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ContentsS cti I: I tr d cti 2

Living card and board game 2What’s in the box? 2

The story 4Map of the world 5

Choose your faction 6

S cti II: Th b sics 8Summons and playing pieces 8

Game board and dots 9The cards 10

Card types 10Card anatomy 12

The toolbox 14Game zones 16

Owner / controller 16

S cti III: Pl yi g th g 18 Setup of a game 18

Game objectives 19Multiplayer variants 19

Phases of a turn 20Action table 21

Combat: moving and attacking 22Summon abilities 24

Card e ects 25

S cti IV: Ti i g d r s lvi g 26

The stack and priority 26Resolving the stack 26Example of a stack 27

S cti V: Gl ss ry 28

Cr dits d sp ci l th s 33

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Living card& board gameWelcome to X610Z: On the Ruins of Chaos TM, the living card& board game! In this game you control a life base: your braveband of survivors. Seeking refuge from the dangers of MountVargah, located on the center of the board, you make yourway across the dotted routes towards the relative safety of avictory point.

However, since your opponents will try to do the same, anotherway to ensure victory would be to destroy their life bas e. Youachieve this by playing your cards in order to gather resources,summon powerful allies, and cast dangerous uxes or catalysts.

You will also su er defeatif you runout of cards,so make sureyou either defeat your opponents or reach the victory point before that happens. Let the struggle for survival begin!

X610Z: On the Ruins of Chaos can be played by up to 4 playersin various challenging ways. Future expansions will add evenmore ways to play.

What’sin the box?This game includes the followingcomponents:• Book of rules• Game board• 4 Ready-to-play decks• Quick reference sheet• 4 Sets of playing pieces and counters B r l sThis book of rules is divided into vedi erent sections: introduction, basics,playing the game, timing and resolving,and the glossary. These rules are all youneed to know to start playing X610Zimmediately. You can reference the dif-ferent sections or the glossary when-ever you wish. For comprehensiverules, visit www.x610z.com

G b rdBesides showing you where to moveyour playing pieces, the game board alsopresents a map of the X610Z game worldto track your adventures.

C rds Each of the four card decks representsa di erent faction within the world ofX610Z and o ers you a unique correspon -ding playing style, so choose wisely! Eachdeck contains 50 cards, + 1 life base card.

Pl yi g pi c s These represent specific cards, alsoknown as ‘summons’: powerful mon-sters, constructs or warriors to aid you inyour ght. Use one set of playing pieces

of the same color for each player.

C t rsUse counters to keep track of certainplaying conditions. For example, theamount of damage your summons have been dealt. Further use of counters will be explained in the glossary.

B o o k o f R u l e s 2 S e c t i o n I -

I n t r o d u c t i o n

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The Story...Arnunnian librarians tell of an ancient time when forgottenscience and technological wonder ruled the minds of man.Their unrelenting quest for progress eventually became theirown undoing. A dangerous experiment involving unstablecomponent X-6-10-Z resulted in the Chaos virus, causingstrange mutations and destroying most forms of technology.Within a few years, the virus had plummeted the world intoa new dark age.

Welcome to your existenz!

Map of the

B o o k o f R u l e s 4

C e n tu r i e s h a v e p a s s e d , t h i s

i s t h e N e w E r a. W e r e bu il t c i v il i z a t i o n

o n t h e ru i n s o C h a o s. H o w e v e r , ou r c o

n s t a n t s t ru g gl e o r su r v i v al a n d

p r e c i ou s e n e r g y c r y s t al s s o o

n d i v i d e d u s i n t o a c t i o n s. T h i s c o n i c t

w a s

c e n t e r e d o n t h e sl o p e s o M ou n t V a r g a h , p r i

m e h a r v e s t i n g g r ou n d o

m a g i c al r e s ou r c e s. T o ou r su r p r

i s e a n d d i s m a y , t h i s h o s t il e

v ol c a n i c l a n d

h a s n o w e x pl o d e d i n p r o t e s t.

F u r i ou s l a v a c r e a tu r e s r i s e r o m t h e m ol t e

n

s t o n e t o f g h t e a c h a c t i o n , o r c i n g t h e m

t o e e a n d s e e k r e u g e i n t h e i r

h o m el a n d s b e y o n d t h e ou t e r

r e g i o n s.

Du r i n g t h e G r e a t F l i g h t , ol d eu d s a r e s e t tl e d b e t w e e n t h e

a c t i o n s...

T h e A r nu n n i a n All i a n c e h a s m a

s t e r e d m a g i c a n d s t r i k e s w i t h

l i g h t n i n g

s p e e d ; t h e R e d B a r b a r i a n B

r o t h e r h o o d pu r su e s w i t h b ru

t al a n d

u n r el e n t i n g o r c e ; t h e P i r a t e C o n e d e r a c y cu n n

i n gl y s n e a k s p a s t t h e i r

o p p o n e n t s , w h il e t h e U n d e a d L e g i o n’ s g r o w i n

g nu m b e r s t h r e a t e n t o

o v e r w h el m all t h a t s t a n d i n t h e i r w a y.

W e h a v e t o r e a c h s a e t y , o r d i e t r y

i n g.

M ul j a n i i , h i g h m a g i s t r a t e

o t h e A r nu n n i a n All i a n c e

S e c t i o n I -

I n t r o d u c t i o n

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Summons and playing pieces

In the world of X610Z you use energycrystals to fuel arcane rituals and newlydiscovered technomancy. This energyallows you to control creatures of tre -mendous power, such as dragons, andconstructs of awe-inspiring size, such asmagical airships.

The product of these rituals is called a‘summon‘. Each player may only haveone summon of the six di erent types inplay at any one time.

LI e BaSe SummonYou start the game with your life base, andits corresponding card, already in play.This is your most important summon asit represents your moving seat of power.From here you call forth non-life basesummons (NLB summons) to protectyour life base, or obliterate the life base

of your enemy.non-LI e BaSe SummonSTo destroy your opponent’s life base andprotect your own, you are able to callupon ve di erent types of summonsto aid in your battle: dragons, vessels,armies, berserkers, and beasts.These are collectively called ‘non-life base summons’ (NLB summons) andeach is represented by its own uniqueplaying piece.

TYThwaThnathean

YosuyoFindo

Wito su

A othres

An

wathe

Sowean

No

DragonThe Sky Captains of Arnunnia usedenergy crystals to create a powerful raceof dragons. While this secret has been lostever since, those with su cient know -ledge and power are still able to call uponthese majestic creatures.

Vessel

The world below is a dangerous placelled with natural hazards and hungrypredators. Therefore, the factions usefying airships or magically altered cre a-tures to travel by air. As most routes arecontended, air battles are a common sight.

Army Whether it be the mutated warriors of the Red Barbarian Brotherhood or theflesh eating zombies of the Undead Legion, the world trembles with thesound of advancing armies. Marching,singing, doing their duty until death.

BerserkerFrenzied carriers of the Chaos spark:

a lingering residue of the Chaos virusgranting tremendous physical strengthat the cost of sanity. Berserkers use theenergy from crystals to fuel their spark,or risk being consumed by their rage.

BeastMutated animals of enormous size thatare used as working animals, assaultweapons and walking artillery. Someare so gigantic that entire villages havegrown on their backs.

B o o k o f R u l e s 8

Game boardand dotsThe game board is lled with all mannerof dots. Move and attack with your sum -mons, following the lines that connectthese dots. Each dot counts as 1 step. Dotscannot be occupied by more than onesummon.

S e c t i o n I I -

B a s i c s

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The cardsYour cards represent the magical arsenal you use to manipulatethe course of the game. Not all card s remain in play after casting.This depends on whether it’s a permanent or a non-permanentcard.

Non-permanentYou can cast non-permanent cards during any player’s turn. Non-permanent cards are put into the discard pile after they resolve .

PermanentYou can only cast permanent cards during your own turn. After

a permanent card resolves, it is put into play. From that momenton you can activate and use it. Permanents remain in play untilsacri ced , forced to be taken back into hand or destroyed by anygame or card e ect .

Card types• Flux (non-permanent)• Catalyst (permanent)• Energy crystal (permanent)• Summon (permanent)

SuFeunYocanis e

AbSuan

LuX CaRDSFlux cards represent magical formulaethat normally have eects of shortdu -ration. You cast a ux card from hand,resolve its e ects, and then place it inyour discard pile.

CaTaLYST CaRDSCatalyst cards represent stable rituals of arcane power that have e ects of longerduration. A catalyst can have three dif-ferent kinds of e ects: activated, triggered or continuous. (Explained on page 25.)

Most catalysts can be in play by them-selves, just like summons.

FocusA catalyst with the word “focus” in itsspeci cation box can only be in play iffocused on (attached to) other permanents.This focus also tells you what kind of targets a cast catalyst can be attached to.For example, “Focus: Summon”, meansyou can target any summon in play.Place the focused catalyst so that it istouching the card it is focused on.

A catalyst that is focused on anotherpermanent card is destroyed (put intothe discard pile) if the card it is focused

on leaves play .eneRGY CRYSTaL CaRDSEnergy crystal cards represent the wildand dangerous ows of energy you needin order to move summons, cast cardsand activate e ects or abilities. There are 4 di erent types of energy crystals:quickening boost , entrancing mystic , ad-dictive robiumm and maddening halos .

Each turn, you can only bring one energycrystal card into play. B

o o k o f R u l e s 1 0 S e c t i o n I I -

B a s i c s

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Card anatomy1 C rd :The name of a card.

2 C sti g c st:These symbols tell you the energy cost tocast a card. You use energy crystals torelease the appropriate energy needed topay the casting cost of a card. If thecasting cost is C1 M2 , you pay 1 energyof any type, plus 2 mystic energy.

3 Sp cifc ti s b x:

This box tells you the type and deck restriction of a card. If the card has asummon type, element, crew or focus, itwill be listed in this space.

4 C rd typ :There are four different card types:energy crystals, uxes, catalysts andsummons. 5 S typ :There are six summon types: life bases, beasts, dragons, vessels, armies and berserkers. You can never have morethan one summon of each type in yourcontrol.

6 el t:Each summon has an a nity with oneor more alchemical elements: re, water,earth, air and electricity. A summon canhave one or more elements. Life basescan never have an element.

7 Cr w:Some e ects or abilities only a ect cardsof a speci c crew type. However, forthe purposes of X610Z: On the Ruins of Chaos, this function can be ignored.

8 c s:Catalysts with a focus require a speci c target to attach themselves to. For example,if a card states “Focus: NLB summon”,you can only target a NLB summon.

9 D c r sticti :When expanding or modifying your deck,this number tells you how many copies of a card you may include in your deck.

10 acti p l:

Here you will nd a card’s e ect explain-ed and any costs needed to activate or useit. It also shows you the basic stats andenergy cost to move a summon card. 11 B sic st ts + sy b ls:Each summon has several basic stats, eachusing its own corresponding symbol. Asummon’s ability is part of its basic statsand is printed between brackets. Forexample: “[Can attack in all directions]”.

12 l v r t xt:Tells you something about the world of X610Z but has no e ect on game play.

13 D c sy b l:

This symbol tells you to which of thedi erent decks a speci c card belongsto. At the start of a game all the cardsshould be in their appropriate decks.

14 artist:The name of the artist.

B o o k o f R u l e s 1 2 S e c t i o n I I -

B a s i c s

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The toolboxEven a brave Sky Captain starts his training with the basics.Luckily, the basic game mechanics of X610Z are simple. Onceyou know how to use the cards, you are almost ready to startplaying!

H w t ctiv t c rdA card enters play in a reactivated state (as shown on the right).To use one of your cards in play showing a R symbol, turn it90 degrees to indicate its activated state. You cannot use a card

until it returns to a reactivated state, which you may normallydo at the start of your turn.

When a card becomes deactivated, it is put into an activatedstate but without using its e ect.

H w t s rgy cryst lsThe energy released by energy crystals is the prime resourceof X610Z. Nearly every action in the game, from casting cardsto moving your summons, requires an energy cost. You mayrelease energy by activating energy crystals in order to pay forthese costs. This released energy is stored in your energy pool.Any unused energy remains in your energy pool until end of turn.

In each of your turns you can place one energy crystal fromyour hand into your control.

H wIfchreq

Yoanacttak

If disca

Activate / deactivate R Reactivate R

C sti g c stThe energy required to cast a card isstated in the top right corner of thecard. Different types and specificamounts of energy may be required.For example, a card stating

R1B2 M1C2 , requires 2 energy ofany type, 2 boost energy, 1 mysticenergy and 1 robiumm energy to cast.A colorless energy requirement can be paid with any type of energy.

However, colorless energy can only be used to pay colorless energy costs.

oth r c stsOther actions may also have a cost,like activating an activated effect,using a summon’s ability or moving asummon. This activation cost, abilitycost and movement cost is stated inthe card’s action panel. Examples of the most common costs are: payingenergy, discarding cards, sacri cingcards or activating ( R ) the card.

H w t c st c rdCasting a card takes place in the follo-wing sequence:1 Take the card from your hand and

show it to the other player(s).2 If the card has a target, you choose atarget.You decide if you want to useany additional e ects.

3 Activate the energy crystals you needin order to pay the cost.

4 Other player(s) may respond .5 The card resolves. If the card is a ux

(non-permanent) it now takes e ectand is put in the discard pile after-wards. If the card is a summon orcatalyst (permanents) you place thecard face up on the table in front of you. In case of a summon you alsoplace the corresponding playingpiece on either your own start dot orone of the warp dots. This dot must

be unoccupied.

H w t ctiv t ctThis works almost the same as castinga card:1 Activate the permanent with an

activated e ect you want to use.2 You might have a few choices to make

(see point 2 of casting a card).3 Pay the cost (see point 3 of casting a card).4 Other player(s) may respond.5 The e ect resolves. B

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Game zonesDuring a game of X610Z, your cards can be in any one of thesix game zones:

1 D c : Each player has his own deck to draw cards from.Keep your deck face down with the cards staying in theorder they were in at the start of the game. You may not look at the cards in other player’s decks, but are allowed to knowhow many cards are in each deck.

2 H d: Each player has his own hand of cards. Only youmay look at these cards. When you draw cards, you take

them into your hand. At the start of the game you drawseven cards. Your maximum hand size is seven: you canhave more than seven cards in your hand, but must discarddown to seven at the end of your turn. Finally, cards are castfrom your hand.

3 St c : This zone is shared by all players. When you declarean action, the card used in this action is put on the stack .Here it waits to be resolved. All players may respond withtheir own actions in a clockwise order. When all players passin a row, the last action on the stack resolves.

4 Pl y: Each player has his own play zone. You start the gamewith your life base already in play. In each turn you mayplace one energy crystal card which directly enters play.Your catalysts and summons enter play after resolving andare then ready for use. All cards in play are called permanents.

You may arrange your permanents however you want, aslong as they are in view of your opponent.

5 Disc rd pil : Each player has a discard pile. Your cards gohere when a game or card e ect causes them to be destroyed,sacri ced, discarded, canceled or prevented. Fluxes go toyour discard pile immediately after resolving. Always placecards face up in your discard pile. Any player may look atthese cards at any time.

6 R v d- r -g : Place a card here if an e ect removes itfrom the game. Cards in this zone remain there for the durationof the game, unless a card e ect is able to bring it back.

oWneR / ConTRoLLeR You are considered the owner of any cardfrom your deck. If another player takes con-trol of one of your permanents, you are stillits owner, but no longer its controller. Anycard in your control is in your play zone.You are the player that gets to make decis-ions regarding that card. Your opponent c antake control of a card in your play zone witha card e ect. In that case the card is movedto your opponent’s play zone. However, if any of your cards (controlled by your oppo-nent) are sent to the discard pile, or returnedto hand or deck, they are always returned tothe hand or deck of the card’s owner. B

o o k o f R u l e s 1 6 S e c t i o n I I -

B a s i c s

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Setup of a gameAt the start of the game each player chooses one of the four decks.

You can enhance your deck with powerful booster packs available at your friendly local gaming store, butfor now you should stick with these decks. Use the handy quick reference sheet included in the box to helpyou along in your rst few games. Make sure the counters are within hand’s reach of every player.

1 Randomly determine the starting player by a dieroll, coin ip or ghtto the death. 2 Each player takes the life base from his or her deck and places it on the game board, along with its cor-

responding playing piece as shown in the visual below. When playing 2 vs 2, the players of the startingteam place their life base playing pieces at A. The players of the other team place their life base playing

pieces at B.3 Each player shues his deck,places it face downand draws seven cards from thetop. Everyone is free

to cut each others deck after shu ing.

4 If you are not satis ed with your starting hand, you can use Murphy’s Law : shu e your hand into yourdeck and draw7 new cards. This rst useof Murphy’s Law is free, but each subsequent use forces youto draw one fewer card.

5 The battle begins when all players decide to keep their starting hand. The rst player starts his turn withthe draw phase. (The phases of a turn are explained further on page 20.)During the game, the player whoseturn it is, is called the active player. The other players are called reactive players.

B o o k o f R u l e s 1 8

Game o In a game of X610Z

battle for the survvictory on the battle

esc p Vict ry: Bthe game board andD str cti Vict ry:the game when his basic stat. Be the laD pl ti Vict ry:he is immediately e

Multiplayer variThere are several ways to play X610Z with mor

r - r- ll T PEvery man for himself! 2 vs 2

If any player meets any of the objectives in Teathe losing conditions.Future expansions will add even more exciting wa

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HoW To aTTaCk WITH a SummonDuring your turn, you may attack once with eaccontrol. This doesn’t require any energy, nor the asummon card. You may attack before or after movi

1 Declare which of your summons is going to atta2 Declare the target of the attack.3 The attack is now on the stack.

4 The attack resolves. aTTaCk RuLeS

R gYou can declare an attack if an opponent’s sumrange of your attacking summon. To determinedots between your summon and the target, incthe target is placed on.

Dir ctiA summon can’t attack around sharp corners. Ifhas already moved in one direction this turn, yofollow the path of the previous movement.

n - tt c d ts d w rp d tsA summon on a no-attack dot can’t attack or summon cannot attack through warp dots.

att c p w r d d li g d gWhen an attack resolves, the target is dealt an amoequal to the attack power of the attacking summonthe damage done to a summon, place damage ccard. Dealt damage is permanent, although it cancertain card e ects .

D str yi g sA summon is destroyed when its total damexceeds its defense. Remove the playing piece board and put the summon card into the discard B

o o k o f R u l e s 2 2

Combat:moving and attacking Since combat is the likely outcome of every con ict in theworld of X610Z, you should know how to move and attackwith your summons.

HoW To moVe a SummonMost summons require theuse of energy crystals tomove.Thisis stated in the summon card’s action panel as “ R cost: Move”.During your action phase, you may move all your summons,as long as you are able to pay the cost.

1 Pay the movement cost and activate the correspondingsummon card.

2 Declare to which dot you want to move.3 The movement is now on the s tack.4 The movement resolves.

moVemenT RuLeS

Sp dFor each 1 speed a summon has, you can move it 1 dot. Asummon with speed 3 can move either 1, 2 or 3 dots. You canmove a summon passed another summon as long as it hasenough speed to do so.

Some summons have the ability “[Block rate X]”: for each X block rate it has, the dot it occupies counts as X more dots.Block rate a ects a summon’s range in the same manner.

Dir ctiYou can’t move a summon aroundsharp corners (corners of less than 90degrees). If your summon has alreadyattacked in one direction this turn,your movement must follow the pathof the attack.

W rpi g Through powerful warpstorms youcan move a NLB summon from yourstart dot directly to one of the warpdots, or from one of the warp dotsdirectly to your start dot. This is called“warping”. Warping a summoncounts as moving 1 dot.

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Card effectsFluxes, catalysts and even some energy crystals caon the game. Let’s take a closer look at them.

e cts i g r lSome cards have an additional e ect that is alwAn additional cost is sometimes required to uscase of such eects, you choose one ofthe e ectscategories: non-permanent card e ects and perm

n -p r t c rd ctsThese cards arecast from hand, their e ects are

Most of these e ects will apply to the game once, aNon-permanents can also havecontinuous e ecte ect’s text will tell you how long a continuous e e

P r t c rd ctsThese cards enter play when they resolve. Similtheir e ects canbe activated, triggered or consta

Thes

in the same way as ac

Thesin the same way as tri

CThes

in the same way as cont

B o o k o f R u l e s 2 4

Summon abilitiesAs you use summons on the battle eld, you will nd that theirdi erent abilities greatly in uence the course of the game. Asummon can have four di erent kinds of abilities, each usedin a di erent manner. Only activated and paid abilities can beused whenever you choose to.

activ t d bility These abilities need to be activated in order to use them. Theycan be used whenever you want, as long as the summon is in areactivated state and you are able to pay the cost.These are stated as “[ R cost: Ability]” or “[ R : Ability]” if there

is no cost.How to use an activated ability:1 Pay the cost and activate the summon.2 Some abilities require a target. If no target is required,

it aects the summonitself.3 The activation of the ability is now on the stack.3 The activated ability is now on the stack.

P id bility A paid ability doesn’trequire the activation of the summon touse the ability. You just have to pay the cost in order to use it.This is stated as “[Cost: Ability]”. A paid ability can be usedduring any player’s turn, but only once until your next turn.

Trigg r d bility These abilities happen (are triggered) when a speci c gameevent or game state matches the trigger condition of the ability.They are stated as “[Trigger condition: Ability]”.

C ti s bility These abilities are in e ect all the time rather than having to beactivated, triggered or paid. They have their e ect for as longas the summon is in play.

Summon

Type: dragonElement: fre

Deck restriction: 4

R , C1: Move

[C1:Switch speedandrangestats]

3 3 2 6

Summon

Type: vesselElement: water

Deck restriction: 4

R , C1: Move

[Can move in all directions][Block rate 1]

6 6

Summon

Type: armyElement: air

Deck restriction: 4

R : Move

[R :Deal 1damageto targetsummonand1 damagetoitsel ]

3 4 3 3

Summon

Type: beastElement:electricity

Deck restriction: 4

R , B1: Move

[I destroyed: Draw 1 card]

3 3 3 7

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The stackand priorityNow you know the basics, you must be eager to control yourlife base, assemble an army and join the ght! However, thereis one nal rule you should learn. When skillfully applied, itcould even give you the upper hand in battle by timing youractions just right: the Stack and Priority.

Th st c The zone where your declared actions, like using your summon’sability or activating an e ect, wait to be resolved. When you want

to do something after another player takes an action, but beforethat action a ects the game, you makeuse of the stack. Correspon -dingly, non-stackable actions take place immediately, meaningplayers can’t respond to them.

Stackable actions Non-stackable actions(opponents may respond) (opponents can’t respond)

• C asting a card • P lace an energy crystal• Activating • Activating an energy

an acti vated e ect crystal to release ener gy• Move a summon • Using energy• Attacking with a summon to pay energy costs• Using a summon’s ability• A triggered eect or ability

n tSome e ects of catalysts, uxes or the abilities of summonsalso produce energy. Actions that produce energy, withoutinvolving the activation of an energy crystal, are stackable.

Pri rity Since you may respond to the actions taken in another player’sturn, the priority rule determines which player can declare thenext action to go on the stack.

Exampleof a stack1 Your opponent declares an attack with

his Howling Bogling targeting your Li-ving Waterfall (having only 1 defenseleft). The attack goes on the stack.

Stack

2 You respond by casting Healing Elixiron your Living Waterfall. HealingElixir goes on top of the stack.

Stack

You and your opponent both pass in arow. No more actions go on the stack.The stack now resolves.

B o o k o f R u l e s 2 6

Resolving the stackDuring the action phase the active playergets priority when declaring an action orpassing (do nothing). After declaring anaction or passing, the next player getspriority, and so on. In a multiplayeror team game, players get priority in aclockwise order.When all players pass in a row, the stack has to be resolved. Start with resolving

the last declared action (the one ‘on top’of the stack), and work your way down.When the stack is resolved, the activeplayer gets priority again for any newactions.When all players pass in a row with noactions waiting on the stack, the actionphase ends and the end phase begins.In the end phase the reactive playeralways gets priority. When all playerspass in a row with no actions waiting onthe stack, the end phase ends, and thenext player takes his turn (becomes theactive player).

S e c t i o n I V -

T i m i n g

& R e s o l v

i n g

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Glossary activ t R The cost to use some abilities ore ects. To activate a card, turn itsideways.

att c p w r The amount of damage a sum-mon does with a single attack.

C sti g c st sy b ls

stands for 1 boost energystands for 1 mystic energy

stands for 1 robiumm energy

stands for 1 halos energy

stands for 1 colorless energy

C t lystCards that have e ects of longerduration. They can be activated,triggered or continuous.

C tr lYou control all cards in your playzone, including cards and e ectsthat you put on the stack.

D gDamage is dealt to summonsthrough combat, e ects or abilities.

D ctiv t To put a card into an activatedstate without using its e ect.

D sThe amount of damage a sum-mon can sustain before b eing de-stroyed.

D str y Summons are destroyed whenthey have taken damage equal toor greater than their defense. Ef-fects and abilities can also destroypermanents. When a permanent

is destroyed it is put into its ow-ner’s discard pile.

Disc rdTo take a card from your handand put it into your discard pile.

e t r pl y When a card or e ect resolvesfrom the stack, it “enters play”.

l xCards that normally have e ectsof short duration. They are castfrom hand, resolved, and thenplaced on your discard pile.

c s This tells you what kind of targetsa cast catalyst can be attached to.

H lWhen healing damage from asummon, remove the describedamount of damage. You can onlyheal damage that has already been dealt.

L v pl y A card leaves play when itmoves from the play zone to anyother zone.For example, when it’s destroyed,removed from the game, re-turned to owner’s hand or putinto the discard pile.

m rphy’s L w At the start of the game you may

shu e your hand into your deckand draw 7 new cards. This rstuse of Murphy’s Law is free, buteach subsequent use forces youto draw one fewer card.

R gThe maximum distance in dotsfrom which a summon is ableto declare an attack on anothersummon.

R ctiv tTo turn an activated card up-right into a reactivated state.

R v d r gTo remove something from thegame, take it from its currentzone and move it to the removedfrom game zone.

R s lvWhen there are no responses tothe last action on the stack, it re-solves and has its impact on thegame.

R sp dPlayers can respond to actions onthe stack with those of their own.That response will have an impacton the game before the originalaction.

S crifcIf a card’s effect instructs aplayer to sacri ce a permanent,the card is placed in its owner’s

discard pile.You can only sacri ce perma -nents you control. You can’tsacrifice energy crystals youdon’t own.

S rchLook through your deck for thedescribed card and shu e yourdeck afterward.

Sp dThe maximum distance in dotsa summon can move in a singlemovement.

SYour summon cards representcreatures that ght for you. Youcan only have one summon of each type in your control.

T rg tIf a card techoose a target reqthe targewhen youis no legability ca

Th st c This is w

resolvingof the ordadded to

B1M1

R1

H1

C1

B o o k o f R u l e s 2 8 S e c t i o n V -

G l o s s a r y

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More ‘On the Ruins of Chaos’ is a stand-alone version ofa selection of cards from Act I: The New Era, Aceasily add other cards from these Acts to yourexperience. These are sold in booster packs contbooster packs are available at your friendly loca

You can also look at all available cards on our we

Spoils of War In Act 2: Spoils of War new con icts arise frothe discovery of jealously coveted Robiumenergy crystals. The very land itself rises up protest as Mount Vargah’s primordial armimarch upon the four factions. Can they survithe elemental onslaught?

The New Era In Act 1: The New Era the old gives way to newas four powerful factions rise from the ashes of theArnunian Empire. As the Pirate Confederacy, RedBarbarian Brotherhood, Undead Legion and theArnunnian Alliance do battle, the Catalyst Wardraws to its world-shattering conclusion.

B o o k o f R u l e s 3 0

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B o o k o f R u l e s 3 2

CreditsCr tiv dir cti :Patrick Ruedisueli, Peter Coolen and Erik de B

art dir cti d gr phic d sig :Peter Coolen and Erik de BrouwerG d sig :Patrick Ruedisueli, Bas de Vaan, Niels Molle,Robèr Coolen and Bob van de VijfeijkeG r l s:Robèr CoolenSt ry d l r :Patrick Ruedisueli, John Lopez and Arrie ten Wediti g: John Lopez and Arrie ten WoldePr d cti g t:Xander Coolen,Raymon Sleenho and Bob vanm r ti g:Arrie ten Wolde, John Lopez and Xander Coole

Special thanksIll str t rs: Cédric Debled, Chris Lie, Soulcore, RSjoerd Buikema, Nikola Boskovic, Ryan Brown, MartinVinz El Tabanaz, Michael Stewart, Andy Brown, AnVicki Pangestu, Kevin Nederkoorn, Alfredo Reyes, JokoMulyono,SetiawanLee, Hendry Iwanaga, Fandy SoeHans Janssen, Erik de Brouwer, Peter CoolenThi t : Raymon Sleenho , Wim de Boer, Mark RiWouter de Koning, Martijn Beljaars, Erik-Sander KwebTwan van de Wal, Je rey Verwoerd, Mark Taling, BrunoChristian Michel, Frenk Vereijken, Joran Jessurun, RemcPl yt st rs: David van der Sloot, Patrick van de Graaf,Marc van de Poel, Toni van de Poel, Hiddo Maat, Robèr CYukun Zhou, Niels Molle, Emiel BosmanP rt rs: Geekstijl Media, imagestudio eye-catcher,Boom Art Department, Peco Druks, Caravan Studio, ThPr d cti : Cartamundi - BelgiumP blish r: Quantuum Magic B.V. - Henk van de Vijfeij