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The effects of the Staff of Spring only affect the power cards summoned
from the player’s hand. Power cards put into play through the use of other
cards such as the Divine Chalice, the Crystal Orb, or the Potion of Dreams
thus earn no crystals for the owner of the Staff of Spring.
Temporal Boots
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Move the season token forward or
back 1 to 3 spaces.
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Temporal Boots
The Temporal Boots do not require any crystals or energy to-
kens to be put into play.
When you put the Temporal Boots into play, move the season
token forward or back one to three spaces on the season wheel.
If the Temporal Boots make the season token move back from winter
to fall:
- move back the year counter one year.
- keep all the power cards you have in your hand.
If the Temporal Boots cause a change of season (by moving the season
token forward or back), cards affected by the change of season such as
Figrim the Avaricious or the Hourglass of Time take effect immediately.
Purse of Io
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Gain 1 extra crystal for each energy
you transmute.
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Purse of Io
Each time you transmute an energy token, move your sorcerer
token one space forward on the crystal track in addition to the
crystals gained through transmutation.
The power of the Purse of Io affects the Balance of Ishtar and
the Potion of Life.
The effects of the Purse of Io have no impact on the Glutton Cauldron
and the Dragon Skull.
Divine Chalice
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Draw 4 power cards;
summon one for free.
Discard the other cards.
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Divine Chalice
When you summon the Divine chalice, draw four power cards
choose one and put it into play for free, without paying its activa-
tion cost. This summoned power card doesn’t trigger the effect of
the Arcano Leech, the Staff of Spring, or of Yjangs Forgotten Vase.
Place the three remaining cards in the discard.
You must have a summoning gauge high enough to be able to put into
play the card drawn. Otherwise, discard it.
Syllas the Faithful
14
Each of your opponents sacrices
a power card.
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Syllas the Faithful
When you put Syllas the Faithfull into play, each opponent
must sacrifice a power card they own which is currently in play.
Figrim the Avaricious
7
Each change of season, each of your
opponents must give you 1 crystal.
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Figrim the Avaricious
The summoning cost of Figrim the Avaricious varies, depen-
ding on the number of players.
Each time the season changes, each of your opponents must
give you one crystal. They move their sorcerer tokens back one
space on the crystal track. Move your sorcerer token on that
track forward the number of crystals thus gained.
An opponent with no crystals is not affected by Figrim the Avaricious’ effect.
Naria the Prophetess
8
Draw as many power cards as there are players.
Put one of them in your hand and give
the rest out to every other player.
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Naria the Prophetess
When you put Naria the Prophetess into play, draw as many cards as
there are players (including yourself). Choose one and add it to your
hand. Then, from the remaining cards, deal one of your choice to each
of your opponents.
Wondrous Chest
4
If you have 4 or more energy tokens in your
reserve at the end of a round, gain 3 crystals.
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Wondrous Chest
Each time you have four or more energy tokens in your reserve
at the end of a round, gain three crystals.
The effect of the Wondrous Chest is triggered by the energy
tokens placed on the Bespelled Grimoire which is considered
part of your reserve. By contrast, the energy tokens present
on the Amulet of Water, or the Glutton Cauldron aren’t part of
your reserve and thus don’t affect the Wondrous Chest.
Beggar's Horn
8
If you have 1 energy token or less in your
reserve at the end of a round,
gain 1 energy token.
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Beggar’s Horn
Each time you have one or less energy token in your reserve at
the end of a round, gain one energy token of your choice from
the stockpile and place it in your reserve.
he effect of the Beggar’s Horn is affected by the energy tokens
placed on the Bespelled Grimoire, which is part of your reserve.
Inversely, the energy tokens present on the Amulet of Water or
the Glutton Cauldron aren’t part of your reserve and thus don’t
affect the Beggar’s horn.
Die of Malice
8
, instead of performing the action(s) of
your season die, reroll it; perform the new
action(s) of the die roll and gain 2 crystals.
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Die of Malice
The Die of Malice do not require any crystals or energy to be
put into play
Each time you activate the Die of Malice, reroll the season die
you’ve chosen, before you can use any of its actions. Only take
into account the new result to perform your actions for this turn.
You gain two crystals each time you activate the effect of your Die of Malice.
If you own two Dice of Malice, you can use both one after another if the
results of your first two dice don’t satisfy you.
In this case, you gain four crystals.
10

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