How To Play

Setting Up The Game
The game set up is simple: you merely need a 40 card deck and five things to represent your fires (such as Fire cards which are included in many decks and expansions).

Fires
At the start of your turn, you gain another fire. These fires can be exhausted (turned sideways) in order to pay the costs of your creatures. You have a maximum of five fires.

Turns
Turn Sequence

1. Turn Start. Draw a card.

2. Main Phase. Play any cards you wish to and activate any abilities you wish to use.

3. Attacking Phase. (See attacking).

4. Wake Phase. Repeat your main phase.

5. Turn End.

It is then your opponent's turn.

Playing Cards
To play your cards, you must pay their cost by exhausting (turning sideways) a number of your fires equal to the cost number.

Some cards are free, and you can play any number of these cards per turn. However, you cannot play a card with a cost if all five of your fires are exhausted, even if they are Cost: 0.

Attacking
Choose any number of your characters you wish to attack with. Your opponent then chooses which of their creatures block them.

Compare the A and D values of an attacking and a defending creature. If the attacker's A value exceeds the blocker's D value, the attacker hits and kills the target and vice versa. These creatures deal damage at the same time, so if they both hit they are both defeated.

If a creature is not blocked, it hits your opponent for 1 damage.

Your opponent has 20 life and if this life becomes 0, you win the game.

Taking Damage
If a creature takes damage, it gets -1A -1D.

Healing
If a creature heals, it gets +1A +1D. However, this is only if a creature has taken damage. If an ability specifically states a creature 'gets -1A', that cannot be healed.

Winning The Game
If your opponent's health becomes 0, or their deck runs out of cards, you win the game.

Also, in future sets, Fortress cards will be released which will replace a player's health should they choose to use them.

Portals
Some abilities allow you to open portals. Portals are cards which allow you to spawn familiars while they are on the field. The portal card (or another ability or effect) will designate how you spawn familiars. If they do not, they cannot do so without an ability stating so.

Runes
Runes are a kind of in-game currency. Creatures can be given them, and then their abilities may spend them in other ways. Runes have no inherent effects.