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Brightcast

Brightcast Rulebook

Table of Contents

Table of Contents

  • How to Win a Game of Brightcast
  • Setting Up
  • How to Play
  • The Rules
  • Alchemist Rules & FAQ
  • Wizard "Stop" Examples
  • The Cards
    • Druid (Spellcaster)
    • Sage (Spellcaster)
    • Warlock (Spellcaster)
    • Sorcerer (Spellcaster)
    • Wizard (Spellcaster)
    • Alchemist (Wildcard)
    • Dragon (Monster)

How to Win a Game of Brightcast

Be the first player to have 5 Spellcasters with different names in play.

-OR-

Be the first player to have 5 Spellcasters with the same name in play.

The first player to win 2 games wins the match!

Setting Up

  • Give 1 deck to each player and shuffle.
  • Place the decks face down.
  • Draw 4 cards from your deck.
  • Flip over the top card of your deck, placing it to one side (this starts your discard pile).
  • Randomly determine who goes first.
  • Your basic setup: your deck, with your play cards (cards in play) to one side and your discard pile to one side.

As you accumulate multiple copies of the same Spellcaster cards in play, begin to stack them (overlapping, one stack per name).

How to Play

  • At the start of your turn, Draw 1 card.
  • Next, Play 1 card from your hand by placing it face-up in front of you. Perform its action. Once you've played a card and performed its action, the card remains in play and your turn ends. (Monster cards do not remain in play.)

*After you draw your first card each turn, you may Skip playing a card. If you choose to do so, Draw 1 additional card. Your turn ends.

The Rules

  • The losing player of any game goes first the next game.
  • You may have no more than eight cards in your hand at the end of your turn. If you do, choose eight to keep and discard the rest.
  • When playing a Warlock, Sorcerer, or Dragon, a player must announce their targets before their opponent decides if they wish to stop with a Wizard.
  • If you realize you forgot to draw your first card on your previous turn you may draw a card. However you may only do this once per game! Try to remember the two options for each turn: Draw 1, Play 1 -OR- Draw 1, Draw 1.
  • If your deck runs out of cards, reshuffle your discard pile the next time you would draw a card, this becomes your new deck.

Alchemist Rules & FAQ

  • Alchemists in the discard pile count as Wildcards, not Spellcasters, even if they have previously copied a Spellcaster.
  • You may not discard two Alchemists to stop an opponent's card.
  • You may stop an Alchemist from being played only by discarding a Wizard + an Alchemist.
  • An Alchemist can copy another Alchemist that is already in play and counts as the same Spellcaster that the first Alchemist had copied.

Wizard "Stop" Examples

Example 1: My opponent plays a Sage. I discard a Wizard + a Sage from my hand. All three cards go to their respective discard piles.

Example 2: My opponent plays a Sage. I discard a Wizard + an Alchemist from my hand. All three cards go to their respective discard piles.

Example 3: My opponent plays a Sage. I discard a Wizard + a Sage from my hand. My opponent discards two Wizards to stop my Wizard. My opponent's Sage enters play. And the other 4 cards go to their respective discard piles.

The Cards

Each deck contains 6 of each Spellcaster card, 2 Dragon cards, and 2 Alchemist cards.

Druid (Spellcaster)

Look at your opponent's hand. They discard 1 card of your choice.

Sage (Spellcaster)

Draw 2 cards, then discard 1 card from your hand.

Warlock (Spellcaster)

Return one Spellcaster from your discard pile to your hand. (Does not include Monsters or Wildcards)

Sorcerer (Spellcaster)

Choose 1 of your opponent's cards in play. They place it into their discard pile.

Wizard (Spellcaster)

Draw 1 Card.

-OR-

When your opponent plays a card you wish to stop, you may discard this card plus a matching copy of their card from your hand. Their card has no effect and is discarded.

Alchemist (Wildcard)

Choose a Spellcaster you have in play and copy its action. The Alchemist remains in play as an exact copy of that Spellcaster. (Wildcards can count as any matching card when stopping your opponent's card.)

Dragon (Monster)

Choose up to 3 of your opponent's cards in play. They place them into their discard pile.