These are the eight damage symbols Arcane Fire Frost Holy Melee Nature Ranged Shadow

o A health value in the lower right corner, which tells you how much damage the ally can take. An ally that takes fatal damage (damage equal to or greater than its health) is destroyed and goes to its owner's graveyard.

3. Weapon

Weapon cards can only be used by your hero and only if your hero's class matches one of the class icons on the weapon card. Weapons and other equipment in the TCG use the "common sense" method of class restriction. Therefore, Warriors won't be able to use equipment intended for casters, and vice versa. For example, in the TCG Warriors can't equip a Mooncloth Robe or an Inventor's Focal Sword. Likewise, a Mage can't equip a Krol Blade or Heartseeker.

Your hero starts the game with no ATK, but while your hero is in combat, you may strike with a weapon to increase your hero's ATK for the combat. You can only strike with one weapon during a combat, but you can strike with that weapon multiple times if you can find a way to ready it. If you strike with a weapon multiple times in the same combat, you add its ATK to your hero's each time you strike.

Your hero doesn't have to be attacking to strike with a weapon. You can also strike with a weapon if your hero is defending. If you have two weapons (one Melee and one Ranged, for example), you can strike with one while your hero is attacking. Then, when your hero is attacked, you can strike with the other weapon.

Even if your hero is exhausted, you can still strike with a weapon.

If your weapon leaves play after you've struck with it, your hero gets to keep the ATK bonus for the duration of the combat.

When you play a weapon card, it enters play in your hero row. To strike with a weapon in play, pay its strike cost and exhaust it. You can strike with a weapon on the same turn that you play it. You can use a weapon's powers on the same turn that it enters play.

Play Cost

Play Cost

Strike Cost

Each weapon card has:

o A play cost in the upper left corner, which tells you how many resources you must exhaust to play the card from your hand o A strike cost in the lower right corner, which tells you how many resources you must exhaust to strike with the weapon.

o An ATK in the lower left corner, which tells you how much ATK the weapon gives your hero for the combat when you strike with it. There's also a symbol around the ATK that tells you what kind of damage a hero deals when he or she strikes with the weapon.

Armor cards can only be used by your hero and only if your hero's class matches one of the class icons on the armor card.

Armor can be used to prevent damage that would be dealt to your hero. When you play an armor card, it enters play in your hero row. To use an armor in play, you exhaust it.

You can use an armor's ^ powers on the same turn that it enters play.

Each armor card has:

o A play cost in the upper left corner, which tells you how many resources you must exhaust to play the card from your hand.

o A defense value (or DEF) in the lower right corner. Any time damage would be dealt to your hero, you may exhaust an armor to prevent damage equal to its DEF.

To learn more about using armor, see "Armor" in the "Damage" section.

5. Item

Item cards can only be used by your hero and only if your hero's class matches one of the class icons on the item card.

Items are the gear your hero can have in addition to weapons and armor. Rings, Trinkets, and Potions are examples of items.

When you play an item card, it enters play in your hero row.

You can use an item's ^ turn that it enters play.

Each item card has:

I powers on the same o A play cost in the upper left corner, which tells you how many resources you must exhaust to play the card from your hand.

I powers on the same

o A power in its text box.

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Abilities are cards that represent your hero's special skills and magical spells.

Each ability card has a play cost in the upper left corner, which tells you how many resources you must exhaust to play the card from your hand.

Most abilities go to your graveyard when you play them, but abilities with the "ongoing" keyword in their text box enter play. The text after the word "ongoing" tells you what the ability's powers are while it's in play.

Ongoing Power

Ongoing Power

Ability cards can only be played during the action phase on your turn unless they have the "Instant" tag on their type line. Instant abilities can be played any time, including during your opponent's turn.

If an ongoing ability tells you to attach it to a card in play, you put the ability underneath that card as the ability enters play. When a card leaves play, each ability attached to that card goes to its owner's graveyard.

o More than one ongoing ability can be attached to the same card—even abilities with the same name.

Attached

7. Quest

Quests enter play only as resources. When you choose a quest card to place as a resource, you can put it into play face up. While a quest is face up in your resource row, you can pay costs with it like you would with a face-down resource (by exhausting it), and you can also use its powers. Example: You have a quest face up in your resource row that reads, "Pay 6 to complete this quest. Reward: Draw a card." If you exhaust three resources and flip this quest face down, you draw a card. (Note that you can exhaust the quest itself to pay part of the resource cost.) Once flipped, a quest stays face down in your resource row. You can still use it as a resource to pay costs, but you can't use its power again because it's no longer face up.

Quest Power

Quest Power

Once you complete a quest, you must flip the card face down to show that it's been completed. Quests have an exclamation point instead of a play cost in the upper left corner.

Setup

| Vou should play your first few games with the hero and preconstructed deck that came in the I Starter box. Remember, don't mix the cards in your booster packs with the preconstructed deck yet.

The only other things you need to play are counters to represent damage and other card effects. You can track counters on a card with dice, beads, or other small items. Use counters to keep track of how much damage your hero and each of your allies has taken. Remember that damage on a hero or ally is permanent unless the damage is healed or the ally leaves play.

Each player starts by putting his or her hero into play. Then, flip a coin to decide who goes first.

After shuffling, each player draws an opening hand of seven cards.

Starting with the first player, each player who doesn't like his or her opening hand can mulligan. To mulligan, shuffle your opening hand of cards into your deck and then draw a new opening hand of seven cards. Each player can mulligan only once each game, and only at the start of the game. Example: Your opening hand contains seven ability cards, each with cost 5 or greater. You know that if you keep that opening hand, you probably won't be able to do anything for the first few turns of the game, so you decide to mulligan.

After each player has settled on an opening hand, the first player's turn starts.

Turn Seq uence

Players take turns, going clockwise from the first player. Each player's turn is divided into three phases, and some phases are divided into steps.

1. Start Phase

1. Start Phase

Your start phase is when you get ready for a new turn. It's divided into two steps: the ready step and the draw step.

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