Biblioclash
Biblioclash Rulebook
Table of Contents
Table of Contents
Introduction
Biblioclash is a fast, expandable deck-building game where players bring their own custom set of cards to play. Your goal is to defeat your opponent in a magical duel. You start with a simple deck, then spend Wisdom to obtain more powerful cards from your personal Library to your discard pile. Each turn, you play cards from your hand into your Domain to resolve their effects. At the end of your turn, all cards in your Domain go to your discard pile, then you draw until you have five cards in hand. If you try to draw from an empty deck, shuffle your discard pile to form a new deck and continue drawing. This cycle repeats throughout the game, with cards continuously circulating through your deck, hand, Domain, and discard pile.
How to win: Reduce your opponent's Health to zero.
Rule Priority: In case of a conflict, card text overrides these rules.
Components Needed
To play a game of Biblioclash, each player needs:
- Up to 18 Library cards
- 1 Mage card
- 8 Basic cards
- A way to track Health
- Orb tokens
- Optionally, extra dice or tokens to track other resources (e.g., Shields)
Everything needed for up to three players is included in this box.
Box Content
- 96 standard poker size cards, consisting of:
- 3 Mage cards
- 54 Library cards
- 24 Basic cards
- 15 other cards
- 1 Rulebook with comic
- 27 Orb tokens (3 colors)
- 3 Shield dice
- 3 Paper playmats
- 3 Health trackers
Setup
- Choose Your Mage: Each player selects one Mage card to represent their character. Set your Health equal to your Mage's Max Health. (See Mage Guides below.)
- Build Your Library: Each player constructs a Library of 9 piles of cards. (Read more about building your Library under Library Formats.)
- Prepare Starting Decks: Each player's deck starts with 8 Basic Cards (see Basic Cards). Shuffle your deck well.
- Draw Starting Hands: Decide who goes first (you may roll a die or otherwise). The first player draws 4 cards from their deck, the second player draws 5. Now the game is ready to begin. (See Turn Overview.)
Library Formats
In Biblioclash, your Library is your personal card supply: a set of nine piles placed next to your Domain (see Play Area). During your Main Phase, you obtain cards from your Library by spending Wisdom. When you obtain a card, you take it from a Library pile and place it into your discard pile, so it will enter your deck later.
Each Library rule applies the same copy limit: you may include no more than two copies of the same card name in your Library. A Library card can be any card, as long as it:
- Costs more than 0 Wisdom.
- Is not a Mage card.
Formats mainly change what information is visible and how predictable your options are across the nine piles. Constructed feels like a game of planning and precision: you build your Library with clear intent, you know what is available, and strong play is rewarded through smart sequencing and long-term strategy. Hidden feels more like exploration under pressure: parts of the Library are unknown, your next option can surprise you, and victory often comes from staying flexible and turning unexpected reveals into an advantage.
If you are playing Biblioclash for the first time, we recommend Constructed and heading to the Mage Guides for easy setup.
Constructed
Build your Library as 9 piles. Each Library pile may contain up to 2 cards and a single pile may contain two different cards. All Library cards are face up. If a card is out-of-attribute (its attribute does not match your Mage's attribute), that pile can contain only 1 card.
During play, you may obtain only the top card of a pile; the card underneath cannot be obtained until it becomes the top card.
Hidden
In Hidden, your Library is always 18 cards and any number of those cards may be out-of-attribute. Shuffle all 18 Library cards together, then deal them into 9 piles with the bottom card face down and the top card face up. After dealing, perform out-of-attribute cleanup: if a pile's top face-up card is out-of-attribute, remove the bottom face-down card from that pile without looking at it.
During play, you may obtain only the top face-up card of a Library pile. When you obtain a card, if a face-down card remains in that pile, reveal it immediately (flip it face up).
Mage Guides
Mage Guide: Hestia
Hestia is an Ignis Mage focused on multi-spell clashes and Strike scaling. In a Clash, each time Hestia casts a Spell that is not her first Spell in that same Clash, she increases her Strike Power by 1. This rewards chaining Spells in a single Clash, turning small Spells into a high-impact Strike.
Example: Hestia casts Tiny Spark first in a Clash, then casts Fire Shot in the same Clash. Tiny Spark gains no bonus because it was her first Spell in that Clash, but Fire Shot triggers +1 Strike Power. In Hestia's Library, many cards generate Orbs efficiently, letting her cast more often and set up these multi-spell sequences consistently.
Hestia's Library
- 2x Book of Pyre
- 2x Book of Raging Fire
- 2x Scroll of Burning Ashes
- 2x Fire Shot
- 2x Explosive Barrier
- 2x Cinder Cataclysm
- 2x Gem of Volcano
- 2x Ember Hound
- 2x Staff of Herais
Note: This Library is a recommended starter setup for Hestia using the Apprentice's Arsenal. It is not the only possible Library for Hestia, but a quick way to start playing.
Mage Guide: Zhuge
Zhuge is a Terra Mage focused on protective Shields and Wisdom generation. Whenever Zhuge would take damage when having at least 1 Shield, reduce damage by 1. This makes Shields efficient against repeated small damage instances.
Example: Zhuge has 2 Shields. Hestia's Ember Hound would deal 2 damage to Zhuge; reduce the damage by 1, so only 1 damage is dealt, destroying 1 Shield on Zhuge. If Zhuge doesn't have a Shield, damage is not reduced. In Zhuge's Library, many cards generate Wisdom, letting Zhuge reach high-cost Wisdom cards earlier and obtain powerful late-game options from the Library.
Zhuge's Library
- 2x Book of Crust
- 2x Book of Mystic Herbs
- 2x Scroll of Lianas
- 2x Hidden Power
- 2x Forest Guardian
- 2x Full Moon
- 2x Gem of Mountains
- 2x Root Toad
- 2x Staff of Gaeris
Note: This Library is a recommended starter setup for Zhuge using the Apprentice's Arsenal. It is not the only possible Library for Zhuge, but a quick way to start playing.
Mage Guide: Kai
Kai is an Aqua Mage focused on card draw and deck manipulation. Whenever a card effect would make Kai discard from his hand, compare the number of cards he controls with Waterline to the number of cards in his hand. If the number of cards he controls with Waterline is greater than or equal to the number of cards in his hand, that discarding is ignored.
Example: Kai has exactly 1 card in hand and would discard due to Arctic Blizzard, the discard is ignored because the Waterline is 1 (Kai has Waterline). In Kai's Library, some cards have Surge: when you obtain a Surge card from the Library, place it on top of your deck. This enables planned top-decking and more predictable draw sequences for combo turns.
Kai's Library
- 2x Book of Rain
- 2x Book of Wild Waters
- 2x Scroll of Frozen Mist
- 2x Ice Blast
- 2x Frost King
- 2x Arctic Blizzard
- 2x Gem of Snow
- 2x Mist Mamba
- 2x Staff of Nereis
Note: This Library is a recommended starter setup for Kai using the Apprentice's Arsenal. It is not the only possible Library for Kai, but a quick way to start playing.
Play Area
Set up your play area as follows:
- Library: Place your nine Library piles on the left side of the table. These piles form a personal card supply that players obtain cards from during the game.
- Domain: The main area where you place cards when you play them from your hand. Most cards stay in the Domain until the Cleanup Phase, when they are discarded. Minions and equipped Equipment are not discarded during Cleanup. (Read more about Cleanup under Turn Overview.)
- Mage zone: Each player has a reserved space for their Mage card. Keep your Mage in this spot for the entire game.
- Deck and Discard Pile: Each player keeps their Deck (face down) and their Discard Pile (face up) in their own area next to the Mage zone. If your deck is empty when trying to draw, shuffle your discard pile to form a new deck.
Basic Cards
Basic cards are attribute-less cards costing 0 Wisdom that players start the game with. They form the foundation of every deck and serve as the default tools for generating Wisdom, making early Strikes, and gaining Orbs. Basic cards include:
- Book of Wisdom x 6: Generates Wisdom, which you use to obtain cards from the Library. Any unspent Wisdom does not carry over to future turns.
- Tiny Spark x 1: A simple damage Spell with an Orb Cost of 0, meaning it can be cast without spending Orbs. When it strikes, a Clash begins (see Clash).
- Gem of Orbs x 1: Gives you an Orb. You may place that Orb on any card that has Orb Capacity (for example, your Mage), storing it there for later use when casting Spells.
Card Types
Biblioclash features several key card types. A card's type determines how and when it can be played. You can identify a card's type by its distinctive visual features, and the card type is also printed directly under the card name.
In addition to gameplay information, each card includes a footer showing its set/collector number, rarity, flavour text, language code, artist credit, and copyright/publisher information.
- Mage: Represents you in the duel and remains in play for the entire game. Each Mage has a unique ability and defines your Health and Orb Capacity.
- Spell: The main way to deal damage to your opponent by striking. When a Spell strikes, a Clash begins. You cast a Spell by paying its Orb Cost and resolving its Cast Effect; Spells can be cast in the Main Phase and during Strike Windows.
- Minion: A summoned unit that remains in your Domain until defeated. Minions can be targeted by damage, and some have abilities you can activate by exhausting them (turning them sideways).
- Artifact: A card you play for an immediate effect during your Main Phase, typically to generate value on the spot.
- Equipment: A card you equip to your Mage to empower them and grant them new abilities in the duel.
Mage Cards
A Mage card represents you in the duel and remains in play for the entire game. You can identify a Mage card by the card type printed under the name ("Mage"), and especially by its Orb Capacity in the top-left corner and Health shown next to the name. Your Mage has Health; if it ever reaches 0, you lose the game. Your Mage also provides your Orb Capacity, letting you store Orbs as counters and spend them to cast your Spells. Each Mage has an attribute, and that attribute strongly affects what kind of Library you can build. Finally, every Mage has a unique effect that helps define your overall strategy. Mage cards have the following features:
- Name: Your Mage's title, shown at the top center of the card.
- Type: Always reads "Mage," just below the name with sub-type (for example Mage / Apprentice).
- Health: Number inside the heart icon next to Mage Name. If it drops to 0, you lose. You cannot heal above your Mage's Max Health.
- Orb Capacity: When you gain Orbs, place Orb counters on cards you control with Orb Capacity. A card cannot have more Orbs on it than its Orb Capacity.
- Attribute: Element icon in the top right (Ignis / Aqua / Terra).
- Effect: Text box at the bottom.
Spell Cards
Spell cards are the primary way to deal damage to your opponent by striking. You can identify a Spell card by the card type printed under the name ("Spell") and by its Orb Cost shown in the top-left corner. To cast a Spell, pay its Orb Cost and resolve its Cast Effect. You may cast Spells in your Main Phase on your turn, or during one of your Strike Windows on either player's turn (see Clash). Spell cards are discarded during Cleanup at the end of your turn. Key points about Spell cards:
- Name: Your Spell's name, shown at the top center of the card.
- Type: Always reads "Spell" just below the name with sub-type (for example Spell / Primal).
- Wisdom Cost: To obtain a card from your Library, you must pay the Wisdom Cost. Wisdom Cost is next to the card name.
- Orb Cost: To cast a Spell, you pay its Orb Cost (colored circle). When cast, the spell resolves its Cast Effect once.
- Cast Effect: Resolve this effect after casting a Spell from your hand by paying the Orb Cost.
- Attribute: Element icon in the top right (Ignis / Aqua / Terra).
Minion Cards
Minion cards summon creatures or allies to support you. You can identify a Minion card by the card type printed under the name ("Minion") and by its Health shown in the top-left corner. You may summon Minions from your hand to your Domain in your Main Phase. When your opponent deals damage, they may also target your Minions. You cannot deal damage to your own Minions. If a Minion takes damage equal to its Health or more in one turn, it is defeated and placed into your discard pile. Unlike Spells and Artifacts, Minions are not discarded at the end of your turn but remain in your Domain until defeated. Key points about Minion cards:
- Name: Your Minion's name, shown at the center of the card.
- Type: Always reads "Minion" just below the name with sub-type (for example Minion / Serpent).
- Wisdom Cost: To obtain a card from your Library, you must pay the Wisdom Cost. Wisdom Cost is next to the card name.
- Health: Minions have a Health value at the top left side of the card. Damage on Minions is cleared at the end of each turn.
- Exhaust abilities: Some Minions have abilities you can activate by exhausting them (turning them sideways).
- Bounty: The player who defeats this Minion resolves its Bounty Effect.
- Attribute: Element icon in the top right (Ignis / Aqua / Terra).
Artifact Cards
Artifacts are magical objects (Books, Scrolls, Gemstones) that you can play to gain resources or effects. You can identify an Artifact card by the card type printed under the name ("Artifact") and by the fact that it has no special value in the top-left corner. You may play Artifacts from your hand to your Domain in your Main Phase. Artifacts are the core strength of your deck. Key points about Artifact cards:
- Name: Your Artifact's name, shown at the center of the card.
- Type: Always reads "Artifact" just below the name with sub-type (for example Artifact / Book).
- Wisdom Cost: To obtain a card from your Library, you must pay the Wisdom Cost. Wisdom Cost is next to the card name.
- Main Effect: When an Artifact is played, resolve its effect immediately.
- Attribute: Element icon in the top right (Ignis / Aqua / Terra).
Equipment Cards
Equipment cards are magical objects that you can equip to your Mage to empower them and grant them new abilities in the duel. You can identify an Equipment card by the card type printed under the name ("Equipment") and by its Orb Capacity shown in the top-left corner. You may equip an Equipment card from your hand to your Mage in your Main Phase. There is no limit to how many Equipment cards you can have equipped to your Mage. Unlike Spells and Artifacts, Equipment cards are not discarded at the end of your turn but remain in your Domain until unequipped. You may unequip any Equipment card in your Discard Phase (letting them return to the deck cycle to get played again later). Key points about Equipment cards:
- Name: Your Equipment's name, shown at the center of the card.
- Type: Always reads "Equipment" just below the name with sub-type (for example Equipment / Staff).
- Wisdom Cost: To obtain a card from your Library, you must pay the Wisdom Cost. Wisdom Cost is next to the card name.
- Equip: When Equipment is equipped, resolve its Equip Effect immediately.
- Orb Capacity: When you gain Orbs, place Orb counters on cards you control with Orb Capacity. A card cannot have more Orbs on it than its Orb Capacity.
- Attribute: Element icon in the top right (Ignis / Aqua / Terra).
Turn Overview
Each turn in Biblioclash follows four phases, with players alternating turns.
-
Start Phase: Refresh all of your exhausted cards so they are upright and ready. Then resolve any "Start of turn" effects or abilities your Mage or other cards may have.
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Main Phase: You can take any or all of these actions, in any order, as many times as you like.
- Use an Artifact card from your hand by placing it into your Domain to resolve its "Main" Effect. Artifacts remain in your Domain until the end of your turn.
- Cast a Spell card from your hand by paying its Orb Cost and placing it into your Domain to resolve its "Cast" Effect. When a Spell Strikes, a Clash begins (see Clash). Spells remain in your Domain until the end of your turn.
- Summon a Minion card from your hand by placing it into your Domain. Minions remain in your Domain until defeated.
- Equip an Equipment card from your hand to your Mage by placing it into your Domain to resolve its "Equip" Effect. Equipped cards remain in your Domain until unequipped.
- Obtain a card from your Library by spending Wisdom equal to its Wisdom Cost. Place the obtained card into your discard pile.
- Activate an "Exhaust" Effect on a card in your Domain by exhausting that active card as a cost. Exhausting a card turns it sideways.
-
Discard Phase: Choose any cards from your hand that you don't want to keep. Discard them to the discard pile. You may choose to unequip any Equipment cards to send them to your discard pile. If you have more than 5 cards in your hand, you must discard until you have 5 or less.
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Cleanup Phase: Discard all your cards currently in your Domain except Minion cards and Equipment cards. Lose all remaining Wisdom in your Wisdom Pool and clear any damage on Minions. Then, draw from your deck until you have 5 cards in hand. If your deck runs out, shuffle your discard pile to form a new deck and continue drawing.
This completes one turn. Players alternate turns, each going through Start, Main, Discard, and Cleanup, until one Mage is defeated.
Example Turn (Kai)
In the Start Phase there are no Minions to refresh so Kai moves on to the Main Phase. During his Main Phase, Kai plays all four Book of Wisdoms from his hand into his Domain, gaining a total of 4 Wisdom.
Next, Kai spends 4 Wisdom to obtain Mist Mamba from his Library by paying its Wisdom Cost (4). He places the obtained card into his discard pile face up.
Kai continues his Main Phase by playing Gem of Orbs from his hand into his Domain and gains 1 Orb, placing an Orb token on his Mage.
With nothing else he can do, Kai ends his Main Phase and proceeds to his Discard Phase. He has nothing to discard, so he moves on to Cleanup, discarding all cards in his Domain (1 Gem of Orbs and 4 Book of Wisdoms) and then drawing until he has 5 cards in his hand (shuffling his discard pile into a new deck if needed).
Clash
Clash is Biblioclash's signature combat mechanic. Whenever a player strikes, a Clash begins, giving their opponent a chance to respond. During a Clash, players take turns playing cards in short back-and-forth turns called Strike Windows, building up Strike Power. Your goal is to overpower your opponent with a higher Strike Power in order to deal damage.
1. Starting a Clash
Whenever a player strikes, a Clash begins. The player who struck chooses the target player that they're attacking in this Clash and then takes the first Strike Window as the active player (read more about choosing the target player under Game Modes). The active player may cast Spells and play cards with Clash Effects even if it is not their turn. The action that caused the Clash is treated as having been played during that first Strike Window.
2. Strike Window
A Strike Window is the short moment when one player is allowed to act during the Clash. During your Strike Window, you may cast any number of Spells and play any number of cards with a Clash Effect. At the end of each Strike Window, compare both players' Strike Power (the Strike Power gained from the Spells and Clash Effects they have played in this Clash). Resolve the Clash if:
- The active player's Strike Power is lower than their opponent's.
- The Strike Powers are equal for the second consecutive Strike Window.
If neither condition is met, the next Strike Window begins, the other player becomes the new active player, and the back-and-forth continues.
3. Resolving the Clash
When the Clash ends, resolve the outcome using the final Strike Power comparison.
- Lower Total: The player with the lower power does not hit. All Spells that player played during this Clash are dispelled. If any of those cards have a Dispelled Effect, that player resolves those effects. Dispelled effects usually block the incoming hit by reducing the damage that would be dealt when the Strike hits.
- Higher Total: The player with the higher Strike Power does not resolve any Dispelled Effects. The Strike hits, and the player assigns damage equal to their Strike Power to the opponent's units, including Minions or the Mage. Damage may be divided among multiple targets. Minions reduced to zero Health are defeated and placed into their owner's discard pile.
- Tie: If totals are equal, the Strike does not hit, no damage is dealt, and Dispelled Effects are not resolved.
4. Return to Main Phase
After damage is resolved, the Clash ends and the turn player returns to the Main Phase. A player may start a Clash multiple times in a turn whenever they strike.
Clash Example
It's Hestia's turn and her opponent Zhuge has 8 Health remaining. Hestia has the Staff of Herais equipped with three Orbs.
Hestia spends 1 Orb from her Staff to cast Fire Shot, which strikes with 5 Power. A Clash begins. Hestia plays no more cards during this Strike Window. At the end of her Strike Window, the Strike Powers are compared. Hestia leads 5 to 0, so the Clash continues. Zhuge becomes the active player and takes the next Strike Window.
During Zhuge's Strike Window, he casts both Tiny Spark and Forest Guardian (you may cast multiple cards during a single Strike Window), gaining a total of 7 Strike Power. Zhuge now wins the comparison (7-5), so the Clash continues and Hestia becomes the active player and takes a new Strike Window.
With only 2 Orbs remaining, Hestia cannot cast her powerful Cinder Cataclysm (Orb Cost of 3), but she does have Gem of Volcano in her hand. This Artifact may be played during the Clash for its Clash Effect, granting two Orbs.
Hestia puts both Orbs onto herself, then uses one of those plus the two from her Staff to cast Cinder Cataclysm. This increases her Strike Power by 7 (12-7) and deals 2 damage (dealing damage resolves instantly, see Glossary of Keywords), reducing Zhuge's Health from 8 to 6.
Cinder Cataclysm is Hestia's second Spell played during the same Clash, which triggers both her effect and her Staff's effect. Since both increase Hestia's Strike Power by 1 on a Spell played beyond the first during that Clash, Hestia's Strike Power rises to 14. As Hestia's Strike Window ends, she wins the Strike Power comparison (14-7), so Zhuge becomes the active player and takes a new Strike Window.
Zhuge has no answer to this. As his Strike Window ends, his Strike Power is still lower than Hestia's, so the Clash resolves. Zhuge's Strike cards are Dispelled, but Forest Guardian grants its Dispelled Effect, blocking 4 damage and raising 2 Shields on Zhuge.
The Strike hits. Hestia assigns damage equal to her Strike Power (14) to Zhuge. This damage is reduced to 10 by Forest Guardian's Dispelled Effect, then reduced by 1 (to 9) by Zhuge's effect (Hardening). After that, 2 Shields on Zhuge are destroyed, which prevents 2 damage. The remaining 7 damage gets through, dropping Zhuge from 6 Health to 0, making Hestia the winner.
Game Modes
While Biblioclash is often played one-vs-one, you can also enjoy it with more players using these variants. With a single Apprentice's Arsenal box, up to 3 players can play together, and with another Apprentice's Arsenal box, up to 5 players can play simultaneously.
Last Mage Standing (Free-for-All)
3-5 players. Determine a starting player, then proceed clockwise from that player. During setup, the starting player draws 3 cards, the second player draws 4, and the third and all subsequent players each draw 5.
On your turn, you may target only the opponent to your left and/or that opponent's Minions with your effects. You cannot target any other opponent. When you strike, a Clash begins between you and an opponent to your left. Only you and that defender take Strike Windows and compare Strike Power; other players do not participate. During the Clash, any effects you play (including dealing damage) may target only the chosen defender and the chosen defender's units (Mage or Minions). The last Mage above 0 Health wins.
2v2 Team Battle
4 players. Teams have a shared turn and a shared Health Pool equal to the combined Health of both teammates. Any damage dealt to either Mage reduces that single pool. Turn order alternates by team.
Determine the starting team. Both players on the starting team draw 4 cards each; both players on the second team draw 5 cards each.
On your team's turn, either teammate may act using their own cards and Orbs. Teammates do not share decks, hands, Domains, or resources.
When any player strikes, a Clash between the teams begins. Each side takes a shared Strike Window, teammates acting together and combining their Strike Power. After each shared Strike Window, compare the teams' Strike Powers. When the Clash ends, resolve it using the final Strike Power comparison: the team with the higher power wins the Clash and deals damage equal to their Strike Power, assigning that damage among any opposing units (either player's Minions and/or the opposing team's Health). Then return to the Main Phase.
Glossary of Keywords
Archive: When a card is archived, it is removed from the game entirely. Move it outside the play area. Archived cards are public information for all players.
Attribute: A card's elemental type (Ignis, Aqua, Terra), which is used primarily when constructing your Library.
Bounty: A keyword on some Minions. When that Minion is defeated, the player who defeated it resolves its Bounty Effect.
Blocking Damage: Reduces the opponent's damage during Clash Resolution (after comparison, before assigning damage).
Cast: To play a Spell by paying its Orb Cost and resolving its Cast Effect.
Clash: When a player strikes, a Clash begins. The player who struck chooses the target player and takes the first Strike Window as the active player. After each Strike Window, compare both players' Strike Power; the Clash ends if the active player's power is lower than their opponent's, or if the Strike Powers are equal for the second consecutive Strike Window. When the Clash ends, resolve it using the final comparison: the higher power deals damage equal to their Strike Power (after any blocking or damage prevention) to opposing units. The lower power deals no damage, but resolves Dispelled Effects; on a tie, no damage is dealt and Dispelled Effects are not resolved. Then return to the Main Phase.
Clash (Effect): A keyword that allows a card to be played during a Clash, in your Strike Window, outside your Main Phase. If a card is played this way, only its Clash Effect resolves. A Clash Effect may be the same as or different from that card's Main Effect.
Dealing Damage: Immediate damage. It resolves at once with no chance for the opponent to react. When dealing damage, you may assign it however you like between the opponent's units. Dealing damage decreases the Health of a unit. Dealt damage can be prevented or reduced by Shields or any other damage prevention effects.
Discard Pile: Where used cards go when instructed (e.g., Cleanup, defeated Minions, unequipped Equipment). Cards in discard piles are public information, and either player may look through any player's discard pile at any time. If your deck is empty when trying to draw a card, shuffle your discard pile to form a new deck.
Discard: To move a card from your hand to your discard pile. If an effect specifies another place, such as your Domain, discard it from there to your discard pile instead.
Dispelled Effect: An alternate effect that resolves when a Spell loses in a Clash. Dispelled Effects resolve after comparing Strike Powers and before assigning damage. Many Dispelled Effects block damage.
Domain: Your in-play area for your cards. Minions and equipped cards remain in your Domain. All other cards are discarded during the Cleanup Phase.
Equip: Effect that resolves when you equip an Equipment card from your hand to your Mage.
Exhaust: Turn a card sideways to show it has been used. Exhausted cards can't be used again that turn.
Obtain: Spend Wisdom to take a card from a Library pile and put it into your discard pile. You may obtain as many cards as you can in a turn.
Orb / Orb Cost / Orb Capacity: Orbs are gained from card effects (primarily from Gemstones) and are stored as Orb counters on any card you control with Orb Capacity. If you would gain an Orb but cannot place it on any card with available capacity, you do not gain that Orb. Orbs persist until used. Orbs are spent to cast. A spell's Orb Cost is shown as colored circles. Orb Capacity is the maximum number of Orbs you may have on that card.
Refresh: Turn an exhausted card upright so it can be used again.
Shield: When a card effect raises Shields, add that many Shields to the chosen unit (max 6 per unit). Shields remain on that unit between turns. When that unit would take damage, damage is dealt to its Shields first. Each 1 damage destroys 1 Shield. If damage remains after all Shields are destroyed, deal the excess damage to the unit as normal. We recommend tracking Shields with a d6.
Strike Power: The power you build during a Clash from Spells and Clash Effects you play.
Strike Power Comparison: A comparison made at the end of each Strike Window (and used as the final comparison result when the Clash ends) to determine which player has the higher power, the lower power, or a tie. (Note: Strike Power Comparison is not the same as damage that is dealt at the end of the Clash. Some effects may affect the comparison result without increasing the Power that is assigned as damage.)
Strike Window: A short moment during a Clash when one player is allowed to act. During your Strike Window, you may cast any number of Spells and play any number of cards with Clash Effects. After your Strike Window ends, compare Strike Powers to determine whether the Clash continues or ends.
Unit: A Mage or a Minion. When assigning damage, you may target any number of opposing units; Minions reduced to 0 Health are defeated and placed into their owner's discard pile.
Wisdom: Resource used to obtain cards from your Library. Wisdom does not carry over between turns.