Starting the Game
Mage Dictionary
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Mine - Shared Resource Pool
Vault - Personal Resource Bank
Diamonds - Resources
Clubs - Curses and direct damage.
Spades - Arm and return (Armor and resurrection)
Hearts - Healing and health
Royals - Magical warriors summoned to battle for you
Abyss - Discard pile
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Who starts
Players randomly decide who will go first.
For example: Split the deck. Highest value starts.
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Deal
Shuffle the 54 card Deck.
Deal 7 cards to each player.
Players may only play cards from their own hand.
Hand size at end of turn may not exceed 7.
If a player has more than 7 cards the player must discard extra cards​
Starting a turn
Ready
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At the beginning of each turn, a player will reset their vault equal to the combined value of the diamonds in the shared mine.
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Royals controlled by the player along with any cards attached to them are also reset by Tipping vertically.
(exhausted/tipped cards are rotated 90 degrees)
Draw
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Draw a card (except when player going first takes their first turn)
Playing cards
During Players turn, cards may by played from hand.
Face cards have a value of Jack = 1, Queen = 2, King = 3. Every other card has a cost equal to it’s number. To play a card, subtract cards value from the value of Players Vault. Vault value may not be negative.
Diamonds
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Diamonds are resources that can be used to pay the cost to put cards into play
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Diamonds have no cost and can be played for free
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Players may play one diamond per turn, on their turn in one of 3 ways
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Drop
Play a Diamond to the Mine. Each player adds that card’s value to their vault.
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Draw
Discard a Diamond to draw a card.
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Discard
Discard a Diamond and increase Player's vault by that value until turn end.
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Turns
Players take turns launching attacks on other players to reduce their life total to 0.
Players take turns in which they may attack, strengthen their decks or weaken their enemies, with the ultimate goal of defeating their opponent/s.
Player Begin Turn
Place a resource mine (Diamonds)
Play or attack with a royal (Royals)
Curse target Royal or Damage target player. (Clubs)
Arm target Royal or Return card from Abyss to hand.(Spades)
Heal target player or add Health to target Royal (Hearts)
End Turn
(Not every card is applicable every turn)
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Reset Player’s Vault value equal to Mine value.
Un-tip Court
Draw a Card from Deck
First Play Phase
Attack Phase
-Player Declare Attackers
-Attacked Player may Duel
Second Play Phase
End Turn
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Deck
The deck is a shared library that players deal and draw from.
When the final card is drawn from the Deck, shuffle the Discard Pile back into the Deck.
Hand
Players may only play cards from their own hand.
Hand size at end of turn may not exceed 7.
Value
Each card has a cost to play
The cost may be paid by utilizing the Mine
Mine
Shared Resource Count
Each player may play Diamonds into the Mine.
Mine has value equal to sum of the Diamonds inside.
Diamonds are game currency and must be used to play cards.
Vault
Players funds per turn.
At the beginning of the turn, set Players Vault equal to mine value.
Played cards subtract value from Players Vault and may not be negative.
Life
Each Player begins with 30 Life. If players life is reduced to 0 or less, that player loses the game. Last Player in game wins.
Multiplayer games, losing player should discard their cards and shuffle Discard into the Deck.
Court
Royal cards are played face up as permanents in tabletop court. Spades, Clubs, and Hearts may be played on top of Royal in Court as permanents.
Duel Zone
Temporary zone created when Royals engage in combat.
Abyss Pile
When cards are played or destroyed, they are moved to the shared Abyss Discard pile.
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Royals
Face cards count as Royals and not as their suit. Royal's Values are Jack = 1, Queen = 2, King = 3. Royals have an attack value and a life value expressed: J = 1/1, Queen = 2/2, King = 3/3.
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Diamonds
Player’s may only play 1 Diamond to per turn.
Drop
Play Diamond to Mine during Player’s turn. Each player adds Diamond value to their vault.
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Draw
Discard Diamond to Abyss, draw a card.
Discard
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Discard Diamond to Abyss, and add value to Player’s vault until the end of turn.
Hearts
Heal
Play Heart on Royal in Court, add value to Royal Health.
Health
Discard Heart to Abyss, add value to Target Player Life.
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Spades
Arm
Play Spade on Royal. Add value to Royal’s Attack and Health.
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Return
Discard Spade, trade Card from Abyss with value equal or less than Spade and Return selected Card to Player’s hand.
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Clubs
Curse
Play Club on Royal, subtract value from Royal’s Attack and Health.
Damage
Discard Club, subtract value from Target Player Life.
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Royals
Value: Attack / Health
Jack = 1/1
Queen = 2/2
King = 3/3
Royals may be played during Player's turn only.
Once per turn, Royals may attack target opponent.
To indicate a Royal is attacking, Tip 90 degrees.
Royals may not attack the turn they are played.
If Royal’s health is reduced to 0 or less, discard Royal.
Clubs, Hearts and Spades may be played as permanents on Royal in Court. If Clubs and Spades on Royal have equal Value, move them to Abyss.
Dueling
A Duel is when a Royal attacks and an enemy Royal defends.
Defending Opponent may choose whether Royals Duel and assigns Duelers.
Multiple Royals may Duel target Attacking Royal
Royal may only Duel one Attacking Royal
If Royal is Dueled it does no damage to Player and does damage to Duelled Royal instead.
Dueling Royals deal simultaneous damage to each other equal to their Health Value minus their Attack Value.
If a Royal's Health is reduced to 0 or below, move that Royal and any attached cards to the Abyss.
Duel Damage is temporary and the Health of all Royals in play is restored at the beginning of each turn.
Joker
Joker Value = 10
Destroy Target Royal