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Rules

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MAGI-NATION(tm) DUEL(tm) TEXT RULEBOOK
Current as of 12Oct01
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INTRODUCTION
You are about to enter the Moonlands, a place of wondrous regions created from the stuff of dreams. The Moonlands are a mystical place filled with amazing Magi, strange Dream Creatures, and ancient
Relics of untold power. Powerful wizards and sorcerers, the Magi hone their potent skills by dueling other Magi. They need to be the best they can be, for the Magi-Nation is fighting a desperate war
against the vile creatures that crawl up from the core of the moon and seek to corrupt their entire race.
Magi-Nation Duel is a game about these magical duels. Each player controls a group of three Magi. These Magi cast Spells, conjure up Dream Creatures, and use Relics to beat the other group of Magi.
Defeat all of the Magi that oppose you, and you win!
Most games of Magi-Nation Duel are played between two players, but there's no reason you can't play with three or more. Whoever your friends are, invite them to join the Magi-Nation!
So How Does This Work?
Magi-Nation Duel is a collectible card game (often simply called a CCG). The cards themselves represent your Magi, the Dream Creatures they create, the Spells they cast, and the Relics they use in their
duels.
In a CCG, you don't necessarily use all the cards at once; players build their own custom decks from their collection. As an analogy, imagine you could play a game with baseball sports cards. You wouldn't
use every baseball player in your collection at once; aside from being pretty obnoxious, it'd be silly. Instead, you'd only choose your favorite nine players to take the field. CCGs work in the same way. You
take your best cards and make a deck, then use that deck to play with your friends.
The 48 cards you just purchased in this box can make a playable Magi-Nation deck. As you look through the cards, you'll find that there are several different types, and that some cards appear more than
once. There are perhaps 35 or 40 distinct cards in your deck, and at this time there are over 500 cards available that you can collect. Cards come in decks like this one, as well as in 11-card booster packs.
You can buy some and trade for others, and use those cards to make your deck better, or to make additional decks.
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CARD TYPES
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Let's take a look at the four different types of cards in Magi-Nation Duel.
MAGI
Magi have a circular border around the artwork. Magi are the centerpieces of your deck and the focus of the whole game.
(1) Name: In the top center is the name of the specific Magi the card represents.
(2) Region and Profession: Below the name we give the Magi's home region, as well as what special position he or she may have.
(3) Region Emblem and Edition Mark: Although each region has a differently colored frame, we put the symbol of the region in the upper right-hand corner to help colorblind players. Also, if the card is a
first-edition printing, a Roman numeral I appears immediately below this icon.
(4) Starting Energy: The number in the upper left-hand corner shows how much power the Magi has available at the start.
(5) Artwork: It goes inside the frame. But you probably figured that.
(6) Energize Number: The top line of the text box shows how much additional power the Magi gets every turn.
(7) Starting Cards: Each Magi has favorite Spells and Creatures; the next line names these. You'll start with these cards in your hand.
(8) Powers and Effects: All Magi have special abilities unique to them; these are listed below the starting cards.
(9) Flavor Text: The italic type at the bottom of the text box tells you more about the Magi and the Moonlands. It has no effect on game play.
(10) Rarity: Our rarity code is found in the lower right-hand corner. One dot means a rare card, two dots is an uncommon card, and "deck" means it only appears in a deck.
(11) Artist Credits: We list the last name(s) of the artist(s) at the bottom of the text box. Praise or blame for the art goes to them.
CREATURES
Creatures have a rectangular border around the picture. They are from the Dream Realm, and are called forth by your Magi to battle opposing Magi. There are many Creatures in the game, some weak and
some powerful. All have useful Powers or Effects that can help you defeat your opponent.
(1) Name: The big name in the top center tells you what sort of Creature it is. Certain Creatures, like Jiles and Arbolls, appear in different forms across the Moonlands; these have two-word names like Leaf
Hyren, Magma Hyren, Tunnel Hyren, etc.
(2) Starting Energy: The number in the upper left-hand corner is how much energy it costs your Magi to bring the Creature into existence. This energy is moved from your Magi to the Creature when it's
played, so the Creature ends up with energy of its own.
(3) Powers and Effects: Like Magi, Creatures have their own abilities that they can perform using their own energy.
Everything else is the same as for Magi.
RELICS
Relics all have a hexagonal (six-sided) border around the picture. Relics are mystical artifacts your Magi uses to augment and increase his or her power. Relics have a wide variety of functions for your
Magi to use. Some Relics remain in play, while others get discarded when you use them.
(1) Energy Cost: This is the number in the upper left-hand corner. Energy used to play a Relic is discarded instead of placed on the Relic. Relics never have energy.
(2) Powers and Effects: This tells you what the Relic does for you. Unlike Creatures, if the Relic's Power has an energy cost, the Magi must pay that cost.
Everything else is the same as for Magi.
SPELLS
Spells have a whirlwind-shaped border around the artwork. Spells are single-use cards that represent an action your Magi takes. Spells do a wide variety of things, from adding energy to your Creatures to
discarding cards from your opponent's hand.
(1) Energy Cost: The number in the upper left-hand corner (sensing a pattern here?) is how much energy your Magi must spend to play the Spell. As when you play Relics, the energy is lost, but you'll get
some sort of worthy effect out of it.
(2) Game Text: Spells have no Powers or Effects; those come from Magi, Creatures, and Relics. Instead, the text box tells you what the Spell does.
Everything else is the same as for Magi. And Relics. And Creatures.
THE OTHER STUFF IN THE BOX
There's some other stuff in your box, too. Aside from all those oxygen and nitrogen molecules bouncing around, that is.
Each deck box includes one six-sided die. There are many cards in Magi-Nation that require a die roll, and we thought you'd appreciate not having to go raid your backgammon game for dice.
Also, each deck has sheets of energy tokens. You can use these to keep track of how much energy your Magi and your Creatures have. Or, if you want, you can use dice, coins, jellybeans, glass beads, or a
very large litter of kittens instead.
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THE BASICS OF THE GAME
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WINNING
In Magi-Nation, you defeat your opponent's Magi by:
* removing all energy tokens from that Magi, AND
* discarding all of that Magi's Creatures from play.
You'll do this by using your own Creatures and spells to attack your opponent's forces. When a Magi is defeated, that player's next Magi enters the fray. Defeat all three of your opponent's Magi, and you
win!
GETTING STARTED
To start playing Magi-Nation Duel, you need your enclosed deck and a friend with a deck to play against. First separate all the Magi out of your deck. You'll have at least three Magi. If you have more,
choose three of those to play with (for your first game, just choose any three of the same region) and set the others aside; they will not be used at this time. Shuffle the rest of your deck together.
The Play Area
Each player needs to have a distinct location for their deck, their discard pile, their Creatures, and their Magi and Relics. Here's a diagram of how we like to set up our games here at the office; use it if it you
like, or find something else that works for you.
Selecting Magi
At the start of the game, each player chooses the order in which his or her Magi will appear. The Magi are then placed face down in that order. The order cannot be changed once the game starts. Remember
that you will be drawing your Magi from the top of your Magi stack, so make sure you have it set up right!
Who Goes First?
Once the order of the Magi has been set, each player rolls a six-sided die (re-roll a tie). The player with the higher roll gets to decide who goes first. If you are playing a multi-player game, play moves
clockwise from the person who goes first.
THE STEPS OF A TURN
Each turn of Magi-Nation Duel flows through several steps. We also have a complete example of play at the end of the rules; use this as a model for taking your first turn. Note that a "turn" is defined as
you taking the steps of your turn only, not "once around the table," as in some games. The six steps are:
1. Energize
2. Powers/Relics/Spells
3. Attack
4. Play New Creatures
5. Powers/Relics/Spells
6. Draw
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YOUR FIRST GAME
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START!
The first player flips his or her first Magi face up (we'll assume it's you). Look at the upper left-hand corner of the Magi card to find the Magi's Starting Energy, and place that amount of energy on the
Magi.
Next, look in the text box of the Magi card next to the word "STARTING." It lists specific cards that this particular Magi begins the game with. You may search your deck for any or all of those cards and
put one copy of each into your hand (shuffle your deck afterwards. Then, if this is your first turn of the game, draw cards from the top of your deck until you have five.
STEP 1 - ENERGIZE
At the top of your Magi's text box is his or her Energize number. This represents the amount of energy that you put on your Magi during the Energize Step. Energize your Magi by putting energy tokens
onto him or her equal to the Magi's Energize number. Any of your other cards in play with an Energize number also get energized at this time.
Important Exception: The player who goes first in the game does not energize on the first turn.
STEP 2 - USE POWERS, PLAY RELICS, AND PLAY SPELLS
This step is often simply called the PRS Step.
In this step, you can play Relics, play Spells, or use Powers. You can do these in any order. For example, you may play a Relic, then use a Power on that Relic, then play another Relic, and then play a Spell.
Unlike Powers, you cannot choose to use Effects. Effects tell you when they happen, and they happen automatically.
Powers: If a card has the word "Power" in its text box, that card can use that Power during this step. Each card can only use a given Power once per turn (not once per PRS Step).
Many Powers have an energy cost, which appears as a number on a black dot. You must pay that cost before using the power. If you use a Creature's Power, remove the energy cost from the Creature itself.
If paying the energy cost for a Power leaves a Creature with no energy, it is immediately discarded from play before the power takes effect.
If you use your Magi's Power or a Relic's Power, remove the energy from your Magi. If you don't have enough energy to pay for a particular Power, you can't use it. However, you can use all of your
Magi's energy to pay for a Power. This does not defeat your Magi (unless he or she has no creatures in play).
Relics: If you play a Relic, it has an energy cost associated with it, located in the upper left-hand corner of the card. Many Relics cost 0 energy to play.
You cannot play or otherwise gain a Relic if your Magi already that same card in play. However, you can play a Relic that an opponent's Magi has.
Additionally, you may only play Universal Relics or Relics from your Magi's region. You may not play Relics from other Regions; see the rules on Regions.
Spells: To play a Spell, look in the Spell card's upper left-hand corner to see its energy cost. Remove that much energy from your Magi. Do whatever the Spell says and discard it.
Spells from other regions cost 1 more energy; see the rules on Regions.
Example: The Magi Poad has Vortex of Knowledge as a starting card, and you take it into your starting hand. Vortex of Knowledge is a Spell that costs 1 energy and says, "Each player draws two cards."
You remove one energy from Poad, play the Spell, and both your and your opponent(s) draw two cards.
STEP 3 - ATTACK!
If you have Creatures, you can have them attack your opponent's Creatures or Magi.
Select one of your Creatures to be the attacker, and one of your opponent's Creatures to be the defender. Resolve any Effects that activate on an attack.
Note the energy totals of both Creatures. Each Creature simultaneously removes the number of energy tokens it has from the opposing Creature. Any Creatures that reach zero energy are defeated, and are
immediately discarded.
Example: A Quor at four energy attacks a Leaf Hyren at five energy. The Quor removes four tokens from the Hyren while the Hyren removes five from the Quor. The Quor is left with no energy (4 - 5 =
everything it has) and is discarded from play. The Hyren is left with one energy (5 - 4 = 1).
While you can only attack once with each of your Creatures, you can attack the same defending Creature more than once by using multiple Creatures in separate attacks.
If your opponent has no Creatures left, you can attack his or her Magi directly. When a Creature attacks a Magi, see how many energy tokens are on the Creature and remove that many from the Magi. The
Magi does not remove tokens from the Creature. Attacking an opposing Magi counts as the Creature's attack for the turn.
STEP 4 - PLAY NEW CREATURES
After you have finished attacking, you may play Creatures from your hand. Because this step takes place after the Attack step, Creatures you bring in now won't be able to attack this turn, but they will be
able to use powers in the next step.
Look at the upper left-hand corner of the Creature card to see how much energy it takes to play that Creature (this is also known as the Creature's starting energy). Place the Creature in front of you (face
up), pay the energy cost from your Magi, and give the Creature energy tokens equal to its cost. These energy tokens now represent the Creature's strength.
Most often you can simply move the Creature's starting energy from your Magi to the Creature, to make things easier.
You may bring into play as many Creatures as you have in your hand that you have enough energy to pay for. You cannot play a Creature if your Magi does not have enough energy to pay for the Creature.
Dream Creatures from other regions cost 1 more energy; see the rules on Regions.
STEP 5 - USE POWERS, PLAY RELICS, AND CAST SPELLS
This is the same as the previous Powers/Relic/Spells Step. For this step of the game, you may have new Creatures that weren't around during the first PRS Step, and you can now use their Powers.
Remember that cards can only use a listed Power once each turn, not once each step.
STEP 6 - DRAW YOUR CARDS
Draw two cards from your deck. If your deck has run out and you can't draw your two cards, shuffle your discard pile to make a new deck.
Your turn ends.
That's It!
Now your opponent begins his or her turn, following all of the steps that you just followed, including flipping up a new Magi and building a starting hand.
In exchange for going second, your opponent gets to energize on his or her first turn.
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A FEW MORE RULES
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First, Breaking the Rules
As in any CCG, some cards have text that seems to break the rules. Card text always takes precedence over these game rules. For example, a Relic may allow a Creature to attack more than once a turn. This
seems to break a rule, but since the card specifically allows it, the Creature can attack more often than normal. This may be hard to get used to, but you'll find it adds variety and make the game much more
fun!
THE MAGI
Magi are the focus of your game; you want to preserve yours while defeating your opponent's.
At the start of the game, before your first turn, you flip your first Magi face up. Then you search your deck for whichever of that Magi's starting cards you wish to have in your hand. These include the
starting cards printed on the Magi, plus any cards that say in the text box that your Magi may start with that card (for example, the card Sorreah's Dream says, "STARTING: Sorreah," this means it's one of
Sorreah's starting cards). Finally, draw cards until you have a starting hand of 5 cards.
Slightly different rules apply when your Magi gets defeated in the middle of a game. When one of your Magi is defeated, place it face up at the bottom of your Magi stack. All of the Relics and Spells that
the defeated Magi had in play are discarded. All Spells that your opponent(s) had that affected your defeated Magi will not affect your new Magi.
Until your next turn, your next Magi remains face down on your Magi stack. Your Magi cannot be attacked and is not affected by Spells, Powers, or Effects while face down.
At the start of your next turn, before you do anything else, play your next Magi from the top of the stack. Your new Magi begins with energy equal to his or her Starting Energy.
Next, you can retrieve any or all of that Magi's starting cards. Go through your discard pile first, and then, if necessary, search your deck for the cards. You may look for a specific card even if you already
have another copy of that card in your hand. However, if you cannot find a specific card, you do not draw cards as a substitute. Also, you do not draw extra cards as you did at the start of the game.
Your new Magi will energize on his or her first turn.
If your second Magi is defeated, play your third Magi as above. When all of a player's Magi are defeated, that player loses.
Alternate Magi
Magi-Nation is both a game and a story, and just as characters in a story grow and change, so too will your favorite Magi. You'll see these changes as we print new versions of these Magi. These Magi will
either have the Magi's name in their card title, or they'll have the keyword "Alternate" in their Card Type line, followed by the name of the Magi they are.
For example, in the period of time covered by the Dream's End expansion, the Naroomese Magi Evu became corrupted by the power of the Core. We printed a card named "Evil Evu," which is treated as the
same card as Evu. We might also print an even later version of Evu, named "The Dark Avenger," with the text "Alternate Evu" to indicate that it counts as Evu.
Magi and their alternates count as the same person for all purposes. Therefore you could not have both Evu and Evil Evu in your Magi stack. Likewise, when a Plith gets attacked, it gives its card-draw
bonus to any version of Evu.
Double Magi Cards
The Awakening expansion introduced the card, "Korg & Zet," our first double-Magi card.
Double Magi cards count as if they were all named and alternate-keyword Magi for purposes of deck construction as well as other effects. They also count as two Magi for purposes of victory. Thus, when
building a deck with "Korg & Zet," you can have only one other Magi in your stack who is neither Korg nor Zet, and when those two cards are defeated, you lose.
In tournament play, you may wish to conceal the fact that you have only two cards in your Magi stack. If so, place a Universal Relic at the bottom of your Magi stack. If you use opaque card sleves, you can
instead use a card placed backwards so that only the card back shows. Either way, it still looks like you have three cards, though you will of course lose if your two Magi cards are defeated. This extra Relic
card in no way counts as part of your deck.
Core and Shadow Magi
The Region called the Core is different from the other Regions. The Magi from the Core come in two varieties, noted right below their name: Core Magi and Shadow Magi. Core Magi dwell in the Core of
the moon and have done so for thousands of years. Shadow Magi once lived in one of the regions of the Moonlands, but have become corrupted by the nefarious power of the Core.
Core Magi can play Universal cards, and they can play Core cards, but they cannot play cards from any other region. Shadow Magi act as Core Magi, but they may also play a few select cards from their
original region. These cards are clearly indicated in the text box of those cards (for example, the last line in the text box of the card "Deadfall" says, "Naroom Shadow Magi may play Deadfall"). Since they
are now no longer members of their original region, Shadow Magi must pay the regional penalty (the rules on Regions) to play such non-Core cards.
Conversely, the Magic of the Core is by and large incomprehensible to Moonlands Magi. Magi from regions other than the Core cannot play any Core cards unless the card's text specifically says that they
can. Those few Core cards that can be played by other Magi also exact a regional penalty from non-Core Magi.
REGIONS
Every card has a specific region that it is from (yes, Universal is considered a region, but it has special rules, below). Some cards have two regions; treat these cards as if they were from both regions. Magi
have certain restrictions based on the region they are from.
Regional Penalty
Magi that play a Creature of Spell from a different region must pay one extra energy to play that card. This is called a regional penalty. In the case of a Creature, the extra energy does not go onto the
Creature; it is discarded. Likewise, the regional penalty does not count towards energy used to cast a Spell.
Example: an Orothe Magi wants to play a Lightning Hyren an Arderial Creature that costs 5 energy. To do so, she must spend 6 energy, 5 for the Creature and 1 more for the regional penalty. Only 5
energy would go onto the Lightning Hyren; the regional penalty energy is lost.
Relics do not incur a regional penalty, but they also have a regional restriction (see below).
Regional Restriction
Regional restrictions prevent you from playing certain cards. The restriction on Core Magi using non-Core cards (and vice versa) is a regional restriction.
Relics also have a regional restriction. Magi can not play Relics that are from a different region. For instance, a Naroom Magi could not play a Cald Relic. However, if a Magi somehow gets hold of a Relic
from a different region, he or she can use the abilities on that card. Similarly, if a card's text removes the regional restriction, the regional penalty still doesn't apply.
Universal Cards
Universal cards are an exception to the normal regional penalty rules. Any Magi can use these cards, ignoring all regional restrictions or penalties.
Universal Magi do not get to use everything for cheap, though. Universal is considered its own region, so Universal Magi must pay a regional penalty for any card they play outside their region.
FIDDLY BITS
Variable Cards
Some cards use "X" as part of the cost to play the card. In these cases, "X" is used as a variable. That means that "X" can be any number you want it to be (and have enough energy to pay for), even zero.
Example: Your opponent has a Creature with three energy and you want to get rid of it. You have Thunderquake in your hand; a Spell that costs X energy to play and removes X energy from any
combination of Creatures. To remove three energy with Thunderquake, X must equal three. You play the Spell and take three energy off of your Underneath Magi. This means that you can remove three
energy from the Creature, leaving it with no energy and causing it to be discarded.
If for some reason X is not specified, it is assumed to be equal to zero. When X is zero, then any Effects that normally activate from that X do not apply.
Example: Scroll of Fire has an Effect that discards an additional energy from a Creature whenever you play a Spell that discards energy from that Creature. If you make X equal to 0 on Thunderquake, the
Scroll of Fire's Effect will not activate from that zero.
Building Your Deck
Building a deck is one of the most important aspects of Magi-Nation. Each deck must have at least 40 non-Magi cards, and your Magi stack must have exactly three different Magi.
You cannot have more than one copy of any Magi. Players can choose any Magi from any region to make their decks; they can even use Magi from different regions in the same deck.
You may not have more than three copies of any given card in your deck. In the region and card type line, certain cards say that they are "Alternate" versions of another card. For example, Dark Furok says,
"Alternate Furok." When you are building or playing your deck, Furok and Dark Furok count as the same card in all ways. You cannot have more than three total of those two cards in your deck, and
actions that affect one card affect all of its alternates.
Searching Your Deck
Whenever you look through your deck for a card, reshuffle your deck afterwards. If you are searching for a specific card or card type, you must show it to your opponent when you have found it. If you are
looking for "any" card or cards, then you do not have to show the card(s) to your opponent.
Spells Remaining in Play
The text of some Spells requires you to leave the Spell card in play for a specified number of turns. In these special circumstances, place the Spell near the card it affects (or place it where the text directs).
At the end of the last turn the Spell is to stay in effect, place the Spell in your discard pile. Note that a Spell only needs to stay in play if the card actually instructs you to place it somewhere in play. If a
Spell only specifies that some Spell-generated effect apply for a certain number of turns, the Spell card itself is discarded as normal.
Effects
All Effects specify when they activate. Effects can activate from many parts of the game, or from individual player actions. This creates a small window of time when the action specified by the Effect is legal
to play. If one of your Effects activates in this way, just follow the instructions on the card, doing any appropriate actions, and continue with the game.
Effects that use the word "may" contain options for the owner that may change what happens as a result of the Effect; however activating all Effects is mandatory.
The Name Rule
If a Spell or Effect says it affects a specific Creature type, it affects any Creature with that word in its name. Thus a Power that discards all Quors affects Stone Quors and Quor Pups, too.
Energize Rates
Energize Rates do not stack. A Creature with Energize: 1 that gains Energize: 2 only has Energize: 2, not Energize: 3.
Three or More Players
If you play with three or more players, the person who goes first gets to energize, unlike in a two-player game. Also, players can attack the Creatures of any player whenever they attack; you don't need to
focus your attack on just one player.
Other Important Points
Remember the order of the steps. Once you start a step, you can't go back to a previous step.
You cannot play anything during your opponent's turn unless a card specifically allows you to. For the most part, only Effects allow you to do anything on your opponent's turn. If one of your Effects is
activated on someone else's turn, do whatever the card tells you to and nothing else.
You cannot move energy between your cards unless a Spell, Effect or Power lets you do so.
There are few limits in Magi-Nation Duel. You can have as many cards in your hand as you want. Creatures and Magi have no limit to the number of energy tokens they can have.
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EXAMPLE OF PLAY
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Alan and Zoe sit down to play a game. Alan has a Naroom deck and Zoe has a Cald deck (all cards used in this example can be found in those decks). Alan wins the die roll and he chooses to go first.
ALAN, TURN 1
Alan flips up Pruitt, his first Magi. Pruitt's card says, "STARTING: Vinoc, Carillion, Grow." Alan searches his deck, grabs a Carillion and a Grow, and shows them to Zoe. He then shuffles his deck, and,
since he didn't take a Vinoc, he draws three more cards to bring his starting hand to five. Finally, the number in the upper left-hand corner of Pruitt's card is 15, so he places 15 points' worth of energy
tokens on her.
Step 1 - Energize
Since he went first, he does not energize Pruitt.
Step 2 - Powers, Relics, Spells
Alan has a Spell named Vortex of Knowledge in his hand, and he plays it. It has a cost of 1, so he discards 1 energy from Pruitt. The card says, "Each player draws two cards," so both Alan and Zoe draw
two cards (these are Zoe's first two cards).
Alan has no Relics, and Pruitt can't use her Power without a Creature to use it on. He has no more Spells he wishes to play.
Step 3 - Attack
Alan has no Creatures to attack with, so he skips this step.
Step 4 - Play New Creatures
Alan plays a Carillion. It has a starting energy of 4, so he moves 4 energy from Pruitt to the Carillion. Pruitt now has 10 energy.
Alan also plays a Weebo (2 energy) and a Furok (4 energy), reducing Pruitt to 4 energy.
Step 5 - Powers, Relics, Spells
Alan uses Pruitt's Power. It costs two energy but allows her to add three energy to a Creature. He spends two energy from Pruitt (dropping her to two), and adds 3 energy to her Weebo (bringing it to 5).
He chooses not to use any other Powers.
Step 6 - Draw Two Cards
Alan draws his cards; he now has five cards in his hand. He indicates his turn is over.
ZOE, TURN 1
Zoe flips up Grega, her first Magi. Her card says, "Starting: Arbolit, Quor Pup, Fire Flow." Zoe looks through her deck, pulls those three cards, and shows them to Alan. Then, as she already has five cards
in her hands, she doesn't draw any extra, but simply shuffles her deck instead.
Grega's starting energy is 10, so Zoe puts 10 energy on her.
Step 1 - Energize
Zoe did not go first, so she gets to energize Grega. Grega's energize number is five, so Zoe ups her energy to 15.
Step 2 - Powers, Relics, Spells
As her special Power, Grega can launch a thermal blast, costing her two energy. Zoe discards two energy from Grega. The Power says, "Roll one die. Choose any one Creature or Magi in play. Discard
energy equal to the die roll from the chosen Creature or Magi." Zoe rolls the die and gets a 4. Since Pruitt can use her own Power to add energy to Creatures, effectively healing them, Zoe decides to choose
the Furok (4 energy) instead of the Weebo (5 energy). The Furok loses all its energy and is discarded (and therefore can't be healed by Pruitt).
Zoe has no more Spells, Relics, or Powers she wants to use.
Step 3 - Attack
Since Zoe has no Creatures, she skips her attack step.
Step 4 - Play New Creatures
Zoe plays her Arbolit, Quor Pup, and Lava Balamant, costing her a total of 8 energy, which she moves onto the appropriate Creatures. Grega now has 5 energy left.
Step 5 - Powers, Relics, Spells
Thanks to its Effect, Alan's Carillion can crush tiny Creatures in an attack without losing any energy. To counter this, Zoe uses the Arbolit's Power. The Arbolit's Power says, "Choose any one Creature in
play. Discard Arbolit from play. Add two energy to the chosen Creature." She discards the Arbolit and adds two more energy to the Quor Pup.
Finally, she plays a Fireball Spell, which costs her two energy but discards two energy from another Creature. She removes two energy from the Carillion, dropping it to 2 energy. She discards the Fireball
card.
She'd like to use Grega's thermal blast Power again, but she's already used it this turn.
Step 6 - Draw Two Cards
Zoe draws her cards and ends her turn.
ALAN, TURN 2
Step 1 - Energize
Alan adds five energy to Pruitt, bringing her to 7.
Step 2 - Powers, Relics, Spells
Alan uses Pruitt's Power, spending 2 energy and adding 3 to the Carillion. Now Pruitt and the Carillion have 5 energy.
Alan plays Tap Roots. This allows him to discard up to 2 energy from any creature, and add up to 2 energy to any other Creature. He takes 2 energy from Zoe's Lava Balamant and adds 2 energy to his
Weebo. Now the Lava Balamant has 3 energy, and the Weebo has 7. That's a big Weebo.
Step 3 - Attack
The big honkin' Weebo then goes forth and attacks the hapless Lava Balamant. The Lava Balamant removes 3 energy from the Weebo, leaving it with 4. The Weebo removes all the Lava Balamant's energy,
and the Balamant gets discarded.
Next, Alan's Carillion attacks the Quor Pup. The Carillion has 5 energy and the Quor Pup has 4, so the Carillion removes all the Quor Pup's energy (discarding it) and the Quor Pup leaves the Carillion with
1.
Step 4 - Play New Creatures
Alan chooses not to play any new Creatures; he's saving up to pay for a Giant Carillion (which costs 8).
Step 5 - Powers, Relics, Spells
Alan uses the Weebo's Power. It costs the Weebo 2 energy, but brings the Carillion back to its starting energy of 4.
Step 6 - Draw Two Cards
Alan's turn is now over, and he feels pretty good. But then Zoe starts to grin evilly...
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GLOSSARY
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Action: Part of the changes made by an Effect or Power.
Add: Raising the energy level on a card already in play. The energy comes from nowhere (or "the bank" if you prefer). The only exception to this is when energy is rearranged; cards that rearrange energy
specifically use some form of the word "rearrange" in describing their action(s).
Attack: An attack is when one player's Creature fights with another player's Creature. The full explanation of an attack given covers all aspects of an attack, and not all of these steps apply to every attack. In
most cases, you can use the simplified attack scheme described in the rulebook.
Attacking Step Order:
1. Attacker declares one attacker.
2. Attacker declares one defender.
3. Note energy levels of all Creatures for purposes of processing Effects. This energy level will be locked in for the rest of the attack.
4. Process Effects using the numbers from Step 3.
5. After Step 4 is resolved, if any new Effects are now activated, go back to Step 4. Remember to use the numbers from Step 3 in all cases. A Creature cannot gain bonuses from any one Effect more than
once per attack.
6. Lock in attacker and defender energy levels for the attack resolution.
7. Resolve energy loss in attack. Effects may apply here as well. Creatures simultaneously remove their energy from Step 6 from the opposing Creature. Any Creature reaching zero energy at this point is
defeated and discarded.
8. Process any applicable end-of-attack Effects.
Note that some Powers may activate in a manner like Effects in the above sequence, and should be handled as if they were Effects.
Burrowed: A lot of Underneath cards refer to Creatures that are "burrowed." Being burrowed is a special condition granted by various cards. Creatures that are burrowed do not lose more than two energy
per turn due to attacks or opposing cards, no matter what.
Deck: Your deck contains the 40 or more cards that you play with, including Creatures, Spells, and Relics. Your deck specifically excludes your Magi, which are called your Magi stack. You may not have
more than three copies of a given card in your deck.
Defeat: A Creature is defeated when it has no energy tokens left on it. A Magi is defeated when he or she has no energy tokens and all of his or her Creatures are defeated.
Defend: A Creature that is being attacked is defending.
Discard (Cards): Always discard from your hand unless:
1. The text says discard "from play,"
2. With logical interpretation, the text implies from play (i.e., the Creature's Power says to discard itself), or
3. The text refers to a specific non-Spell card type and does not refer to discarding from a hand (e.g. "Discard all Balamants").
Note that when your Magi is defeated you only need to discard your cards that are in play, not from your hand.
Also, "discard from play" refers only to cards that go from play to your discard pile (even if only momentarily), and to Magi that are defeated and go to your Magi stack (face up).
Discard (Energy): This means to remove energy from the card and the game (it gets put in "the bank," if you like). Attacks do not discard energy, but instead remove energy.
Effect: Effects are abilities printed on Magi, Creatures, and Relics. Some Effects are automatic actions activated by other game actions, such as playing a Creature or using a Power. Other Effects protect
cards from game actions, such as Spells or Powers or other Effects.
When an Effect meets the conditions specified and becomes legal to play, it is "activated." Play the actions as specified, then continue with the game. Effects with "may" in them have results that depends in
part on the whether the player in question opts to use the option or not. Other Effects are mandatory.
The player whose turn it is chooses the order of his or her effects, applies all of them, then his or her opponent(s) do the same.
Foils: Foils are shiny cards prized by collectors. They are very rare and hard to find, and some have sold for as much as $50 on Ebay. Foils are randomly hidden in booster packs.
Largest: The Creature(s) with the most energy tokens on it. This has nothing to do with starting energy.
Magi: Magi are powerful wizards from the different regions of the Moonlands. They are the main characters in any duel.
Magi Stack: This is the pile of three Magi with which you play the game. The Magi are revealed in order; i.e., your second Magi is not revealed until the first is defeated.
Opponent: Any card that says "opponent" on it refers to any other player besides you.
Opposing: A card controlled or an action generated by any player other than you.
Play: Whenever you play a card, it is treated the same way. Thus if you are somehow able to play a Creature during your PRS step, you must still pay the energy cost and any regional penalty.
Power: Many of the Magi, Relics, and Creatures have Powers. Each Power has a specific cost. Below is the order of steps to use when playing a Power. Keep in mind that this was developed to cover all
aspects of using a Power, and not all portions of these steps will apply to every Power. In most cases you may use the simplified instructions described in the general rules.
1. Announce that you are using the Power.
2. Pay all costs associated with that Power such as energy loss and/or discarding of the source Creature. These costs occur and are paid simultaneously.
3. Check to see if any Creatures have reached zero energy. If they have, discard them from play. If the source Creature is discarded at this point, the Power still continues to operate.
4. Make all choices involved. If there is no longer a valid card to choose, then the Power ceases. If a Power requires you to discard a Creature, choose it now.
5. Simultaneously carry out all results of the Power, including discarding any Creatures selected in the previous step.
6. Discard any Creatures that have zero energy.
7. Check to see if any Magi have reached zero energy. If they have, and they have no Creatures in play, they are defeated.
Note that Magi are not checked for zero energy until the entire Power has resolved. This is also true when Magi play Spells.
Rearrange: Taking energy from one card and placing it on another card, neither adding nor reducing the total amount of energy on the board.
Regional Penalty: An extra cost for using cards from a region different from the Magi's region. See the rules on Regions for further details on regions.
Regions: The place(s) that the card comes from or is most common to. There are many different regions in Magi-Nation. Orothe and Orothe Deep are synonymous.
Remove: Energy is removed mainly in attacks. Although other cards in the game can cause a card to lose energy, non-attack removal is referred to as discarding energy.
Restore: Restoring can add or subtract energy from a Creature, unless otherwise restricted (see Magam), until it is at the desired energy level (generally its starting energy level).
Reveal: Show a card to all players and allow them to read its full text.
Self-Referential: Some powers and effects refer by name to the specific card that has the power. For example, Timber Hyren has a power that says, "Take up to five energy from your Magi and place it on
Timber Hyren." If copied, the copied power refers instead to the card that gets the power.
Smallest: The Creature(s) with the least energy tokens on it. This has nothing to do with starting energy.
Universal: Universal is considered a region, although Magi can play Universal Relics. They can also play Universal Spells and Creatures without paying a regional penalty.
Winning: To win, all Magi belonging to all other players in the game must be defeated. If a Magi ever has no energy tokens and no Creatures in play, that Magi is defeated and goes to the bottom of the
Magi stack face up. When all three of a player's Magi are defeated, that player loses the game.
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MAGI-NATION EVENTS
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TOURNAMENTS
To find out more about Magi-Nation tournaments in your area, visit our website at www.magi-nation.com.
If you are interested in running Magi-Nation tournaments, either visit our website or call us. Tournament directors are eligible to receive special rewards for their services. Check our website for more
information.
DEMOS
We also may be able to provide support and product for running Magi-Nation demos. If you want to run a Magi-Nation demo, just e-mail or call us at least three weeks beforehand.
Contact Info
tournaments@Magi-nation.com
206-405-2727
Magi-Nation Tournaments
PO BOX 4039
Seattle, WA 98104
www.magi-nation.com
ANIMITE POINTS
Animite points are found on every booster pack and starter deck, and can also be won at sanctioned tournaments. You can spend your Animite for many different special offers, including promotional cards
and Magi-Nation apparel. For a catalog of prizes available for Animite, either sign up for the Grand Magi Council or go to our website.
You can redeem your animite at:
Interactive Imagination
Animite Redemption
PO Box 4039
Seattle, WA 98104
You can also use our handy
on-line order form on our website.
JOIN THE GRAND MAGI COUNCIL
You automatically get a free membership in the Magi Council when you play in a Magi-Nation tournament. You can use your Magi Council number for a variety of special perks.
The Grand Magi Council is our fan club for those who want more out of their Magi-Nation experience. Grand Magi Council members get our quarterly newsletter, free foils, access to special offers, and
other nifty prizes!
You can join the Grand Magi Council through our website if you like. If applying by mail, copy this form (set your copy for maximum zoom) or send us the following information:
Grand Magi Council
PO Box 4039
Seattle, WA 98104
Name: ______________________________________
Address: ____________________________________
City: ________________ State: _____ Zip: ________
Email: ______________________________________
Favorite Region: ______________________________
[ ] MasterCard [ ] Visa Expiration: __________
Name on Card: _______________________________
Card Number: ________________________________
[ ] 1-year membership ($15 US, US$25 Foreign)
[ ] 3-year membership ($40 US, US$70 Foreign)
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CREDITS
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Design Lead Dan Tibbles
Creative Director Phil Tavel
Design Team Phil Tavel, Edward Bolme, Steve McLaughlin, Dan Carew
Original Concept Phil Tavel, Greg Richardson von Oy
Art Direction Tom Cook
Graphic Design Mike Christopher
Artists & Colorists Mike Christopher, Tim Gillette, Chana Goodman,
Matt Holmberg, Ryan Shreve, Richard Werner
Brand Management Edward Bolme
Story & Flavor Text Phil Tavel, Edward Bolme
Organized Play Jenifer Hunter, Jimmer Sivertsen
Conventions Dorcas Biehn
Fan Clubs Mike Liesik
Webmaster Jason Lust
Rulebook & Editing Edward Bolme
Playtesters Thank you all, for you're too many to list
Special Thanks Amy Hartman, Mike Neimat, Tyler Mays, Stephen Mumford,
Jeff Richardson von Oy
Corporate Executives Rich Silveira, Don Morris, Bob Morris, Jackson Tse
(c)2000-2001 Interactive Imagination Corporation. All rights reserved. Interactive Imagination, Magi-Nation, Magi-Nation Duel, their respective logos, and all related marks, names, and characters are
trademarks and/or service marks of Interactive Imagination Corporation. Game design by Interactive Imagination. Patent pending. No contents of this product may be reproduced in whole or in part without
the express written permission of Interactive Imagination. See our websites at www.magi-nation.com and www.interactiveimaginationcorp.com. No weebos were harmed making this product.