The objective of the game is to control enough magic rune locations to summon the wonderous wolpertinger! Players deploy their minions to try and capture these runes. Once a player has amassed enough power through their minions at a single rune location, they capture it. However things are seldom so easy. Players will challenge each other by sending minions into combat, unleashing mischievous spells, wicked traps and powerful gadgets.
There are two main requirements when capturing rune locations. The first requires that the total power of a player's minions there, is equal to, or greater than the location's listed power. The second condition requires that at least one of their minions have the necessary ability, which is also found on the location card. If a player meets these requirements in the capture phase, and no other player does, then that player captures the location. When more than one player meets the requirements to capture the same location, the player with the most matching abilities wins out. If neither player has more matching abilities than the other, then no one captures the location in that phase and it remains contested for another round.
Action cards are a special class of card that have varying effects on gameplay. Some of these effects may alter or contradict the standard game rules. In these cases the card is always right. They can only be played during the action phase on a player’s own turn. There’s two methods in which action cards can affect a game. These are the “Ongoing” and “Resolve” methods. The method a card uses is stated in the card’s header. When playing a card with the resolve method, simply carry out the instructions written on the card and then discard it. Ongoing cards on the other hand remain after being played. Their effects continue to persist until a condition is met or no longer exists, or is removed through some other means such as another action card.
Example: If a minion that is disabled by an ongoing trap is defeated, or the location that minion is stationed at is conquered, the condition for that trap (enemy minion) no longer exists. Once that minion is discarded the trap no longer has a function and is also discarded.
Symbol | Description |
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Gadget / MagicUnlike other action cards, Gadget (for gremlins) and Magic (for pixies) rely on having minions with the ability available to be played. When you wish to play a gadget/magic card you must choose one of your minions to be the source for the card. As the source, your minion is the one essentially executing the card and as such the card’s effects are limited to targets at the same location or the location itself. Many gadget/magic cards may also use the value of your minion as part of the cards execution . Only one gadget/magic card may be played per turn. |
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TrapsTrap cards are action cards that are built around hindering your opponents minions. They’re played directly from your hand and can affect anything in play (global.) The effects of a trap can vary so just follow the instructions written on the card. Only one trap card may be played per turn. |
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EventEvent cards don’t really have a specific type. Any one card can be quite different from another. These cards are played directly from your hand by spending an action point. The card text describes what effects they have on the game. |
Minions make up the bulk of a faction deck and are essential for capturing objectives. They’re also a player's primary means of thwarting their opponents. Minions can be deployed in the deployment phase
and can be used to execute actions in the action phase.
All minions have the following properties:
Symbol | Description |
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Blast
This minion can make attacks. You may target multiple minions with blast. Resolve each target one at a time and subtract that minions health from your available power. Your remainding power can then be carried over to the next minion. |
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Melee
This minion can make attacks. |
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Ranged
This minion can make attacks. This attack may target minions with the flying ability. |
Symbol | Description |
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Defender
While a minion with this property is present, all attacks against other minions at the same location are redirected to the Defender minion. |
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Health
The value a minion must take in damage in order to be defeated. |
Symbol | Description |
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Barrage
Minions with Barrage may attack enemy minions at other locations, but must spend an additional AP when doing so. |
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Bolster
Bolster grants all other minions at the same location +1 to their health totals. This bonus does not stack beyond +1, even if more than one minion with bolster is present. |
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Counterstrike
When a minion with the counterstrike ability is subjected to an attack; it deals its power in damage back to the attacker. This damage is dealt even if the minion is defeated. |
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Flight
Minions with the flight ability can only be subjected to attacks by other minions with flight or by ranged attacks. |
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Magic / Gadget
The "Magic" for pixies and "Gadget" for gremlins ability is required for playing magic spell and gadget action cards. Minions with this ability may be used as a source for those cards. Unlike other abilities, the Magic/Gadget ability is also associated with a numerical value that may be used by other cards. |
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Mobile
When executing the move action on a minion with the mobile ability, reduce the AP cost of the action from 2AP to 1AP. |
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Perceptive
You may ignore the stealth ability on any enemy minions at the same location for the purpose of making attacks. This applies to all friendly minions at the location, not just the minion with perceptive. |
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Stealth
Minions with the stealth ability cannot be subjected to any kind of attack unless the attacker has a perceptive minion present at the same location. |
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Support
This ability grants all other minions at the same location a +1 bonus to their power when making an attack. |
Rune Location cards make up the Rune deck. The Rune deck is a neutral deck and not associated with any given player. Rune Location cards all have a Power Rating and one to three Ability icons used in the capture process. Most Rune Location cards also have a rune symbol which is used in conjunction with Hero cards for the Heroic game modes. The exception to this are the Home cards which display a faction emblem instead of a rune symbol.
Home cards also differ in other ways. Unlike the other Rune Location cards, their power rating and ability requirements are not the same for all factions. Defending factions, players whose race matches the faction emblem on the card, must always match the requirements listed on the Defender side (The side with their faction emblem). While attacking factions must meet the requirements listed on the opposite side to capture.
Note: The Faction Emblems always show the Primary Decks Emblems. Despite this they still apply to the Secondary Decks of the same race in the same way.
Rune locations have the following properties:
Hero Cards are optional cards used in Heroic games. Before a game begins each player selects one Hero from the same faction as their deck. If you’d like to mix things up you may instead choose Heroes randomly.
Hero cards are not part of a deck, instead place the Hero face up in your play zone. Each hero grants the player a Hero Power and a Rune Power. These can be passive bonuses that are always in effect, or they can be actions that cost AP to use. The Hero Power remains for the full duration of the game. The Rune Power however, may only be used if no opponents have captured any of the runes listed on your Hero Card - unless you have also captured that rune.
Executing actions from your Hero count as a ‘Rune Power action.’ Rune Power actions may only be performed once per turn. In addition, any attacks granted from a Rune Power action still count towards the attack limit per turn (unless specified otherwise).
Term | Description |
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Active |
A face up (not fatigued) card in the play area that may carry out actions, or be subjected to them. |
AP |
Action point. |
Attack |
A type of combat action. Explained here. |
Damage |
A value that must meet or exceed a minion's health in order to defeat it. |
Defeated |
A minion that suffered damage equal to or greater than its health and is then discarded. |
Disable |
Reduces a minion's power to 0. Suppresses all abilities and traits. The minion is unable to carry out any action. |
Discard |
Remove a card from play and place it in the appropriate discard pile. |
Fatigued |
The minion is face-down and cannot be used to take any actions. |
Move |
Change a minion's current rune location. |
Ongoing |
This card remains in play until the conditions for the card are no longer met. |
Play |
Placing a card onto the table and carrying out that card's function. |
Resolve |
Carry out the text written on the card, then discard this card. |
Suppress |
Temporarily remove the specified effect. |