This game pits two magicians against each other. They have the power to throw spells at each other, or to summon monsters to their side. This game follows the elemental pattern found in the game ELEMENT*, but with the exception that it is a duel, not a race.

Any royal card can be combined with one element card. Each royal has a different defense: Jack (10), Queen (11), King (12), Ace (x2 of coupled card), and Joker (5 defense) (x2 attack). They have the benefit of being permanent cards and not simple spells, yet they can also die. Once attached to an element, they cannot be re-attached.

Players start at 100 life.

Any number (up to five) of element cards can be combined into a spell (if they are combinable). The defender can defend if he has the proper defense cards.

Player may either cast spell or attack for move.

Spells and creatures are different. Spells can directly attack the player, whereas creatures must attack creatures first.

If a card is stolen by opponent, it is always shown. If put into play, it is horizontal, not vertical.

Players may block attacks with spells, just as they can block spells with spells. Players may have ten cards in their hand. There are special creatures, which have unique powers.

*The following map shows which elements have mastery over which elements.  Players can designate spades, clubs, diamonds, and hearts to whichever elements they desire.  Water and Earth are compatible, as are Air and Fire.

Water Fire

Fire Earth

Earth Air

Air Water

Creatures

K Q J A Jo Name Def. +Att. Special
RULERS
2 Emperor 24 12
2 Empress 22 11
2 Overlord 20 10
2 Ranger *3 *2-5
2 Prophet 10 *3
MINOR DEITIES
3 Dragon King 36 24
3 Horned Queen 33 22
3 Beast 30 20
3 Shambler *4 *3-5
MAJOR DEITIES
4 God 48 36
4 Goddess 44 33
4 Angel 40 30
4 Titan *5 *4
KING
1 1 Spirit 15 Possess enemy creature, one attack after possession, death to spirit
2 1 Poltergeist 20 Sacrifice to render enemy creature catatonic for 5 rounds
3 1 Vampire 10 Turns element cards into separate creatures, who die when v. dies
4 1 Necromancer 15 Same as above, except creatures do not die with necromancer
3 2 Eldar 20 Same as vampire
4 2 Dark Lord 25 Same as necromancer
4 3 Dark Emperor 30 Like necromancer; can transform creatures into elemental spells
1 1 Warlord 18 +1 to all allies
2 1 Barbarian 25 20 Splash damage
3 1 Conqueror 35 20 -1 defense/attack on defending creatures
3 2 Eternal Warrior 30 25 2 lives
4 1 Commander 40 10 +1 to all allies, -1 to all enemies
4 2 Lord 50 10 Same as commander
4 3 Shōgun 60 10 Same as commander except +2 allies, -2 enemies
1 1 Thief 10 Steal 1 card from opponent’s hand and put immediately into play
2 1 Gambit 15 Look at opponent’s hand
3 1 Cardshark 20 Force opponent to get a new hand
3 2 Wormtongue 25 Trade hands with opponent; both visible
4 1 Morning Sword 1 Give to creature, +10 att.
4 2 Zenith Knife 1 Give to creature, +20 att.
4 3 Dusk Blade 1 Give to creature, +30 att.
1 1 Priest 10 Raises fallen companion but is sacrificed/creature goes to hand
2 1 Bishop 15 Same as priest
3 1 Cardinal 20 Same as priest
3 2 Black Cardinal 20 10 Same as priest
4 1 Pope 30 Raises fallen companion
4 2 Black Pope 30 10 Same as Pope
QUEEN
1 1 Spirit
1 2 Wisp 1 Sacrifice self to block spell/attack
1 3 Will O’Wisp 1 Sacrifice self to reflect damage from spell/attack
2 3 Whisper 1 Sacrifice self to convert damage into healing from spell/attack
1 4 Way 1 Sacrifice self to heal +10
2 4 Weirding Way 1 Sacrifice self to heal +20
3 4 Ghostling 1 Sacrifice self to heal +30
1 1 Courtesan 10 Keep eleven cards in hand
2 1 Mistress 15 Keep twelve cards in hand
3 1 Concubine 20 Keep thirteen cards in hand
3 2 Royal Concubine 25 Keep fourteen cards in hand
4 1 Muse 30 Keep fifteen cards in hand
4 2 Beauty 35 Non-queen creatures cannot attack
4 3 Succubus 40 Non-queen creatures must attack next available turn and after, are buried
1 1 Amazon 20 Attack twice in one round
2 1 Siren 15 Next non-queen creature who attacks dies after attack
3 1 Medusa 15 Paralyzes target non-queen creature for 1 round
3 2 Witch 10 Change element of player attacking card (1 card)
4 1 Silver Band 1 Give to creature, +5 def., +5 att.
4 2 Golden Band 1 Give to creature, +10 def., +10 att.
4 3 Mithril Band 1 Give to creature, +15 def., +15 att.
1 1 Priestess 10 Cast similar element card as healing to creature after battle to prevent death (if possible)
2 1 High Priestess 15 Cast similar element as self to heal player (not a creature)
3 1 Sacrifice 1 Sacrifice self to resurrect fallen creature into battle
3 2 Holy Sacrifice 1 Sacrifice self to resurrect three creatures into battle
4 1 Minstrel Permanent +5 att. and +5 def. to all creatures on battlefield
4 2 Bard Permanent +10 att. and +10 def. to all creatures on battlefield
JACK
1 1 Warlord
1 2 Swordsman 20 5 Attacks first
1 3 Grenadier 1 25 Boom damage; sacrifice
2 3 Boom Daddy 20 10 Boom damage; non-sacrifice
1 4 Berserker 30 20 Must attack every round
2 4 Champion 45 25 Must attack highest creature
3 4 Prince 65 35 Can only attack if watches King die in battle; berserker
1 1 Courtesan
1 2 Sword-Maiden 15 5 Attacks first
1 3 Shield-Maiden 50
2 3 Messenger 20 *2 Attacks first
1 4 Severant 10 While in play, causes linked enemy creature to turn on owner
2 4 Splitter 10 Any enemy creature to attack loses half attack and defense
3 4 Sleeper 10 Forces enemy creature asleep; creature dies in 5 rounds if not woken
1 1 Archer 15 5 Attacks two simultaneous targets
2 1 Knifer 10 10 Dodges physical attacks
3 1 Bladesinger 15 10 Any creature receiving damage cannot act for one round
3 2 Shadow N/A Takes on attributes of enemy creature; if creature dies, shadow dies
4 1 Glorious Armor 1 Give to creature, +10 def.
4 2 Heaven Armor 1 Give to creature, +20 def.
4 3 Starlight Armor 1 Give to creature, +30 def.
1 1 Herald 10 Both players may look at the next five cards in their decks
2 1 Missionary 10 Change element of enemy creature
3 1 Blessing 10 Sacrifice to change all presently played cards to specific element
3 2 Prophecy 10 Control opponent’s next move; sacrifice Prophecy
4 1 Minor Elemental *4 *4
4 2 Major Elemental *5 *5
ACE
1 1 Thief
1 2 Hero 50 40 Only lasts one round
1 3 Merchant 10 Trades elements between creatures
2 3 Blinder 10 Nullifies target creature’s attack for 3 rounds
1 4 Studded Crown 1 Give to King, +20 def., +20 att.
2 4 Thorned Crown 1 Give to King, +30 def., +30 att.; dies in three rounds
3 4 Banded Crown 1 Give to King, +40 def., +40 att.; if opponent casts same element spell beyond 10 damage, King perishes
1 1 Amazon
1 2 Slave 10 Links to target creature; boosts +10 att., +10 def.; if creature dies, is captured
1 3 Mother 20 Each player round, has a child (5/5); must be coupled with a male
2 3 Teacher 10 Each round, can add +1 att. +1 def. to target creature (permanent)
1 4 Robe of Chains 1 Give to Queen, +50 def., +50 att.; cannot attack
2 4 Silk Robe 1 Give to Queen, dodges all physical attacks, but def. -5
3 4 Jeweled Robe 1 Give to Queen, cannot be attacked by non-queen creatures; +10 def.
1 1 Archer
1 2 Gunslinger 20 Has six bullets (+5 att.); can choose to fire as many as wanted
1 3 Obsession 1 Give to creature, takes either att. or def. and adds it to the other side, save 1 point
2 3 Poet 10 Sacrifices self to write libel poem, forcing enemy to skip one turn
1 4 Knife Gauntlets 1 Give to Jack, +30 att., damages player by 5 every attack
2 4 Crystal Gauntlets 1 Give to Jack, +10 def., +10 att.; gauntlets shatter after 2 rounds
3 4 Glowing Gauntlets 1 Give to Jack, *4 att., then *3 att., then *2 att., and only +10 att.
1 1 Comedian 10 Neither player may physically attack while in play
2 1 Pop Star 10 Opponent cannot physically attack while in play
3 1 Cosmic Wind 10 Sacrifices self to give +25 att., +25 def. to all creatures in play
3 2 Dark Wind 10 Sacrifices self to wipe battlefield clean of all creatures
4 1 Memory 10 Sacrifices self to give both players the same health, using a rounded (up) average of both
4 2 Apology 10 Sacrifices self to bring both players back to 100 life
PHANTASMS
2 2 Roc 50 *4 Roc must be the only creature in play to attack or defend
2 2 Pegasus 20 15 Cannot attack; if linked with Hero, Hero is unblockable
2 2 Werewolf 30 20 Can only be killed by an ace creature; can only attack, cannot defend
2 2 Manticore 20 Poisonous attack; enemy loses 1 life every round, even after Manticore dies; poison counters can be stacked
2 2 Unicorn 25 25 Sacrifice self to resurrect dying (killed in play with unicorn) creature; automatically heals +10/round
2 2 Minotaur 35 20 Attack first
2 2 Sphinx 5 Cannot be vanquished except by a single deity (Major); otherwise, every player round one enemy creature dies
2 2 Hydra 10/10 Counts as two creatures; if both are not destroyed, then one destroyed becomes two more, etc.
2 2 Jabberwocky 21 Attacks five times
2 2 Phoenix Cannot die except by a water deity (Major); while in play, creatures cannot die; every 5 rounds, 1 round powers disappear
3 3 Gargoyle 35 20 Can only attack in player phase; only defend in opponent phase
3 3 Centipede 50 25 Can only be killed by being down to 1 life, then being hit by a spell
3 3 Vilkacis 40 30 Opposite of werewolf; can only defend
3 3 Firebird 10 Heals all players by +10 each round
3 3 Bolla 25 5 Devours target creature
3 3 Fenrir 45 35 Can be bound by fusion of earth, fire, air, and water elements in a spell (5 rounds)
4 4 Basilisk 10 Any creature attacking it dies immediately; spells cast by enemy cause them to lose 20 life; can also be destroyed by abilities
4 4 Jormungand 55 40 While in play, both players suffer -5 poison/round; air does *4 damage against him
4 4 Surt 50 35 Must be equipped with fire element; global boom damage
4 4 Echidna 20 20 Every round spawns a 15/15 creature, until 6 are spawned
4 4 Kulshedra 50 45 Only accessible if Bolla in game for 12 rounds and queen and ace added to Bolla for mutation
4 4 Lotan *7 *7 Cannot attack; while in play, water element is nullified

 

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