from the top of your Spell Deck into your Crypt.

6. End the Round
Discard all Power cards to your Burn Pile. Move all cast Spells to your Crypt.
At the start of your next turn, draw back up to 3 Spell cards if you wish.

7. End the Match
When a player discards their last Spell card, the Match ends.
Remaining players score 1 point per card left in their Spell Deck.

3. Beginning the Match

After players are seated, take any Power Deck and shuffle it. Each player draws one Power card to determine turn order. If you draw a Modifier, draw again. If there is a tie, redraw until a clear highest number is revealed.

The player with the highest numbered card goes first and chooses their Faction. (See more information about the Factions below.) Then the turn order and choice of Factions proceed clockwise around the table according to seating position.

Once you choose your Faction, shuffle both your decks. It is customary to have the player to your left cut them. Place your Power Deck on your left and your Spell Deck on your right.

Draw 3 Spell cards to form your starting hand.

4. Setting Up and the Phases of the Game

SETUP

Before the Match begins, each player should organize their play area into the following zones:

Power Building Area
This is where you place Power cards as you build your Power Level during the Round.
A Power card is only part of your Power Level once you play it by placing it here.

Burn Pile
This is where you discard Power cards during the Round.
At the end of each Round, all Power cards in your Power Building Area are moved to your Burn Pile.

Spell Casting Area
Whenever you cast a Spell, place it in your Spell Casting Area.
At the end of the Round, all Spells in your Spell Casting Area are moved to your Crypt in the order they were cast.

Spell Deck
Your Spell Deck represents your Life total for the entire Match.
When you take damage, discard that many cards from the top of your Spell Deck into your Crypt.

Crypt
This is your discard pile for Spell cards — including Spells you cast and damage you take.
When you heal Life, take cards from the top of your Crypt and place them on the bottom of your Spell Deck.

If your Spell Deck ever runs out of cards, you are defeated.

Enchantment Area
Enchantments can last throughout the whole Match and they're placed face up above your Power Building Area where they're easily seen and remembered.

Game Phases

A game is called a Match, and a Match consists of several Rounds.
During each Round, players take turns drawing Power cards and casting Spells.
Most Rounds last three to five turns per player, depending on how aggressively players draw and cast.

Every Round in Wizard Arena has three Phases, always taken in this order:

1. Power Up Phase
Players take turns drawing one Power card at a time and casting Spells.
You may cast Spells before or after drawing, and you may continue drawing as long as you wish.
This Phase continues until all players have finished drawing for the Round.

2. Final Casting Phase
After the last player draws their final Power card, all players get one final turn to cast Spells.
No one may draw Power cards during this Phase.

3. Damage Phase
Once all players have finished casting Spells, damage is calculated and applied:

Where the damage inflicted is equal to the difference between the player's Power Levels.

After damage is applied, the Round ends.

All Power cards in every player’s Power Building Area are moved to their Burn Pile, and all Spells in their Spell Casting Area are moved to their Crypt in the order they were cast.

5. The Power Up Phase

The Power Up Phase is where each player builds their Power Level by drawing Power cards and casting Spells. Your goal is to reach a Power Level as close to 12 as possible without going over.

On your turn, you must draw at least one Power card. You may cast any number of Spells before or after drawing. If a Spell instructs you to draw a Power card, that draw counts as your required draw for the turn. You can draw as many Power cards as you want to during your turn, but strategically you would not want to because it's better to know what the other player's have.

Drawn vs. Played Power Cards

When you draw a Power card, it is not part of your Power Level until you play it, by adding it to your Power Level stack. Power cards that are drawn but then discarded, were never played, and therefore were never part of your Power Level.
Whenever a spell refers to “the last Power card drawn” it always refers to the most recently played card in your Power Level, not the most recently drawn card.

You may continue drawing Power cards as long as you wish, but be careful:

  • Power Level going past 12 → You Overcharge
  • Getting exactly 12 → You score a Critical Hit
  • Satisfied below 12? → You may Take a Stand

Declare “Pass” to end your turn. Play then proceeds clockwise.

Taking a Stand

If your Power Level is below 12 and you are satisfied with your position, you may Take a Stand. Turn your last Power card diagonally to mark it. Your Power Up Phase ends when you declare “Stand.”

Critical Hits

If your Power Level is exactly 12, you immediately score a Critical Hit. All other players take 1 point of Critical Hit damage, which may be taken from their hand or from the top of their Spell Deck. Each player may only score one Critical Hit per Round.

Overcharging

If your Power Level exceeds 12, you Overcharge. Turn the last card you drew sideways to show this. You will take 4 damage at the end of the Round unless you can immediately cast a Spell that lowers your Power Level before your turn ends. Turn your last card 90 degrees to show that you've Overcharged and are out of the round.

Modifier Cards

Modifier cards in your Power Deck are optional. When you draw one, keep it slightly raised above your other cards to show it is pending. You decide whether to apply it at the end of the Round.
If any Spell changes your Power Level, all pending Modifiers become optional again.

Running Out of Power Cards

If your Power Deck runs out, immediately gather your Burn Pile, shuffle it, and have the player to your left cut the deck. Continue drawing normally.

Ending the Power Up Phase

The Power Up Phase ends when all players have either:

  • Scored a Critical Hit
  • Overcharged
  • Taken a Stand

Once this happens, the game moves to the Final Casting Phase.

6. Casting Spells and Spell Types

Spell Casting

Mastering your Faction’s Spells—and combining them effectively—is the key to victory. When casting a Spell, read its Name, Effect, and Type aloud, then place it into your Play Area. Spell text refers to all other players as your Enemies.

Each Faction contains seven Spell Types:
Enchantments, Curses, Conjuring's, Ultimate's, Incantations, Hexes, and Summoning's.

Enchantments

After casting an Enchantment, place it above your Play Area near the center of the table.
Enchantments remain active for the entire Match and may trigger multiple times per Round.
They resolve before all other Spells.

All Enchantments in play are public, visible, and considered active at all times. When a spell or action is taken, all players are responsible for recognizing any Enchantments that may trigger from it.

If an Enchantment is triggered by any spell or action—whether performed by its controller or by another player—the Enchantment’s effect must resolve before the triggering spell or action resolves. This includes triggers from casting spells, declaring spell types, taking Critical Hit damage, Overcharging, or any other game action that matches an Enchantment’s condition.

Because Enchantments are global effects, missed triggers should be corrected as soon as they are noticed. If resolving the Enchantment requires adjusting cards (such as moving healed cards back into the correct order), players should make those adjustments to maintain proper timing. The goal is to preserve the intended sequence of effects, not to punish forgetfulness.

Cutthroat enforcement is not allowed. Players may not intentionally withhold recognition of an Enchantment to gain advantage. The spirit of play requires all players to uphold Enchantment triggers fairly and consistently.

In summary:

  • Enchantments trigger as soon as their condition is met.
  • Their effects resolve before the triggering spell or action.
  • All players share responsibility for recognizing triggers.
  • Missed triggers are corrected retroactively to maintain correct timing.

Honor rules the arena; angle‑shooting is banned.

No Angle Shooting

Players may not intentionally withhold or ignore known triggers to gain advantage. All ongoing effects must be upheld in good faith. The arena is governed by honor, not loopholes.

Example Scenario (Enchantment Trigger Example)

Fire Faction's Inferno Enchantment:
“During this Match, your Enemies must take 1 point of Critical Hit damage whenever they cast a Summoning spell.”

Example of Play: An enemy player casts a Summoning spell.
Summoning spells normally heal the caster by placing it on the bottom of their Spell Deck immediately after casting.

However, this player has:

  • 1 Life remaining
  • No cards in hand
  • This Summoning spell is their last card
Timing Sequence
  1. The enemy declares the Summoning spell
  2. Your Enchantment triggers immediately
  3. The enemy takes 1 point of Critical Hit damage BEFORE their Summoning spell resolves
  4. Because they were at 1 Life, they drop to 0 Life
  5. The Summoning spell never resolves — they are defeated before the heal can occur

Outcome: The Enchantment’s timing determines the result:

  • They die before the Summoning spell can self-heal them
  • The heal never happens
  • The card never reaches the bottom of their deck
  • The Enchantment’s damage is the deciding factor

This is exactly why Enchantments must resolve before the triggering spell — the timing can determine victory or defeat.

Other Spell Types

All non‑Enchantment Spells are placed in your Play Area when cast.
At the end of the Round, move them to your Crypt in the order they were cast.

Hexes

Hexes are temporary, single‑Round effects that function similarly to Enchantments but expire at the end of the Round. A Hex must be cast at the beginning of a Round, before you draw your first Power card. After reading the Hex aloud, place it in your Play Area so all players can clearly see it. When casting additional spells during the Round, place them to the right of the Hex to keep the Hex visible.

Hexes are public, visible, and considered active for the entire Round in which they are cast. All players are responsible for recognizing any Hexes that may trigger from a spell or action.

If a Hex is triggered by any spell or action—whether performed by its controller or by another player—the Hex’s effect resolves before the triggering spell or action resolves. This includes triggers from casting spells, declaring spell types, taking Critical Hit damage, Overcharging, or any other game action that matches the Hex’s condition.

Because Hexes are global effects for the duration of the Round, missed triggers should be corrected as soon as they are noticed. If resolving the Hex requires adjusting cards (such as moving healed cards in the correct order), players should make those adjustments to maintain proper timing. The goal is to preserve the intended sequence of effects, not to punish forgetfulness.

At the end of the Round, all spells in your Casting Area—including the Hex—must be placed into the Crypt in the order they were cast.

Cutthroat enforcement is not allowed. Players may not intentionally withhold recognition of a Hex to gain advantage. The spirit of play requires all players to uphold Hex triggers fairly and consistently.

In summary:

  • Hexes last for the current Round only.
  • Hexes trigger as soon as their condition is met.
  • Their effects resolve before the triggering spell or action.
  • All players share responsibility for recognizing triggers.
  • Missed triggers are corrected retroactively to maintain correct timing.
  • Honor rules the arena; angle‑shooting is banned.
Example Scenario (Hex Trigger Example)

Ice Faction's Winter Solstice Hex:
“During this Round, whenever anyone draws a 3, you heal 1 Life.”

Example of Play: Another player begins their turn and draws a Power card.
They reveal a 3, which immediately causes a Critical Hit.

Because this Hex is active and public, its trigger is recognized by all players.

Timing Sequence
  1. The other player draws a 3
  2. Your Hex triggers immediately
  3. You heal 1 Life BEFORE the Critical Hit damage resolves
  4. After your heal is applied, the Critical Hit damage is resolved normally

Outcome: If you were at 1 Life, you heal to 2, then take 1 damage, and remain alive.

This is exactly why Hexes (and Enchantments) must resolve before the triggering action — the timing can determine whether a player survives.

Self‑Healing (Life Regenerating )

Some Spells restore your Life. In the tutorial videos this is called Life Regenerating ; in the printed rules it is called Self‑Healing. These terms mean the same thing.

To Self‑Heal/ Regenerate Life:

  • Take cards from the top of your Crypt
  • Place them face down on the bottom of your Spell Deck
  • Heal the exact number indicated
  • When healing multiple points, count carefully so the final healed card ends up last

Self‑Healing Spells — such as Ultimates, Summonings, and others — are placed on the bottom of your Spell Deck after resolving their effect.

Spell Duration

Some Spell effects resolve immediately while others remain active until the Damage Phase is complete.

7. The Final Casting Phase

After all players have completed the Power Up Phase—either by Taking a Stand, scoring a Critical Hit, or Overcharging—the game enters the Final Casting Phase.

The player who goes first in this phase is the player to the left of the last player who declared their Stand.
Players who scored a Critical Hit must also declare “Stand” so turn order is clear.

During the Final Casting Phase, each player gets one turn to cast Spells. If you do not wish to cast any Spells, simply declare “Pass.” Play proceeds clockwise.

Power Level Changes During Final Casting

If any Spell cast during the Final Casting Phase changes a player’s Power Level, the affected player's will return to the Power Up Phase. The affected players takes turns, and play continues clockwise.

Ending the Final Casting Phase

The Final Casting Phase ends only when:

  • All players have taken their Final Casting turn, and
  • No Spell cast during this phase has changed any Power Level

Once this condition is met, proceed to the Damage Phase.

8. The Damage Phase

After all Final Casting is complete and no further Power Levels can change, the game enters the Damage Phase. Damage is taken by discarding cards from the top of your Spell Deck (your Life) into your Crypt.

Damage resolves clockwise, beginning with the player closest to the Round’s winner.

Basic Damage

Each losing player takes damage equal to the difference between their Power Level and the winner’s Power Level.

Overcharge Damage

Players who Overcharged take 4 damage as a penalty.
This penalty is applied even if they won the Round, unless a Spell lowered their Power Level before their turn ended.

Bonus Damage

If the winning player has any Bonus cards in play, add their total value to the damage dealt to all losing players.

Overcharged players also take Bonus Damage in addition to their 4‑point penalty.

Ties

If all players end the Round with the same Power Level, the Round ends in a Tie and all Bonus Damage is canceled.

In multiplayer games, if several players tie for the highest Power Level, they are Co‑Winners.
Only the Co‑Winner with the highest total Bonus Damage deals damage to the losing players.

Ending the Round

After all damage is resolved:

  1. Discard all Power cards face up into your Burn Pile.
  2. Move all cast Spells from your Play Area into your Crypt, in the order they were cast.
  3. Begin a new Round.

The next Round’s Power Up Phase begins with the player to the left of the one who started the previous Round.

At the start of your turn in a new Round, you may draw up to your maximum hand size of three Spell cards—or choose not to draw.

9. Ending the Match

The Match ends the moment a player discards their last Spell card into their Crypt. When this happens, that player is eliminated and the Match immediately concludes.

The remaining players determine the final winner and ranking by counting the number of cards left in their Spell Deck.
Each remaining card is worth 1 point.
The player with the highest total wins the Match.

For the next Match, the player to the left of the previous starting player goes first. Players may vote to keep their current Factions or choose new ones.

Sudden Death Tiebreaker

If two or more players are tied with the same number of cards remaining in their Spell Decks, those tied players can choose to play one additional Sudden Death Round.

  • Only the tied players participate
  • All normal rules apply
  • The winner of the Sudden Death Round wins the Match

If the tied players tie again after the Sudden Death Round, the tie stands and they share the result.

Alternate Match Endings

You may choose one of the following modes before starting play:

Elimination Mode (a Multiplayer Variant)


Instead of ending the Match immediately when a player runs out of Spell cards, players may choose to continue playing until only one player remains.
This creates a last‑wizard‑standing style Match.

Campaign Mode

Campaign Mode is played across three consecutive Matches.

After each Match, players record the number of Spell cards remaining in their Spell Deck.
These points carry forward into the next Match.

At the end of the third Match, the player with the highest total score wins the Campaign.

Note: Because a Sudden Death Round can reduce each player’s remaining Spell cards (and therefore lower their Campaign score), Sudden Death is skipped after Match 1 and Match 2.

If there is a tie at the end of the Campaign, the tied players must play one final Sudden Death Round to determine the winner.

10. Turn Order Summary

1. Determine Turn Order (Start of Match)

  • Shuffle any Power Deck.
  • Each player draws one Power card.
  • Redraw Modifiers and ties.
  • The highest number chooses their Faction first; choice continues clockwise.
  • The player who chose first also takes the first turn of the Match.

2. Power Up Phase Turn Order

  • Begins with the starting player and proceeds clockwise.
  • On your turn, you must draw at least one Power card and may cast Spells.
  • Your Power Up Phase ends when you:Take a StandOverchargeScore a Critical Hit

Once all players have Taken a Stand, Overcharged, or hit 12, the Power Up Phase ends.

3. Final Casting Phase Turn Order

  • The player to the left of the last player who declared Stand goes first.
  • Each player gets one Final Casting turn, clockwise.
  • If you have nothing to cast, say “Pass.”

4. If a Spell Changes a Player’s Power Level During Final Casting

If any Spell cast during the Final Casting Phase changes a player’s Power Level:

  • The caster’s Final Casting turn ends.
  • The affected player immediately re‑enters the Power Up Phase and takes a full Power Up turn.
  • Play continues clockwise from that player.
  • Players who were not affected remain “done” and simply Pass when their turn comes around.

Once all players have again Taken a Stand, Overcharged, or reached 12, the game re‑enters the Final Casting Phase.

All players receive a new Final Casting turn, even if they already took one earlier in the Round.

5. Damage Phase Turn Order

  • Damage resolves clockwise, starting with the player closest to the Round’s winner.
  • Overcharge penalties and Bonus Damage apply here.

6. Next Round

  • After cleanup, the next Round begins with the player to the left of the previous Round’s starting player.
  • Players may draw back up to 3 Spell cards at the start of their turn.

Quick Reference Sheet (Printable PDF)

Spell Casting Tips

Look for strategic ways to use your Spells throughout the Match. While every Faction has its own style, most Spells fall into four broad categories: Direct Damage, Healing, Overcharge Protection, and Disruptors.

Direct Damage

Direct Damage Spells help you pressure opponents early and cycle through your deck faster. They’re especially useful in the opening Rounds when you want to build momentum and draw more Spells into your hand.

Healing

Healing Spells take longer to set up because you must lose Life before you can benefit from them. You may need to discard cards from your hand when taking Critical Hit damage, or take bigger risks early in the game knowing you can recover later. Healing is strongest when used deliberately, not reactively.

Overcharge Protection

These Spells are some of the most valuable tools in your deck. They let you look at Power cards before you play them, discard Power cards that would cause you to Overcharge, or otherwise manipulate your Power Level safely. These Spells allow you to push your Power Level higher without fear of going over 12, giving you the freedom to draw more aggressively.

It’s often best to save Overcharge Protection for later in the Round—especially when your Power Level is 7 or higher, where even a moderate card (like a 6) would push you past 12. Using these Spells at the right moment can turn a risky draw into a winning position.

Disruptors

Disruptor Spells interfere with your opponents by altering their Power Level or forcing them into awkward positions. Some are mildly annoying; others can completely derail an opponent’s plan. Use them wisely—timing is everything.

Deck Construction (Custom Spell Decks)

Experienced players may create and customize their own 24‑card Spell Decks by combining Spell cards from any Faction. This allows you to experiment with new strategies, blend playstyles, and craft unique combinations that reflect your preferred approach to the game.

When constructing a custom Spell Deck, you must follow the official Deck Construction Rules to ensure balance and fairness.

Required Spell Type Breakdown

Every custom Spell Deck must contain the same Spell Types and quantities as a standard Faction deck:

  • (3) Enchantments
  • (2) Curses
  • (6) Conjuring's
  • (2) Ultimate's
  • (6) Incantation's
  • (2) Hexes
  • (3) Summoning spells

Faction Identity & Strategy

When crafting a deck, consider how different Factions complement each other:

  • Fire excels at Direct Damage and aggressive pressure
  • Ice specializes in control and disruption
  • Feast focuses on Healing and long‑term value
  • Famine thrives on attrition and resource denial

Mixing Spell Types from multiple Factions can create hybrid strategies—such as aggressive healing, defensive disruption, or high‑risk Overcharge builds.

Why These Limits Exist

These construction rules ensure that:

  • No deck becomes overloaded with a single Spell Type
  • Enchantments remain unique and impactful
  • Conjurings and Incantations remain flexible but not overwhelming
  • Every custom deck stays balanced against official Faction decks

Custom deck building is intended for experienced players, but the rules are simple enough that anyone can experiment once they understand the core gameplay.

Campaign Mode

A structured duel format where wizards battle across multiple games, earning points for performance rather than relying on a single victory.

Campaign Mode (Best‑of‑Three Series)

Players compete in a series of three Matches. Each Match is played using the standard rules of Wizard Arena.

Scoring

After each Match, players record the number of cards remaining in their Spell Deck:

  • Winner’s Score: Number of cards left in their deck
  • Loser’s Score: Always 0

At the end of three Matches, players total their scores.
The player with the highest combined score wins the Campaign.

Alternate Game Modes


These optional modes offer different ways to play Wizard Arena beyond the standard rules. Each mode introduces a unique twist on deck structure, spell access, or battlefield conditions.

Shadow Seal (Curse‑Ban Mode)

An ancient Seal is invoked upon entering the arena, forbidding the utterance of Curses.

In this mode, Curse Spells cannot be cast.
If a Curse is in your hand, you may:

  • Use it only to absorb Critical Hit damage, or
  • Discard it to draw a new Spell card

All other Spell Types function normally.

Modus Concordia
(Semi‑Draft)

The ancient discipline of harmony. When invoked, the battlefield aligns both wizards’ power, ensuring a fair and honorable duel.

After players are seated and have chosen their Factions, each player searches their Spell Deck and removes the following cards, placing them into a personal reserve:

  • All 3 Enchantments
  • 3 Conjuring Spells (player’s choice)
  • 3 Incantation Spells (player’s choice)
  • 2 Summoning Spells
  • 1 card of each remaining Spell Type (Hex, Curse, Ultimate)

These reserved cards form the stable core of your Spell Deck.

All remaining Spell cards are placed into each player’s Concordia stack.
Each player then passes their Concordia stack to the player on their left.

Upon receiving a new stack, each player:

  1. Combines their reserved cards with the cards received from Concordia
  2. Shuffles them together
  3. Forms their new Spell Deck
  4. Plays normally

This mode creates balanced, semi‑drafted decks with shared structure but unique variations.

Chaos Arcana
(Full Randomized Deck Mode)

Release untamed magic, where spells are unpredictable and only true skill will triumph.

At the beginning of the Match:

  1. Gather all Spell cards from every player’s deck
  2. Shuffle them together into one massive pool
  3. Deal 24 cards to each player
  4. Each player uses this random set as their Spell Deck

Chaos Arcana creates wildly unpredictable Matches where no two decks — or battles — are ever the same.

Battle Royale
(High count multiplayer)

When playing with six or more players, the matches can go extremely fast. So in this recommended variation mode, everyone draws 5 cards to form their starting hands. Then play continues as normal after the first round, where each player can only draw back up to the normal maximum of 3 cards in hand.

FAQ (Frequently Asked Questions)

Have any questions about the rules? info@ghostonegames.com

Q: Do I have to follow the instructions on a spell card?

Yes. When you cast a spell, you must fully resolve the instructions printed on the card.
You can’t cast a spell just to trigger a side effect like healing, summoning, or regeneration unless the card explicitly allows it.

For example:

  • Arise is a summoning spell that tells you to draw 3 spells, keep 2, and put 1 on the bottom of your deck.
  • If you only have 3 cards left in your deck, casting Arise will force you to draw all 3 — which means you would deck out and defeat yourself.
  • You cannot cast Arise “just to heal” or “just to summon” while ignoring the draw effect. The full instructions must be followed.

This rule applies to all spells:
If you cast it, you resolve everything it tells you to do.

Q: Do Modifier cards apply immediately when drawn?

No.
Modifiers are optional.
When drawn, keep them slightly raised to show they are pending.
You decide whether to apply them at the end of the Round.

If any Spell changes your Power Level, all pending Modifiers become optional again.

Q: What happens if I run out of Power cards?

Immediately shuffle your Burn Pile, have the player to your left cut it, and continue drawing normally.

Q: Can my Power Level go below zero?

A: Yes. Your Power Level can go negative.
A negative Power Level simply means you are at a disadvantage for the rest of the round. You can still cast spells normally, and you can still recover if you draw higher Power cards later.

Example (Blight):

If your Power Level is 1 and you cast Blight, and the Power card you draw is a 3, you subtract 3 from your Power Level and go to –2.
Because the card was a 3, your enemies also take 2 damage immediately.
The drawn Power card is then placed below your other Power cards, rotated 90 degrees, and remains active for the rest of the round.

Negative Power Levels don’t prevent you from playing.

Q: If a Spell forces me to draw a Power card, does that count as my required draw?

Yes.
Any Spell that instructs you to draw a Power card counts as your mandatory draw for that turn.

Q: Can I cast Spells after Taking a Stand?

No. Taking a Stand ends your Power Up Phase, but you may still cast Spells during the Final Casting Phase.

Q: Critical Hits — Can there be multiple Critical Hits in a single Round?

Yes. Multiple players can score a Critical Hit during the same Round.
Each Critical Hit deals 1 damage to all other players.

However, a single player may only score one Critical Hit per Round.
If their Power Level is changed and later returns to 12, it simply counts as having a Power Level of 12 — not a second Critical Hit.

Q: Do Critical Hit players need to declare “Stand”?

Yes.
Even though hitting 12 ends your Power Up Phase, you must still declare “Stand” so turn order for the Final Casting Phase is clear.

Q: What happens when a player Overcharges? Does it end the Power Up phase for everyone, stop them from drawing cards, or prevent them from casting spells? And does their Power Level still count against other players?

Overcharging affects only the player who Overcharged, not the entire table.

  • Overcharging ends the Power Up phase only for that player.
  • They can still cast spells during their current turn.
  • If they do not cast a spell that reverses their Overcharge and they pass, they are out of the round and no longer take turns. Play simply skips them.
  • They rotate the last Power card they drew 90 degrees to show they’re out.
  • They do not get to cast spells in the Final Casting Phase.
  • Their total Power Level does not count against other players.
  • They simply take the 4 damage penalty during the Damage Phase, plus any Bonus Damage cards they revealed.

Q: If a Spell changes someone’s Power Level during Final Casting, who goes next?

If any Spell changes a player’s Power Level during the Final Casting Phase, the affected player(s) immediately return to the Power Up Phase.

Here’s how it works:

  • The caster’s turn ends as normal.
  • The affected player re‑enters the Power Up Phase and takes a full Power Up turn (draw, cast, Stand, etc.).
  • Turn order continues clockwise from that player.
  • Players who were already “done” remain done and simply Pass when their turn comes around.
  • If a player already took a Final Casting turn earlier, they still get another one when the game cycles back into the Final Casting Phase again.
  • This means:
  • Unaffected players do not get new Power Up turns
  • Affected players do
  • Everyone gets a new Final Casting turn once all players have again Taken a Stand, Overcharged, or hit 12

This preserves fairness, prevents instant reactions, and keeps the timing consistent.

Q: Do Modifier cards count as numbered Power cards?

No. Modifier cards are not considered numbered Power cards, even if they show a 1 or 2 on them.
Those numbers represent modifier values, not Power values.

So when a spell instructs you to “discard the lowest numbered Power card,” you must:

  • Ignore all Modifier cards
  • Look only at your actual Power cards
  • Discard the Power card with the lowest printed Power value

Q: If multiple players tie for highest Power Level, who deals damage?

All tied players are Co‑Winners, but only the Co‑Winner with the highest total Bonus Damage deals damage to the losing players.

What happens if all players tie with the same Power Level?

The Round ends in a Tie.
No damage is dealt and all Bonus Damage is canceled.

Q: At the start of a round, do players draw spell cards until they have 3 in hand? And does this happen every round?

Yes. At the beginning of each round, every player draws spell cards until they have 3 spells in hand.
After the first round of the Match, drawing spell cards becomes optional — you may choose to draw up to 3, or keep fewer if you prefer.
Each player begins the Match with 21 Life.

Q: When does the Match end?

The Match ends when a player discards their last Spell card into their Crypt.

Remaining players count the cards left in their Spell Deck to determine final ranking.

If you know the end of the Match is coming soon, you may want to cast any Healing or Life‑Regenerating spells you have. Doing so lets you refill your Spell Deck before scoring, which can improve your final ranking.

If two or more players tie, they play one Sudden Death Round.
If they tie again, the tie stands.


Q: How do Bloom and Corrode interact?

Q: If a player casts Bloom, draws two Power cards, and discards the second one, then another player casts Corrode, which card gets discarded? Can the player count the Bloom‑discarded card as the one Corrode forces them to discard?

No. Corrode always makes the target discard the last Power card they actually played — meaning the last card added to their Power Level.

Here’s how it works:

  • Bloom allows you to draw two Power cards and look at them.
  • You add the first card to your Power Level.
  • You discard the second card (it was drawn, but never played).
  • If another player then casts Corrode, you must discard the last Power card you played, which is the one Bloom added to your Power Level.
  • This is always the topmost Power card in your Power Level.
  • You cannot use the Bloom‑discarded card to satisfy Corrode, because that card was never part of your Power Level.
Key rule:
Corrode discards the last Power card played, not the last card drawn.

Q: Fauna (Feast Ultimate) — Does it deal damage to all other players?

No. Fauna only reflects damage back onto the player who dealt it to you.
It does not damage every opponent.

Official Spell List and Rule Clarifications

Fire Faction Spells

The Fire Faction

The Mages of Roargothe have harnessed the fiery power of the volcanos that fracture and scorch their barren lands. Life is hard and only the most vigilant survive. Fire can warm you but you can also get burned.

The Fire deck has a lot of Direct Damage spells and drawing cards to find the right cards, at the right time.

If Luck is on your side you can cast a powerful combinations of spells.

Inferno Enchantment

"During this Match, your Enemies must take 1 point of Critical Hit damage whenever they cast a Summoning spell."

When a player takes Critical Hit damage, that player may choose to discard a Spell card from their hand instead of losing life from their Spell Deck. If the player has no cards in hand, or chooses not to discard one, they must discard the top card of their Spell Deck instead.

Example: If an enemy player casts a Summoning spell while at 1 Life, the Enchantment triggers immediately. Because Enchantments resolve before the spell or action that triggers them, the enemy takes 1 point of Critical Hit damage before the Summoning spell can heal them.

If this reduces the enemy to 0 Life, they are defeated immediately and the Summoning spell does not resolve. The heal never occurs, and the card is not placed on the bottom of their Spell Deck.

If this timing is forgotten, players should correct it as soon as it is noticed. Enchantments are public and must be honored by all players. Retroactive correction is allowed to maintain proper timing order.

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Ignite Enchantment

"You can draw one or two Spell cards, then during this Match you can have up to 4 Spell cards in your Hand."


This spell gives the player the option to immediately draw up to two Spell cards.
For the rest of the Match, that player’s maximum hand size becomes 4 instead of 3, allowing them to build a larger hand at the start of each new Round.

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Fireball Enchantment

"During this Match, deal 1 point of Critical Hit damage to your Enemies whenever you cast an Incantation spell."


During this Match, all enemies take 1 point of Critical Hit damage whenever the player who controls this Enchantment casts an Incantation spell.

When a player takes Critical Hit damage, that player may choose to discard a Spell card from their hand instead of losing life from their Spell Deck. If the player has no cards in hand, or chooses not to discard one, they must discard the top card of their Spell Deck instead.

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Scorched Earth Curse

"Your Enemies must discard all their Power cards, including Bonus and Modifier cards, then start over from zero."


When this Curse resolves, every affected player immediately discards all Power cards they have in play — including Bonus Damage cards and Modifier cards — and their Power Level is reset to 0. On their next turn, they begin the Power Up Phase again from scratch, drawing Power cards until they choose to Stand.

Curses are rare and powerful spells that can dramatically disrupt other players. Each deck contains only two Curses because their effects can shift the momentum of a Round in an instant.

Burn Conjuring

"Draw a Power card, you can play it or discard it to deal 1 damage to your Enemies."

This spell lets you draw a Power card and immediately choose whether to add it to your Power Level or discard it to deal 1 damage to all of your Enemies. Because you get to see the card before deciding, this spell can help you avoid an unwanted Overcharge or finish off a player who is down to their last point of Life.

Conjuring spells are a standard spell type focused on damage and straightforward effects. They don’t create ongoing conditions or special rules — they simply give you reliable ways to pressure other players and influence the outcome of a Round.

Torch Conjuring

"Draw 2 Power cards and play them, draw again if it’s a Modifier card. If they add up to 7 or higher, deal 3 damage to all of your Enemies."

This spell adds the cards you draw directly to your Power Level, so the best time to cast it is early in the Round, when your Power Level is still low. It can deal a large amount of damage, but it relies on luck—your two cards must add up to 7 or more to trigger the effect.

Note- that you can draw again if you draw a Modifier card, but because Modifiers are always optional and always applied in the most beneficial way, a positive Modifier can be used to help you reach the 7‑Power threshold for this spell, and a negative one can simply be ignored.

Because the spell can push your Power Level up quickly, you will usually cast it at the start of a Round to avoid accidentally Overcharging. However, it can also serve as a last‑ditch comeback play if you’re already in danger of losing due to an Overcharge but want the chance to deal a 3‑damage burst to every opponent.

Conjuring spells are a standard spell type focused on damage and straightforward effects. They don’t create ongoing conditions or special rules — they simply give you reliable ways to pressure other players and influence the outcome of a Round.

Meteor Storm Ultimate

"Draw a Power card, if it’s a 1-3, play it, then deal damage to your enemies that is equal to the number on the card. (Draw again if it’s a Modifier card. Continue discarding and drawing again if it’s a 4, 5 or 6.)"

This is the Ultimate Overcharge protection spell for when your Power Level is below 10, as it allows you to keep discarding cards that are 4 and up, while keeping any Modifier cards.

Ultimate spells are Life Regenerating or Self Healing and are placed face down on the bottom of your Spell Deck after being cast, instead of going into your Cast Spells Area. They can appear again later in the Match, rather than being removed from play like normal spells.

Smoke Incantation

"Cast this to prevent up to 2 damage. Put this on the bottom of your spell deck after the Damage Phase."

This spell can be cast at any point during the Round, but only during your own turn. Because of this timing restriction, it cannot block Critical Hit damage or any other immediate damage effect. Instead, it prevents up to 2 damage that would be applied during the end‑of‑round Damage Phase, including damage from Overcharging.

After the Damage Phase is resolved, place this spell on the bottom of your Spell Deck instead of into your Crypt, to regenerate life.

Incantation spells are a standard spell type focused on protection, healing, and self‑preservation.

Fireproof Incantation

"Discard the highest- numbered Power card you have in play. Put this on the bottom of your spell deck after casting."

This can be a powerful Overcharge Reversal spell. Especially in the case when it would result in changing an Overcharge into a Critical Hit. It is also Self-Healing, as you will put it on the bottom of your spell deck, immediately after casting it.

Modifier cards can never be chosen to satisfy this effect. Only Numbered Power cards are eligible.

Incantation spells are a standard spell type focused on protection, healing, and self‑preservation.

Melt Hex

"At the end of this round, your enemies must take 1 damage for every Power card in play that is a 3."

Hex spells must be cast at the beginning of a Round before you draw your first Power card and placed into your Play Area. When casting spells after the Hex, place them to the right of the Hex so it remains visible. At the end of the Round, all spells in your Casting Area—including the Hex—are placed into the Crypt in the order they were cast.

Hex effects resolve before the spell or action that triggers them. Hexes are public, visible, and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

This spell could be especially damaging if you go after other players, who have already drawn a 3 as their first card. Otherwise it does rely on luck, and looking to see how many three's are still remaining in everyone's Power deck.

Arise Summoning

"Draw three spells, put two in your hand and one on the bottom of your spell deck."

When you cast Arise, you must resolve all of its instructions exactly as written. That means:

  • First, draw three spells.
  • Then choose two to keep in your hand.
  • Place the third on the bottom of your spell deck.
  • Only after the effect fully resolves do you place the Arise Summoning Spell itself on the bottom of your spell deck.

This spell can temporarily give you four cards in hand, but only if you cast it at the right moment.

Importantly, you cannot cast Arise “just to heal” or “just to summon” while ignoring the draw effect. If you only have three cards left in your deck, casting Arise will force you to draw all three — meaning you would deck yourself and lose.

Some spells are powerful but timing‑sensitive. Choosing when to keep, cast, or put a spell on the bottom is part of the strategy.

Summoning Spells are all Self-Healing and are put back on the bottom of your deck after casting.

Ice Faction Spells

The Ice Faction

From the frozen reaches of Lystorm come Magicians who command water, frost, and the patience of the long winter. Their icy fortresses stand unbroken for centuries, built through discipline, resilience, and mastery of healing magic.

The Ice faction excels at endurance. Their healing is powerful but requires timing—your life must dip before your magic can restore it. Play patiently, absorb early hits, and let your opponents overextend. Once your healing engine activates, Ice becomes incredibly hard to bring down, turning late‑game battles in your favor.

Bide your time. Preserve your life source. Freeze the battlefield when it matters most.

Arctic Circle Enchantment

"During this match, heal 1 life whenever you get a Critical Hit."

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Fortress Enchantment

"During this match, heal 1 life whenever you cast a Conjuring spell."

When you cast a Conjuring spell, fully resolve it's effects, then proceed to heal 1 life.

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Ice Wall Enchantment

"During this Match, reduce damage by 1 when taking 4 or more damage."

During this Match, reduce any incoming damage by 1 whenever you would take 4 or more damage. At the end of a round, Basic Damage and Bonus Damage are combined into a single total, so this effect reduces that total by 1. If you Overcharge, the final damage you take is also reduced by 1.

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Freeze Curse

"Your enemies with a Power Level of 9 or higher cannot draw anymore Power cards.
(They may still cast spells that allow them to draw cards.)"


Enemies with a Power Level of 9 or higher cannot draw Power cards normally for the rest of the round. They may still draw cards through spell effects, butdoing so does not end or disable this spell’s effect.

Curses are rare and powerful spells that can dramatically disrupt other players. Each deck contains only two Curses because their effects can shift the momentum of a Round in an instant.

Thaw Conjuring

"Discard the lowest-numbered Power card you have in play or heal 2 Life."

Discard the lowest numbered Power card” refers only to Power cards.
Modifier cards do not count, even if they show a 1 or 2 — those numbers are modifiers, not Power values.

Modifier cards can never be chosen to satisfy this effect. Only Numbered Power cards are eligible.

This versatile spell can protect you from Overcharging by removing a Power card, or it can simply restore Life when you need it.

Conjuring spells are a standard spell type focused on healing and straightforward effects. They don’t create ongoing conditions or special rules — they simply give you reliable ways to pressure other players and influence the outcome of a Round.

Storm Conjuring

"Draw a Power card, you can play it, or discard it to either heal 2 life or deal 1 point of Critical Hit damage to your enemies."


Draw a Power card. After drawing it, you may either play it normally, or discard it and trigger one of two effects: heal 2 Life, or deal 1 point of Critical Hit damage to your enemies. This spell effectively gives you three choices—play the card, convert it into healing, or convert it into damage—depending on what you need in the moment.

Conjuring spells are a standard spell type focused on healing, dealing damage and straightforward effects. They don’t create ongoing conditions or special rules — they simply give you reliable ways to pressure other players and influence the outcome of a Round.

Shelter Ultimate

"Draw a Power card, if it’s a 1-3, play it, then heal an amount of Life equal to the number on the card. (Draw again if it’s a Modifier card. Continue discarding and drawing again if it’s a 4, 5 or 6.)"


This spell is gives you a chance to score a Critical Hit, without Overcharging, when your Power Level is below 10. It lets you safely cycle through high‑value Power cards—discarding 4s, 5s, and 6s—until you reveal a 1, 2, or 3 that you can play without risking an Overcharge. Modifier cards are kept, and you simply draw again. When you finally play a 1–3, you also heal Life equal to its number, giving you both safety and recovery in a single spell.

Ultimate spells are Life Regenerating or Self Healing and are placed face down on the bottom of your Spell Deck after being cast, instead of going into your Cast Spells Area. They can appear again later in the Match, rather than being removed from play like normal spells.

Frost Burn Incantation

"Your enemies must choose the lowest numbered Power card they have in play and discard it. (This does not apply to players who Overcharged.)"

Discard the lowest numbered Power card” refers only to Power cards.
Modifier cards do not count, even if they show a 1 or 2 — those numbers are modifiers, not Power values.

Modifier cards can never be chosen to satisfy this effect. Only Numbered Power cards are eligible.

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Avalanche Incantation

"Discard all your Power cards and start drawing again, then put this on the bottom of your Spell deck. (You can exclude any Bonus or Modifier cards you have in play.)

This spell is a powerful form of Overcharge protection, letting you safely reset your Power cards without losing any Bonus or Modifier cards you’ve already built up. You discard only your numbered Power cards, keep all Modifiers and Bonus cards in play, and then begin drawing fresh Power cards from your deck.

If you hadn’t drawn a Power card before casting this spell, you must draw at least one Power card afterward before you can pass your turn. This ensures the reset takes effect properly and prevents players from skipping their Power draw entirely.

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Winter Solstice Hex

"During this Round, whenever anyone draws a 3, you heal 1 Life."

Hex spells must be cast at the beginning of a Round before you draw your first Power card and placed into your Play Area. When casting spells after the Hex, place them to the right of the Hex so it remains visible. At the end of the Round, all spells in your Casting Area—including the Hex—are placed into the Crypt in the order they were cast.

Hex effects resolve before the spell or action that triggers them. Hexes are public, visible, and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

This effect only triggers when a 3 is drawn, not when a 3 is already in play. If a player draws a Power 3 at any point during the round, you immediately heal 1 Life. Power cards that were played earlier in the match do not trigger this effect. Only newly drawn 3s—whether drawn normally or through spell effects—cause you to heal.

This spell relies on some luck, and looking to see how many three's are still remaining in everyone's Power deck, but it is good for multiplayer games, where you can get a lot of healing.

Example: Another player draws a 3, this may cause a Critical Hit. Because Hexes resolve before the spell or action that triggers them, the Hex’s healing effect must be applied immediately.

You heal 1 Life before the Critical Hit damage is resolved.

If this timing is forgotten, players should correct it as soon as it is noticed. Hexes are public and must be honored by all players. Retroactive correction is allowed to maintain proper timing order.

Blizzard Summoning

"Draw 2 Power cards and play them, draw again if it’s a Modifier card. If they add up to 6 or higher, heal 2 Life."

Note that you will most likely playing this at the beginning of a round since you could draw 2 high cards. But it could also be a last ditch effort to stay in the game, if you also have an Overcharge Reversal in your hand.

Summoning Spells are all Self-Healing and are put back on the bottom of your deck after casting.

Feast Faction Spells

The Feast Faction

The Elven Mystics live in the Forested lands of Abalania. They have learned to be one with nature’s magic and have harnessed it to cultivate plentiful crops and control the Flora and Fauna in order to fend off invaders.

The Feast deck is cunningly resilient, but requires some patience and wisdom to wield it.

Bounty Enchantment

"After you get a Critical Hit, take the card that is on top of your Crypt, and put it into your hand."

When you score a Critical Hit, you immediately take the top card of your Crypt and add it to your hand. This can push your hand above the normal limit of three cards, which is allowed. However, you cannot draw new spell cards normally until your hand size drops back below three.

This effect only triggers when you successfully score a Critical Hit. You can only score one Critical Hit per turn, even if you lose your Critical Hit and then regain a score of 12 later in the same round. Only the first Critical Hit you achieve that turn activates this spell.

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Entrap Enchantment

"Your enemies must take a spell card off the top of their deck and put it face up under this card. You may cast these spells at any time during the Match.
(Discard all spell types into the player’s Crypt after casting.)"


Spell cards placed under Entrap are not in your hand — they are treated as resources you control. You may cast them just like your own spells, but only during your turn, following the normal spell‑casting rules.

  • If a stolen spell is an Enchantment, it remains under your control for the rest of the Match, and its effects benefit only you.
  • If the stolen spell is any other type (including self‑healing or Life Regeneration spells that normally return to the bottom of your deck), it is placed into that player’s Crypt after you cast it.

In short:
Entrap gives you control of the stolen spells, but after you cast them, they always go to their original owner’s Crypt.

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Cultivate Enchantment

"During this Match, heal 1 Life whenever an Ultimate Spell is cast."

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Whenever this spell is active:

  • You heal 1 Life each time any Ultimate Spell is cast — including your own.
  • Your healing happens before the Ultimate spell is resolved.

Fortify Curse

"Heal 1 Life and deal 1 damage to all your enemies, for every Critical Hit that happened in this round."

This spell counts only the Critical Hits that have already occurred earlier in the round at the moment you cast it. Its effect is fixed at the time of casting and does not change afterward.

Here’s how it works:

  • You deal damage to all enemies equal to the number of Critical Hits that occurred earlier in the round.
  • You heal Life equal to the number of Critical Hits that occurred earlier in the round.
  • You do not retroactively heal or deal damage from future Critical Hits that haven’t happened yet.
  • If a Critical Hit happens after you cast this spell, it does not increase the spell’s effect.
  • If a Critical Hit is reversed later in the round (for example, by lowering their Power Level), that negated Critical Hit no longer counts — but only if the negation happens before you cast this spell.

Timing Tip:
Because Critical Hits can still be created or negated during the round, this spell rewards careful timing. It is often strongest when cast during the Final Casting Phase, when all Critical Hits for the round are already known — but you may find earlier windows where casting it is strategically better.

Curses are rare and powerful spells that can dramatically disrupt other players. Each deck contains only two Curses because their effects can shift the momentum of a Round in an instant.

Flora Conjuring

"Cast this to subtract 4 from your current Power Level.
(If your Power Level is later altered you can choose whether to keep this spell in effect or ignore it.)"

This spell immediately reduces your current Power Level by 4, and your Power Level can go negative. Negative values are fully tracked.

Whenever your Power Level is altered later in the round — whether increased or decreased — you may choose each time whether to:

  • keep the –4 reduction active, or
  • ignore the reduction and calculate your Power Level normally.

You may make this choice multiple times in the same round, as long as your Power Level is being altered. The spell does not lock you into a single decision, and the spell always uses the version that is most beneficial to you at the moment your Power Level changes.

Conjuring spells are a standard spell type focused on straightforward effects. They don’t create ongoing conditions or special rules — they simply give you reliable ways to pressure other players and influence the outcome of a Round.

Bloom Conjuring

"Draw two Power cards, choose whether to play one, play both, or discard both."

When you draw Power cards with Bloom, a card only becomes part of your Power Level if you play it — meaning you place it with your other Power cards. A card you discard from Bloom was drawn but never played, so it is not part of your Power Level.

This matters for interactions with spells like Corrode, which always targets the last Power card played, not the last card drawn.

Conjuring spells are a standard spell type focused on straightforward effects. They don’t create ongoing conditions or special rules — they simply give you reliable ways to pressure other players and influence the outcome of a Round.

Fauna Ultimate

"During this Damage Phase, the players who dealt damage to you must take the same amount of damage, up to 2, in return."

Ultimate spells are Life Regenerating or Self Healing only this spell remains in your Spell Casting Area until after the Damage Phase is over, then place it face down on the bottom of your Spell Deck where it can appear again later in the Match.

Harvester Incantation

"Your enemies must subtract 2 from their total Power Level.
(This does not apply to players who Overcharged. This spell remains in effect until the end of the Round.)"

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Sting Incantation

"If anyone has a Critical Hit, you may cast this to deal 2 damage to your Enemies and for the rest of this round they must take 1 point of damage whenever they cast a spell."

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Entangle Hex

"During this round, your enemies cannot use Modifiers, and whenever a Modifier
card is drawn they must
take 1 damage."

Hex spells must be cast at the beginning of a Round before you draw your first Power card and placed into your Play Area. When casting spells after the Hex, place them to the right of the Hex so it remains visible. At the end of the Round, all spells in your Casting Area—including the Hex—are placed into the Crypt in the order they were cast.

Hex effects resolve before the spell or action that triggers them. Hexes are public, visible, and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

This spell could be especially damaging if you go after other players, who have already drawn a Modifier as their first card. Otherwise it does rely on luck, and looking to see how many Modifier's are still remaining in everyone's Power deck.

Harbor Summoning

"Draw two Spell cards, if one of them is a Conjuring Spell, deal 2 damage to your Enemies."

This card can allow you to temporarily have 4 spell cards in your hand, if it's cast at the right time.

Summoning Spells are all Self-Healing and are put back on the bottom of your deck after casting.

Famine Faction Spells

The Famine Faction

The Necromancers of Nessinario live in a dark world of perpetual dusk and night. The Magic in this land is grim and they have learned to harness dark magic, which sometimes requires taking damage in order to deal damage.

The Famine deck has strategic ways to bring others down with you, but then return triumphant.

Leviathan Enchantment

"When you Overcharge, immediately take the card that is on top of your Crypt, and put it into your hand."

Whenever you draw a Power card that puts you over 12, then you Overcharged, and you can return the top card of your Crypt to your hand. If you play a card that lowers your Level, then you can Overcharge again. This effect may trigger several times a round.

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Decay Enchantment

"During this Match, when you Overcharge, your enemies must immediately take 1 damage."

Whenever you draw a Power card that puts you over 12, then you Overcharged. With the right combination of spells in your hand, this effect may be triggered several times during a round.

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Wormhole Enchantment

"In this Match, take 2 Spell cards off the top your enemy’s decks and place them face down under this card. (Return the cards to their hand if this Spell is removed.)"

This spell can thwart experienced players of the game who like to know what spell cards they have in their deck, and it's a Direct Damage spell.

When casting an Enchantment spell, read its description out loud, then place the card near the center of the table. Its effects remain active for the rest of the Match.

Enchantment effects may trigger at any time during the Match. If an Enchantment is triggered by a spell or action, its effect resolves before the triggering spell or action. All Enchantments are public and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Apocalypse Curse

"Every player in the game must add 4 to their Power Level"

If this causes players to Overcharge, they will get a chance to cast spells to reverse it on their next turn.

Curses are rare and powerful spells that can dramatically disrupt other players. Each deck contains only two Curses because their effects can shift the momentum of a Round in an instant.

Blight Conjuring

"Draw a Power card, and subtract it from your Power Level. If it’s 3, your enemies must take 2 damage.
(Draw again if it’s a Modifier. Bonus Damage cards will inflict damage.)"

When you cast this spell, draw the top Power card from your deck and immediately subtract its value from your current Power Level. Your Power Level can go below 0 — negative Power Levels are allowed. If the card you drew is a 3, all of your enemies must immediately take 2 damage.

After resolving the effect, place the drawn Power card below your other Power cards, rotated 90 degrees. This indicates that the card is now “locked in” and remains active for the rest of the round. Any positive or negative effect from that Power card continues to apply until the round ends.

If the card you draw is a Modifier, draw again until you reveal a non‑Modifier Power card. If the card is a Bonus Damage type, it will inflict its damage normally in addition to this spell’s effect.

Conjuring spells are a standard spell type focused on damage and straightforward effects. They don’t create ongoing conditions or special rules — they simply give you reliable ways to pressure other players and influence the outcome of a Round.

Insight Conjuring

"Look at your top power card, you can choose to either play it, discard it, or put it back on top of your deck."

Conjuring Spells are a standard type of spell and generally are geared towards causing damage to other players.

Reanimate Ultimate

"Pick one of your Power cards currently in play, you can choose to either discard it or put it back on top of your deck."

This spell is the ultimate Overcharge reversal. By choosing any one of your Power cards in play, you can immediately lower your Power Level to avoid Overcharging at a crucial moment. Because you may select any value card, you can subtract precisely the amount needed to bring your Power Level back down to exactly 12, allowing you to trigger a Critical Hit on your next attack.

If you place the chosen card back on top of your deck instead of discarding it, you also control your next draw, giving you perfect information going into your next turn.

Ultimate spells are Life Regenerating or Self Healing and are placed face down on the bottom of your Spell Deck after being cast, instead of going into your Cast Spells Area. They can appear again later in the Match, rather than being removed from play like normal spells.

Vortex Incantation

"Discard the first power card you drew this round, or put it back on top of your deck.
(Move to the second card you drew, and so on, if you cast multiple copies of this spell.)"

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Grave Digger Incantation

"Take the card that is on top of your Crypt and put it into your hand, then put this card on the bottom of your Spell deck."

Incantation spells are another standard spell type and are generally have a more healing, blocking damage or self-preserving spell effects.

Hobbled Hex

"During this round, your Enemies must take 1 damage whenever they cast a spell."

Hex spells must be cast at the beginning of a Round before you draw your first Power card and placed into your Play Area. When casting spells after the Hex, place them to the right of the Hex so it remains visible. At the end of the Round, all spells in your Casting Area—including the Hex—are placed into the Crypt in the order they were cast.

Hex effects resolve before the spell or action that triggers them. Hexes are public, visible, and must be honored by all players. If a trigger is missed, correct it as soon as it is noticed—timing order still applies.

Corrode Summoning

"Your enemies must discard the last Power card they drew.
(This does not apply to players who Overcharged.)"

Clarification

Corrode targets the last Power card a player drew and then played into their Power Level.
It does not target cards that were drawn and discarded without being played.

Example

A player casts Bloom, which allows them to:

“Draw two Power cards, choose whether to play one, play both, or discard both.”

They draw two cards and discard both.
Since neither card was played, neither card can be discarded by Corrode.

If instead they draw two cards and play one, Corrode will target that played card — because it is the last Power card they drew and subsequently played.

Summoning Spells are all Self-Healing and are put back on the bottom of your deck after casting.

Future Expansion Decks

Upcoming Factions, sample cards, and Spell Crafting Opportuniities

The new expansions in the works are Heaven, Earth, Shadow, and Shine.


Players who wish to contribute original spell concepts for future expansion decks may do so through the Spell Submission page. Submissions are reviewed for thematic consistency, balance, and suitability for inclusion in later releases. Selected ideas may be adapted as needed, and contributors will be credited accordingly. Further details and the submission form are available at the link below.


Design Your Own Spells

Aura - Heaven Enchantment

"When you get a Critical Hit, look the top spell card of your deck and put it back either on the top of Bottom of the deck."

Enchantment spells can only be cast during your turn. Read the description out loud then place it near the center of the table where the effects will last for the rest of the Match.

Chasm - Earth Talisman

"Your enemies search their Burn Piles for a Modifier card and place it under this card."

Dusk - Shadow Talisman

"During this Match, all your Bonus Damage cards each inflict 1 additional damage."

Spark - Shine Enchantment

"During this Match, heal 1 life whenever you cast a Conjuring spell."