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Glutton Cauldron
0
: Place 1 energy token from your
reserve on the Glutton Cauldron.
, Sacrice the Glutton Cauldron when it
contains 7 energy tokens: put these 7 energy
tokens into your reserve and gain 15 crystals.
35/50
Hand of Fortune
9
The summoning cost of your power cards is
reduced by 1 energy from now on (not to be
reduced below 1 energy).
20/50
Hand of Fortune
9
The summoning cost of your power cards is
reduced by 1 energy from now on (not to be
The summoning cost of your power cards is
reduced by 1 energy from now on (not to be
The summoning cost of your power cards is
reduced below 1 energy).
reduced by 1 energy from now on (not to be
reduced below 1 energy).
reduced by 1 energy from now on (not to be
20/50
Staff of Spring
9
Gain 3 crystals whenever you
summon a power card.
6/50
Sid Nightshade
6
If you are the player with the most crystals, each
opponent must give you 5 additional crystals.
49/50
Example: Paul wants to summon his Hand of Fortune power card. First, he
makes sure that he has a summoning gauge high enough to summon a new
card. He currently has three cards in play, his summoning gauge is at four, and
he can thus summon a card. He then pays its summoning cost by discarding
one energy token of earth, one of fi re, one of air, and 3 crystals. His Hand of
Fortune is now summoned, placed face up above his individual board.
2 - THE TYPES OF EFFECTS OF POWER CARDS
The type of effect of the power cards determine at what time the effect of
the card which has just been put into play must be resolved. There are three
different options:
The “when entering play” effects: the card’s effect trigger only when
the card has just been put into play.
Permanent effects: the effects of this card last for the remainder of
the game, unless it is removed from play.
Activation effects: the effects of the power card only trigger when the
card is activated by the player who owns it. To use the activation effect
of one of their cards, a player must:
turn the power card 90°. The card so turned is straightened only at the
beginning of the next round. A card already turned cannot be turned a
second time in a given turn.
pay the activation cost of the card. In order to be activated, some power
cards require a prerequisite, such as the sacrifi ce of a card. If you cannot
pay that activation cost, you cannot use the effect, either.
Once these two prerequisites are met, the player can apply the card’s effects.
The actions linked to the use of bonuses
During the game, a player can use up to three bonuses. These actions offer
extra advantages to the player who, on the other hand, loses prestige points
at the end of the game.
There are four types of bonuses:
By using this bonus, you can trade two energy tokens of your choice
from your reserve for two energy tokens of your choice from the
stockpile.
By using this bonus, you can transmute energy tokens from your
reserve. Refer to the season’s transmutation rate and add an
additional crystal for each energy token transmuted. Thus, an earth
energy token which would normally turn into three crystals in
winter would transmute into four crystals with this bonus.
By using this bonus, you can increase your summoning gauge by one.
By using this bonus, instead of using the “draw a card” action from
your season die
, draw two power cards. Put one in your hand
and discard the remaining card.
Each time a player uses a bonus, they must move the sorcerer token on
their bonus track one space. This earns them a penalty on prestige points,
which is factored at the end of the game. Thus, if a player only uses one of
their bonuses during the Tournament, they earn a fi ve prestige point pe-
nalty to their total prestige at the end of the game. If they use two of their
bonuses, the penalty is 12 prestige points, and fi nally, if they use all three
bonuses, the penalty is 20 prestige points.
Important note: A player can only use a maximum of three bonuses du-
ring a game. They can use the same bonus three times or use different
bonuses each time. They can use all three during the same round or du-
ring different rounds.
Resolution order of the actions of the player’s rounds
The following actions on the Seasons dice must always be resolved before
performing any other action: drawing a card, receiving energy tokens or crys-
tals, increasing your Summoning Gauge. Once these actions are resolved, the
players can perform their other actions, in the order of their choice.
III - End of the round
When all of the players have fi nished their turns, it’s the end of the round.
Moving forward on the season wheel and changing seasons
At the end of the round, the number of pips shown by the die that wasn’t
selected by any of the players should be noted. The season token will move
that many spaces forward. The distribution of all of the game’s dice is iden-
tical: two faces with a one, two faces with a two, and fi nally two faces with a
three. Thus, the speed of the game varies depending on the die that hasn’t
been picked by the players.
8

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