The Aethermancer Game Rules


Setup

Each player brings a deck of 4 cards. (The rules of deckbuilding will get their own article.)

In addition, there are 48 cards of the basic houses. Each player will get 16 of them at random (though you are guaranteed to get a balanced set), leaving 16 unused.

Starting Life Total: This is determined in deckbuilding.

Starting Mana:

3 Fire, 3 Water, 3 Air

2 (3 if first) at random between Fire/Water/Air

4 (5 if first) Earth

2 Aether

Turn Cycle

Each player alternates taking turns. Each turn consists of a Start of Turn Phase, an Action Phase, and a Combat phase. The first player skips their first start of turn phase.

Start of Turn Phase: You get a production step (gain 1 of each element). Trigger all your start of turn abilities.

Action Phase: Play exactly one card by dragging it to a lane. You must be able to afford its cost. Note that unlike most games, the cost is paid after resolving the card.

Targetting Restrictions: Creatures must be summoned to an enemy lane. Spells with "target ally" or "target enemy" must be cast into a lane with an ally/enemy. Exception: Your 0 cost spell ignores all targeting restrictions.

Combat Phase: From left to right, each creature attacks, dealing damage to its blocker (or opponent if unblocked). Creatures do not attack the turn they are summoned.

Win Condition: Reduce your opponent's life to 0.

Keywords

Haste: This creature can attack on the turn it is summoned.

Elemental: This card's attack is increased by the amount of mana you currently have of its element.

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