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Arcane Wonders
Logo is a registered trademark of Arcane Wonders, LLC.
OVERVIEW
The game is played as a series of short battles. To win a battle you must either:
Winning battles earns you points. The first player to reach 12 points wins the whole war.
COMPONENTS
● 18 unit cards. Each card has
○ a type (air, land, or sea)
○ a strength value (1-6).
○ a tactical ability (except for the 6s)
● 3 theater cards: air, land, and sea
● 2 general cards: first player and second player
● A way to track score (tokens or a scorepad will do)
SETUP
1. Shuffle the unit cards and deal each player a private hand of 6 cards. Set
the rest of the unit deck to one side of the play area.
2. Shuffle the 3 theater cards and deal them faceup in a line across the
center of the table. (See Figure 1)
3. Mix up the 2 general cards and deal one faceup to each player.
STRUCTURE OF A BATTLE
During a battle, players take turns playing one unit card at a time, trying to control more theaters
than their opponent. Let’s examine a typical battle in progress:
Notice that the 3 theater cards create 3 “columns”, one for air, one for land, and one for sea.
Unit cards are always played into one of these 3 columns. A card in a particular theater’s
column is said to be in that theater.
(Ex: In Figure 2, there are currently 3 cards in the sea theater.)
On your turn, you will play cards only on your side of the line of theater cards.
The big number on each card is that card’s strength. If the sum total of the strength of all unit
cards on your side of a theater exceeds the sum total of all cards on your opponent’s side, you
control that theater. (Ex: Player 1 controls the land theater because their cards add up to 6,
while player 2’s cards only add up to 4.)
STRUCTURE OF A TURN
On your turn, choose only 1 of the 3 following actions:
TACTICAL ABILITIES
Most unit cards have tactical abilities. Whenever a unit card is played faceup from a player’s
hand, its tactical ability takes effect. Tactical abilities can be either instant or ongoing.
An instant tactical ability triggers immediately after the card is played. An instant ability will also
trigger if the card is revealed by being flipped faceup.
An ongoing ability is always in effect as long as the unit card is faceup. If a unit with an ongoing
power is flipped facedown, that ongoing power is no longer applicable.
Tactical abilities are mandatory unless they contain the word may. If a tactical ability is
impossible to perform, ignore it.
FLIPPING
Many abilities instruct you to FLIP a card. Flipping a card means either (a) turning a faceup card
facedown or (b) turning a facedown card fac up.
Unless otherwise specified, you can choose to flip either your own units or your opponent’s.
(Ex. The card Maneuver reads “flip a card in an adjacent theater.” Since it doesn’t specify
otherwise, Maneuver can be used to flip one of your own cards or one of you opponent’s.)
MOVING
Some abilities allow you to MOVE a card to a new theater. You can move any card you want,
whether it is covered or not. Moved cards are always placed on the top of the stack within their
destination theater, so that they cover any cards already present in that theater.
(Note: Moving a card is not the same as playing a card, so powers that prevent you from
playing cards would not prevent you from moving cards.)
DISCARDING
Some abilities cause cards to be discarded. Discarded cards are placed facedown on the
bottom of the unit deck.
WINNING BATTLES
You can win a battle in one of 2 ways:
SCORING
The amount of points a battle is worth varies depending on when and if a player withdraws.
There are two possibilities:
1. Neither player withdraws and all cards are played. In this case, the winner of the
battle scores 6 points.
2. One of the players withdraws early. In this case, the withdrawing player gives their
opponent a number of points based on how many cards are left in their hand. Consult
your general card to learn how many points your opponent will gain. The longer you wait
to surrender, the more points you will have to give your opponent!
The first player to reach 12 points wins the game. (For a longer game, play to 18 points.)