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RULEBOOK
it might clear one or more levels on a damage track. There are two
types of damage icons:
Colored
: Each colored icon represents 1
point of damage of that color. Each color corresponds to
the four Class Type colors (green, black, blue, and red).
Colorless
2
: The number inside the colorless damage
icon indicates how many points of colorless damage it

  
that shows
1
deals 2 blue (Arcane) damage plus 1 colorless
damage.
DAMAGING ENCOUNTERS
Encounters have damage tracks consisting of colorless or
colored damage icons. Each row of the track is a level, which is
cleared by dealing that type and amount of damage.
A colored icon on an encounter’s damage track requires dam-

-

Locations & Non-Location Encounters: If a card references
an “encounter” it means both Locations and non-Location en-
        
or “non-Location encounter(s),” it can be applied to both types of
encounters.
A gray icon with a number means that you must deal that
much damage of any color (or colorless) to that level to clear it.

4
damage to clear, then on your

colored or colorless damage.
Defeating an encounter might take several turns of play-
ing cards (including Assists). When a level on a damage track is
cleared, that level remains cleared for all players; use a clip to indi-
cate which levels have been cleared.
Partial damage dealt to a level is removed at the end of each
player’s turn. In other words, if you do not defeat a level in one
turn, any damage applied to that level in that turn is lost.
Order of Damage: You must clear the levels on a damage track
          
must deal damage to the topmost uncleared level.
DAMAGE EXAMPLES
Magic Missile: This Arcane card deals 1 blue (Arcane)
damage, which must be assigned to different
encounters; up to a maximum of three (as an Assist, it
instead deals colorless damage).
Lightning Bolt: This card does not deal normal
damage. Instead, its effect deals 2 consecutive levels
of damage to an encounter, no matter what color or
amount the damage track shows.
Twist the Knife: This Deception card deals 2 red
(Deception) damage (or 1 level of damage as an Assist).
MAGIC MISSILE
3
Deal to up to three different encounters.
Deal
1
to up to three different encounters.
There can be great power in simplicity.
RANDY GALLEGOS • ™ & © 2017 WIZARDS • 9/28
ARCANE (EVOCATION)
ASSISTASSIST
LIGHTNING BOLT
7
Requires Arcane Play: You can’t play this card
unless you played another Arcane card this turn.
Deal 2 consecutive levels of
damage to an encounter.
Such power, pulled from a clear sky.
JIM NELSON • ™ & © 2017 WIZARDS • 13/28
ARCANE (EVOCATION)
TWIST THE KNIFE
5
Requires Deception Purchase: You can’t buy
this card from the Market unless you played a
Deception card this turn.
Deal 1 level of damage.
TYLER WALPOLE • ™ & © 2017 WIZARDS • 20/28
DECEPTION
ASSISTASSIST
DAMAGE TRACK
EXAMPLE
If a damage track level requires
damage, you’ll need to deal two
red damage on the same turn to clear that
level.
If a damage track level requires
damage, you’ll need to deal a black
damage to clear that level.
In both instances, damage of other
colors or colorless damage is useless
against each of those levels.
CLEARING A LEVEL EXAMPLE
If a damage track level requires
3
damage to clear, and you
deal only 2 damage to it, that level will reset at the end of your turn.
The next player will still need to deal 3 damage to clear it during
their turn.
TOMAS GIORELLO • ™ & © 2017 WIZARDS • 13/20
1
7
3
3
CYCLOPS
Trick it if you can. But once a cyclops picks
up its club, the conversation is over.
GIANT
16


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