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Eragra: The Game of Eras and the First Step thumbnail

Eragra: The Game of Eras and the First Step

Eragra: The Game of Eras and the First Step Rulebook

Table of Contents

Table of Contents

  • Components
    • Parchments
    • Mastery Stack
    • Grim Stack
    • Duel Stacks
    • White Incantations
    • Black Incantations
    • Tokens
    • Crystals
    • Cubes
    • Dice
  • Duel Purpose
  • Your Duel Stack
  • Minions
    • Common Minions
    • Parts of a Common Minion Card
    • White Minions
      • Minion Counter
    • Ceremonial and Integral Minions
  • Walls and Ploys Ad Hoc
  • Parchments
    • Parchment Activation
    • Cards Without a Parchment Symbol
    • Combining Parchments
      • Combining Parchments for Integral Minions
      • Main Symbols Reference
    • The Amalgam Symbol
  • Mastery Stack
  • Grim Stack
  • Incantations
    • Virtuous and Evil Acts
  • Setting Up a Duel
    • Preparation
    • Summoner's Field
  • Turn Structure
    • Meditation Phase
      • Replenish your hand
      • Heal all your Injured Minions
    • Seance Phase
      • Play cards from your hand
    • Sentica Phase
      • Regroup
      • Enforce your Rejuvenating Minions
  • Invoking Minions
  • Warfare
    • Natural Origins
  • Calibers
    • Swordsman
    • Opposer
    • Transporter
    • Archer
    • Animal Tamer
    • Armigner
    • Bounded Souls
    • The Dice
      • Assault Die (Normal Die)
      • Die of Awakening (Special Die)
      • Sinister Die (Symbol Die)
  • Battle Example
  • Carditions and Cubes
  • Effects - Ownership
    • Card Effects
    • Ownership
  • Supplement
    • Damaged Parchments
    • Awakening Minions
    • Tributes and Sacrifice Symbols
    • Moving Minions
    • Minion States
    • Gaining Crystals
    • All About Ploys Ad Hoc and Walls
    • Ploys Ad Hoc Effects
    • Wall Effects
  • Questions
  • Duel Between 3 and 4 Summoners

Components

Summoner, here we explain the components in your box that you will use in the Ancient Duels. You can see amounts of cards, their types (which are separated by their color/feel, crystals, dice and of course cubes). Let's take a look!

Parchments

60 cards, for the Summoners to play with. They are used to summon Minions on the field.

Mastery Stack

40 cards - 10 cards per Summoner. They have to be unfolded in order to play.

Grim Stack

60 cards - 15 cards per Summoner. They have to be unfolded in order to play.

Duel Stacks

4 Duel Stacks: 240 cards - 60 cards per Summoner. The Duel Stack is your main weapon. Here you will find all your Minions, Grounds, Ploys Ad Hocs and Walls.

White Incantations

30 cards for all Summoners. They need Virtuous Acts to be activated.

Black Incantations

30 cards for all Summoners. They need Evil Acts to be activated.

Tokens

20 cards numbered from 1 to 20 for all the Summoners. They are used in this numbered order and they substitute several card combinations.

Crystals

  • 25 Red Crystals, collected by the Red Summoner.
  • 25 Green Crystals, collected by the Green Summoner.
  • 25 Yellow Crystals, collected by the Yellow Summoner.
  • 25 Blue Crystals, collected by the Blue Summoner.

Cubes

The cubes and crystals correspond to the color that you will choose at the beginning of the game. The same colors can also be found on Duel Stacks, so if you choose the red Duel Stack, you will also have to play with the Red Cubes and the Red Crystals.

  • 20 White Cubes: 5 cubes per Summoner. Used by all the Summoners on White Minion counters.
  • 35 Blue Cubes: Used by the Blue Summoner to remember the constant effects of the cards.
  • 35 Green Cubes: Used by the Green Summoner to remember the constant effects of the cards.
  • 35 Red Cubes: Used by the Red Summoner to remember the constant effects of the cards.
  • 35 Yellow Cubes: Used by the Yellow Summoner to remember the constant effects of the cards.
  • 12 White Large Cubes: 3 cubes per Summoner. Used for counting Virtuous Acts.
  • 12 Black Large Cubes: 3 cubes per Summoner. Used for counting Evil Acts.

Dice

  • Assault Dice (normal dice).
  • Dice of Awakening (special dice).
  • Sinister Dice (symbol dice).

Duel Purpose

Since you already know all the components you will need to use in the Ancient Duel, let's say few things about what is the purpose of the game. In the Ancient World, you have to destroy your opponent(s) Minions by rolling dice during a battle or using Incantations, Ploys Ad Hocs etc. to collect the Crystals of your chosen color. Finally while playing, you will draw a card called Cyberspace which will grant you the power to enter the Future World and also drag your opponent(s) along with you, to duel in the Future World! What we just explained is the purpose of a completed Eragra Duel. For any information about the Future World, you will have to read Libra Mechanica.

Variant: If you want to play only in the Ancient World, then the Summoner who first Collects all crystals of his color (25) is the winner.

Your Duel Stack

Duel Stacks can contain a minimum of 45 cards but in this guide let's assume you use the full 60 card Stack (deck). At the beginning of each duel, you have to choose your color from 4 different symbols (red, yellow, green and blue) which can be found on those cards. Either in the middle or on the right top side (see green circles). Each deck has Minions, Grounds, Walls and Ploys Ad Hoc cards in it. Take a look at some of the Yellow Summoner's cards:

  • Minion (example card: Geldatric, Troll/Priest).
  • Wall (example card: Granite Wall).
  • Ploys Ad Hoc (example card: Celestial Torch).

Minions

Minions in your Duel Stack are either Common, White, Ceremonial or Integral. This has to do with the Parchments you have to use to invoke them on your field, but also their special effects, dice powers etc.

Common Minions

Common Minions are also divided in (color) Groups Green, Red, Black, Gold and Blue denoted by the background colour of the card. They usually have 1 Dice Power (the number circled in red on the left middle side of the card) and need 1 Parchment to be invoked as a Group on your field (shown on the right middle side of the card as the Parchment symbol needed).

Example cards are shown for each color group: Black (Mutant/Warrior), Blue (Mutant/Gorgon), Gold (Revenant/Wizard, Finalcaster Hifaen), Red (Demon/Warrior), and Green (Monster/Oldorith, Paraz).

Parts of a Common Minion Card

The printed diagram labels the following parts of a Common Minion card:

  • Minion Class: Due to some card effects the Minions are categorized also by Class, to help you know their type and role in the game (example: Monster).
  • Minion Name (example: Crabhomgarl).
  • Dice Power: This number indicates how many times a player (Summoner) will roll a Die during a battle (e.g. If a Minion has 2 Dice Power the Summoner will roll 2 times the Assault Die or the Die of Awakening).
  • Caliber (see page 23).
  • Illustration and Illustrator.
  • Parchment Symbol: the Parchment needed to invoke the Minion.
  • Stack Color.
  • Card Effect (see page 26).
  • Natural Origin (see page 22).
  • Aura (see page 30).

White Minions

White Minions can be invoked for free (no need to activate parchments). These minions are groups of creatures and the starting number of these minions is the leftmost number on the top of the card. Each time these minions are been attacked and lose in battle, the number on the top of the card is decreased by one. If there is only one minion left and they lose again in battle, then the card is destroyed and is sent to Limbo.

The printed diagram labels the following parts of a White Minion card: Minion Counter, Illustration, Minion Name (example: Goblin Charge), Dice Power, Stack Color, Card Effect, Natural Origin, Caliber and Illustrator.

Minion Counter

Here we show you how to use the Minion Counter of the White Minions. Although they can be invoked on your field for free, there can be only 5 of them in total at the same time on your Duel Field. You can use the 5 small white cubes from the box.

The printed example shows a Minion Counter with the numbers 3, 2 and 1. As you can see in the example, the player has just lost a battle so he must move his small white cube to a lower number (as if one of the White Minions group was killed). By doing so, he will remember that this group has only two members left, to be killed by his opponent.

Ceremonial and Integral Minions

Ceremonial Minions are known by needing two combined Parchments to be invoked on your field (shown on the right middle side of the card as two Spirals). They usually have (2) Dice Power (the number circled in red on the left middle side of the card).

Integral Minions on the other hand, need three combined Parchments to be invoked on your field (shown on the right middle side of the card as three Spirals). They usually have (3) Dice Power (the number circled in red on the left middle side of the card).

The printed diagrams label the following parts of a Ceremonial Minion card: Minion Class, Tribute Symbol (see page 28), Illustration, Minion Name, Two Combined Parchments, Dice Power, Stack Color, Card Effect, Caliber, Natural Origin and Illustrator. The example is Joshua Walfadd (Warrior/Demon).

The printed diagrams label the following parts of an Integral Minion card: Minion Class, Illustration, Minion Name, Three Combined Parchments, Dice Power, Stack Color, Card Effect, Caliber, Natural Origin and Illustrator. The example is Urulah the Pillager (Dragon), whose card effect reads: "By invoking this Minion, you have the right to steal a card from your opponent's field every 3 turns."

Walls and Ploys Ad Hoc

Ploys Ad Hoc and Walls have no cost to play (no parchment activation needed). They can be distinguished by a large image in the center of the card and the colored symbol of the Duel Stack, on the top right corner. Over the colored symbol, you can see most of the times, the Cardtion symbol (white cross). Every time you see the Cardtion symbol on a card, you can combine it with one of your Minions (place it under or above the Minion card). The effects of Walls and Ploys Ad Hoc can be found on page 29 of this book.

The printed diagrams label the following parts of a Wall card: Card Class (Wall), Cardition Symbol, Stack Color, Card Name (example: Sand Wall) and Illustrator. The printed diagrams label the following parts of a Ploys Ad Hoc card: Card Class (Ploys Ad Hoc), Cardition Symbol, Stack Color, Card Name (example: Royal Galleon of Thussa) and Illustrator.

Parchments

Parchments are cards you need to activate in order to invoke your Minions on your field. One Parchment or one combination is enough to invoke a Group of Minions (example: Integral Minions). They have the main symbol of a Common Minion group (red, black, gold, blue, green) and below, you can see 2 more symbols that are called combination symbols. These symbols show you the possible combinations you can have with other Parchments, to invoke Ceremonial and Integral Minions.

The printed diagram labels the following parts of a Parchment card: Parchment Name (example: Nasith Ulther), Main Symbol, two Combination Symbols and Illustrator.

Parchment Activation

Below you can see a Parchment Activation example. The according Parchment for the Black color Group is on the left side and the Black Common Minion on the right side. The symbols are circled in green. If you activate one of those Parchments on your field, then you will gain the power to play with all the corresponding Minions of that colour Group, that you have in your hand. You can't activate a Parchment, if you don't have the corresponding Minion for it.

The example pairs the Oriccido Parchment with the Black Common Minion Chameleon Hunter (Mutant/Warrior).

Cards Without a Parchment Symbol

If you get a card that has no Parchment symbol on the right middle side (see below), then it does not need any Parchments to be invoked on your field. Some of the cards which don't carry Parchment Symbol are the Grounds, Flowers, White Minions, Grim Cards, Mastery Cards and so on.

The printed examples are Holy Ground (Ground), Nocturnal Magnolia (Flower) and Army Reinforcements (White Minion).

Combining Parchments

Let's see how you can combine Parchments in order to invoke higher Minions such as Ceremonial or Integral. As we said earlier the Parchment has 2 combination symbols on the lower part of the card. These two symbols represent the Main Symbol of another Parchment, they can be combined with. See the example below of a Ceremonial Minion invocation (combined symbols are circled in green).

Ceremonial Minions can be invoked with any Parchment as long as it is combined with another one like the picture above. The player combined the Blue Minion group symbol from the combination area, with the Main Blue symbol on the second Parchment. In this way he can invoke the Ceremonial group of Minions from now on. Notice the two Spirals on the far right card, which states 2 Parchments. The printed example result is Dragon Summoner (Wizard/Seer).

IMPORTANT: Parchment activation on your Parchments Area is final. When you combine Parchments in your hand and set them on your field, they act as a union so you cannot separate them afterwards to re-combine them with others. Also, you cannot combine the already active Parchments of a Common Minion group with others (either from your hand or on the field), to invoke Ceremonial or Integral Minions. There is also no limit on how many Parchments you will activate on your Parchments Area.

Combining Parchments for Integral Minions

Now we will explain how to combine Parchments in order to invoke all the Integral Minions on your field. As you can see in the picture below, the combined symbols are circled in green and red, so you can see which symbols were combined together. There are two ways to combine three Parchments. Let's see the first one, The Chain. The printed example result is Bergamis Firestalker (Chimera/Beast).

The other way to combine Parchments is The Pyramid. Here, you use only one Parchment and combine its Main symbol with two other Parchments that have the same symbol in their combination area. The printed example result is Ground Beholder (Warrior/Guardian).

As you can see above the player chose to combine all Parchments with the Black Main symbol. He could also do the same thing with the Gold one. Some things are left for the Summoners to choose and act accordingly.

Main Symbols Reference

The printed reference shows the Main Symbol of each group: Red Minions, Blue Minions, Gold Minions, Green Minions, Black Minions and All Minions.

The Amalgam Symbol

The Amalgam symbol (or simply the joker) can be used to invoke any Group of Minions on your field. Also, you can combine it with any other Main Symbol to achieve 2-card and 3-card combinations. Below you can see a Chain combination from the previous page, with the Amalgam Parchment in the center (see the Chain on page 13).

IMPORTANT: When you have the Amalgam symbol on the lower part of the Parchment (combination area), it is the same as the situation above. You can combine it with any Main symbol to achieve a Parchment combination.

Mastery Stack

Mastery cards is a deck of 40 cards, ten cards per Summoner. Summoners should have one of each in their Mastery Stack (see red frame below). You have to unfold it first during a Duel (unlock the Mastery Seal), to use its cards. To do this, you have to either activate 3 different Parchments (e.g.: for Red, Green, Gold Minions) on your field, or 2 different Parchments and 1 Combination (e.g.: Ceremonial), or 2 different Combinations plus 1 Parchment.

The ten cards per Summoner are: Cyberspace, Dark Age, Subpoena Saga, Folk Reign, Donami the Spirit, Orfia the Fencer, Iakoa the Balancer, Mikralis the Archer, Polarization Alpha and Polarization Beta.

The printed diagram labels the following parts of a Mastery card: Mastery Seal, Card Class (Vortex), Illustration, Card Name (example: Subpoena Saga), Card Effect and Illustrator.

Grim Stack

The Grim Stack has sixty cards in total. Fifteen per Summoner. Before dueling, each summoner is randomly dealt 15 cards from this Stack. This 15 card mini-deck is then shuffled. Optional House Rule: Decide who goes first through a mutual method. The first player looks at the 60 card deck and chooses one card for his Grim Stack, placing the card face down. The deck passes clockwise until each summoner has chosen 15 cards. This is then shuffled. To be able to play with those cards, first you need to Unfold the Mastery Stack (activate 3 Parchments or Combinations). Then activate another 2 different Parchments or Combinations to have 5 on your field and unlock the Grim Seal.

IMPORTANT: If somehow one of your Parchments will get deactivated, while Mastery and Grim Stacks were already Unfloded, then they remain unlocked and do not get affected by this event.

The printed diagram labels the following parts of a Grim card: Grim Seal, Card Class (Carnage Phantom), Illustration, Card Name (Apraxis the Demon King), Dice Power, Card Effect and Illustrator.

Grim Minions have Calibers and Natural Origins only if it is written in the card text. Carnage Phantoms for example are higher beeings and can attack/defend all Minions, except if stated otherwise (see page 22 for reference). Also, when they do not have a Natural Origin stated on the card, they can be combined in X State (see page 28), with any Minion including other Grim Minions.

On few cards of the Grim Stack you can find the Dice Power symbol without any number inside. This symbol is treated as Zero Dice Power. If you happen to come across this variant, then you have to follow the instructions on the card and depending on the card's effect, you can create its Dice Power (see Gradego the Shadower). This variant can also be found on Common, Ceremonial and Integral Minions and should be treated the same way.

IMPORTANT: Keep in mind that if you don't see the red circle on a card, where Dice Power should be, then it does not have any Dice Power and will never get one (see Volcano or Nocturnal Magnolia), unless you will have a card that gives you this ability.

Incantations

Incantations are cards with Magic Spells and Artefacts. They can be used by all the Summoners during a Duel. They are divided in two small Stacks (decks) of 30 cards, one for White Magic and one for the Black Magic. While dueling, the Summoners draw one card from each Stack and choose which card will they add to their hand, choosing between White or Black Magic, the Acts the chosen card needs to be activated and of course the effect of that Incantation.

IMPORTANT: Before you draw your Incantation cards, you have to put down all the cards you have in your hand, faced down on the field. Then you draw one card from the White Magic Stack and one card from the Black Magic Stack to choose which one you will add to your hand. The other card is placed back at the bottom of its Stack.

The printed diagrams label the following parts of a White Incantation card: White Magic Symbol, Cardition Symbol, Card Name (example: Flame of Glory), Virtuous Acts, Card Effect and Illustrator. The printed diagrams label the following parts of a Black Incantation card: Black Magic Symbol, Cardition Symbol, Card Name (example: Transmutation), Evil Acts, Card Effect and Illustrator.

Virtuous and Evil Acts

You can find their symbols on the middle left side of the Incantation cards. Blue triangles on Black Incantations, represent Evil Acts and Red triangles on White Incantations, represent Virtuous Acts. You achieve these Acts while you are Dueling and collect either White or Black Cubes to use them for the Incantations you have in your hand. Let's see the Evil and Virtuous Acts you can perform during a Duel:

Virtuous Acts (red triangles):

  1. Collect one of your Crystals: +1 White Cube.
  2. Invoke a Minion on your field: +1 White Cube.

Evil Acts (blue triangles):

  1. Destroy one of your opponent's Crystals: +1 Black Cube.
  2. Send a rival Minion to Limbo: +1 Black Cube.

As you can see, there are only 2 Virtuous Acts and 2 Evil Acts, simple to remember and very easy to achieve during a Duel. When you perform a Virtuous Act, you collect one large White Cube, you can have up to 3 of them. When you do an Evil Act, you collect one large Black Cube, also up to 3. Those cubes are then used in order to activate either White or Black Incantation cards. Take a look how the symbols on the Incantations work with the cubes:

White Incantations:

  • Three-triangle symbol = 3 White Cubes.
  • Two-triangle symbol = 2 White Cubes.
  • One-triangle symbol = 1 White Cube.

Black Incantations:

  • Three-triangle symbol = 3 Black Cubes.
  • Two-triangle symbol = 2 Black Cubes.
  • One-triangle symbol = 1 Black Cube.

In the diagram above you can calculate how many cubes you need in order to activate an Incantation with 1, 2 or 3 triangle symbols. Remember you can have only 3 White and 3 Black Cubes in total, so if you already have 3 white cubes there is no way to gather more. You have to spend them on an Incantation, to start collecting them again.

IMPORTANT: Incantations can be played during a rival's turn, only if the effect of the card states it (Quicksand). Only one Incantation can be played in each Summoner's turn. Incantations with permanent effects (such as Throne of Misfortune) last for 5 turns on your field or can be used 5 times depending on the card. You can deactivate an Incantation in order to place another one on your field. The deactivated Incantation is sent to the Craft Pool.

Setting Up a Duel

Preparation

Set up the central table by placing the cards as you see in the picture below. All of the Stacks (decks) have to be shuffled, except of the Tokens Stack which must be placed in order from 1-20. There are 3 'void' spaces: Limbo (banished Minions), Craft Pool (used Incantations, Walls, Ploys Ad Hoc) and Pyra (destroyed Parchments). These 'voids' start empty and are filled as the game progresses. The central table is set up like this (left to right):

LIMBO -> White Incantations (Shuffled) -> Black Incantations (Shuffled) -> CRAFT POOL -> Parchments Stack (FACE UP and shuffled) -> PYRA -> Tokens (FACE UP and in order)

In the picture above you can also see how you place your Duel Stack along with your Mastery and Grim Stacks. Choose your color first (red, green, blue, yellow) and then take the corresponding Duel Stack. Shuffle it and place it on your left, faced down. Next take your Mastery Stack (see page 14 for the ten cards you should have) and shuffle it. Place it faced down on the lower right side, below the Duel Stack. You do the same with your Grim Stack (see page 15 how to build this deck) and place it shuffled and faced down, on the left of your Mastery Stack.

When you have finished with your cards, take all the 35 coloured cubes that represent your Summoner Color and place them to your right. They're used to track certain events in the game but are placed nearby for convenience. Also take the 5 small white cubes used for the Minion Counters (see page 8) and place them on your right too. The Crystals of your color remain in the box as you have to destroy opponent Minions to collect them. Also the large White and Black cubes stay in the box, since you have to perform Virtuous or Evil Acts, to collect them.

Finally all Summoners draw 5 cards from their Duel Stacks and 2 from the Parchments Stack. When all of you have 7 cards, roll the Assault Die (the White Normal Die) to determine who will start first. The higher number wins. The X2 symbol is zero. When the first player is determined, you all follow Turns explained on page 20.

IMPORTANT: When the cards of your Duel Stack end, you move to the Future World along with the rest Summoners.

Summoner's Field

The Summoner's field is separated in the Duel field, the Parchments Area, the Altar and the Combo fields. Imagine your Summoner field like a Pyramid (with your stacks to one side). 5 Minions can be on your Duel field and invoked in one of the 5 spaces, as you can see below. The Combo fields are on the left and right hand side (inside of the Pyramid). Cards of similar League (Incantations, Mastery Cards, Grounds, Spellbound Minions) can be combined here. Between the Combo Fields there is the Incantation Field (Altar), where one Incantation per turn can be played.

IMPORTANT: If you have a card that destroys or gives you the advantage to take one card from you opponent's field, and not the Duel Field, then you can destroy/take this card from his entire field. Since none of the 5 spaces is stated in the effect, you can choose anything, even an active Parchment in the Parchments Area, as a target.

As you can see in the image above, the Duel field consists of 5 spaces (colored in dark blue), with numbers from 1-5. These numbers help you with some card effects like The Puppet Master's effect, where you must choose one of your fields and note it somewhere. On these 5 spaces you can invoke your Minions and battle with your opponent. The Combo fields are the glowing light blue spaces and in the middle you can see the Altar (Incantation field). Below you can find the Parchments Area, the place where you set all your Active Parchments, Combined Parchments and also Deactivated Parchments (which are caused from an opponent's card effect).

Let's talk more about Combo fields. As we said earlier, you can place cards of the same League and use more than one card as a combination. But be careful, if you place a card on there, you cannot change it, so this field becomes locked for a certain Card League (see page 26 for example). What does Card League mean? It is a new term. All Minions are a card League for example. The same counts for the variety of cards we have in the game. These are the Card Leagues in the current edition (the ones marked in red can be combined on the Combo fields):

  • Minions
  • White Minions
  • Spellbound Minions (red)
  • Incantations
  • Ploys Ad Hoc
  • Walls
  • Tokens
  • Parchments
  • Relics
  • Grounds (red)
  • Master Mages (red)
  • Polarizations (red)
  • Vortexes (red)

IMPORTANT: You must know that White and Spellbound Minions are a separated Card League in the game.

Transcriber note: the paragraph above lists Incantations and Mastery Cards among the cards that can be combined in the Combo fields, but the red-marked Card League list in the printed page does not mark Incantations or Mastery Cards. Both are transcribed as printed.

Turn Structure

Meditation Phase

Replenish your hand

  • Collect one card from your Duel Stack and one card from each Stack you have unfolded (Mastery/Grim Stack). Take one card from the Parchments Stack (see image A).
  • Place all your cards faced down by your side and look at the top card of the White and Black Incantation Stack. Choose one to put in your hand and the other goes faced down, to the bottom of its respective Stack (image B).

IMPORTANT: Your hand limit is 10, so discard down to 10 cards by putting the extra cards to the bottom of their respective Stacks faced down (or face up if it's the Parchment Stack).

Heal all your Injured Minions

  • If any of your Minions are in Injured State, return them to Active State (see page 27 for Minion States).

Seance Phase

Play cards from your hand

  • This can be done by activating Parchments, Invoking Minions, casting Incantations and playing cards from the Mastery/Grim Stack. Remember you can only play one Incantation per turn but also 1 Incantation during your rival's turn!
  • The other thing you can do is to Attack (see page 25). After Attacking, you can still play other possible remaining cards from your hand.

Sentica Phase

Regroup

  • Throw to the Craft Pool any Ploys Ad Hoc, Walls or Incantations, that were on your field for 5 turns or was used 5 times.
  • Remove a coloured cube from Minions, if they have some permanent effects.
  • Remove a coloured cube from your Polys Ad Hoc, Walls, Incantations and Grounds.
  • Throw to the Craft Pool any Ploys Ad Hoc, Walls, Incantations or Grounds which have no longer cubes on them.

Enforce your Rejuvenating Minions

  • Remove one colour cube from a Rejuvenating Minion and increase its Dice Power by one, using a colour cube on its Dice Power symbol to depict this. If there are no colour cubes left on the Minion which symbolize the 5 turns, then switch it to Active State (see page 28 for Minion States).

Invoking Minions

The printed example shows the Red Summoner and the Green Summoner on a Duel field. The first player (Green Summoner) has invoked one Minion on his Duel field, on space number 3. It is a Red Minion so a Parchment with a Red Main Symbol has been activated on his Parchments Area. Now he can invoke all Red Minions he has in his hand. By invoking one Minion, he gains one Virtuous Act and takes one large white cube.

IMPORTANT: You can have up to 10 Minions on your Duel Field (see Minion States), but there is no limit of Minions you can invoke during your turn. If you have 10 Minions on your Duel Field and want to invoke another Minion, you have to send one from your Duel Field to Limbo.

The second player (Red Summoner) places 2 Parchments on his Parchment Area and invokes one Blue and one Green Minion on his Duel Field, on spaces 1 and 2. From now on he can invoke all his Green and Blue Minions that he has in his hand. He takes 2 Virtuous Acts for invoking 2 Minions. Finally, both Summoners have Minions on opposite sides of their Duel Fields (white arrows), so it is time for the Red Summoner to attack! He will choose either the Assault Die or the Sinister Die.

IMPORTANT: When your rival has no Minions on his Duel Field, you cannot attack him directly! Also, if you have activated many Parchments with the Amalgam Symbol, you can take those Parchments back to your hand and replace them with other Parchments, that have the equivalent main symbol of the Group of Minions you had activated.

Warfare

As you already know, to attack a Minion of your rival, you both have to have a Minion on the exact opposite side of your Duel Fields. Do remember, that all Minions can attack only once per Summoner's turn, except if a card states otherwise. Like Killer Instinct that provides you some extra powers but that is something different. The other thing you should know by heart before you attack, are the Minion Attributes. Let's see them in detail.

Natural Origins

You have seen on page 7 where they are located (at the lower center part of the card, behind the text). Each of those Natural Origins interacts with others, so battles could be made or avoided on the Duel Field. In fact you should not neglect them, it is one of the main strategic points in the game. The Natural Origins and the ways on how each one interacts with others as well as what the symbols state, are shown in the diagram below.

The diagram has the Attacker's Natural Origin across the top (Mountains = Ground, Wings = Flying, Shell = Sea, Palm = Amphibious, Starburst = Immaterial, Temple = Grounds) and the Defender's Natural Origin down the side. A sword icon means the Minion can attack and roll dice against a particular defending Minion. A shield icon means the Minion can defend and roll dice against a particular attacking Minion. A grey space means no battle takes place.

Defender \ AttackerGroundFlyingSeaAmphibiousImmaterialGrounds
Groundattack + defendattackattack + defendattack + defendattacknone
Flyingnoneattack + defendnonenoneattacknone
Seanoneattack + defendattack + defendattack + defendattack

Cards with this Natural Origin are Temples, Holy Grounds and places of ancient worship. Those cards do not battle but are placed on Combo Fields and can be combined with others of the same League (meaning other Grounds). If destroyed, they are placed in the Craft Pool. There are also Minions that have this Natural Origin (called Spellbound Minions) and they can be either placed on a Combo Field, like Grounds or placed on your Duel Field as Ground Minions. The only difference is that they cannot move at all, so they stay on the space you have invoked them until they are sent to Limbo.

IMPORTANT: Spellbound Minions can attack from the Combo Field any opponent space, if you choose to place them there. They will be in a different dimension, that is why the defending Minions (even Grim Minions) cannot roll dice to defend and are either injured or sent to Limbo (if it is a Common Minion). Grim Minions can attack or defend all Natural Origins except if the card's effect states otherwise.

The grey spaces show that no battle takes place because the attacking Minions cannot roll dice against the defending Minions. Example, a Ground Minion cannot attack a Flying one. The Flying Minion on the other hand can attack the Ground Minion, which cannot roll dice to defend, so it gets injured or sent to Limbo (if it is a Common Minion).

Calibers

Below you see the Minions' Calibers. You can find them next to their Natural Origin, on the left and right side (page 7). Calibers are infinite effects, you can use them in all turns, the Minion is on your field. The 5 times/turns rule for constant effects does not apply here. Some of the Calibers have limitations and can be used every 2 turns, but all of them can be activated as soon as you invoke your Minion on your Duel Field.

Swordsman

Minions with this Caliber can re-roll their dice once more, either if they are attacking or defending. Suppose you have a Minion with Dice Power 2 so it can re-roll both of its previous rolls. Example: (first roll)20 + (second roll)0 = 20. You re-roll 2 times: (first roll)20 + (second roll)10 = 30.

Opposer

Minions with this Caliber do not get affected by any Incantation. If this card has a Cardition attached, then the Cardition is also not get affected by the Incantation, since the Minion protects it.

Transporter

Minions with this Caliber can A) transport once per 2 turns, one of your opponent's cards from his Duel Field and place it on your Duel Field or B) transport once per 2 turns, one of your rival's cards from his Duel Field and throw it on another one on his Duel Field, to destroy them both (Incantations, Parchments and Mastery Cards cannot be targeted with other cards or transported).

Archer

Minions that are Archers can attack Flying Minions and Minions behind a Wall, since their arrows fly over it and hit the opponent's Minion.

Animal Tamer

Animal Tamers can be attacked only by Minions with human characteristics. Any rival Minion that has an animal appearance in the illustration cannot harm them. If you have doubts about some cards in this edition take a look at the ERAGRA: The First Step Strategy Guide.

Armigner

With Armigners you can take every 2 turns, one Ploys Ad Hoc card, from your Duel Stack (remember to re-shuffle) or the Craft Pool. You can use immediately this Ploys Ad Hoc or hold it in your hand.

Bounded Souls

When a Minion with this Caliber is sent to Limbo, you can take from Limbo another Minion with the Caliber of Bounded Souls and place it on your field. The Minion that is brought back from Limbo, is placed upside down and uses the Dice of Awakening in battle.

The Dice

Eragra Dice can be used by the attacking Summoner only (see Calibers diagram), or by both attacker and defender. There are: The Assault Die (White), also known as Normal, The Die of Awakening (Transparent), also known as Special and the Sinister Die (Blue) also known as Symbol Die. You decide on your die before you make your first roll. The sum of your rolls with either the Normal, or Special Die will define the battle's winning Minion.

Assault Die (Normal Die)

The Assault Die is normally used in most of the battles.

If an X2 is rolled FIRST by the attacking or defending Summoner, then the next number he will roll will be multiplied by two.

NOTE: X2 dice rolls later on are counted as zero (white frame).

Example: Suppose we have a Minion with 2 Dice Power and an X2 symbol is rolled first. Then the next number he will roll will be multiplied by two.

(first roll)X2 (second roll)20 = 40.

When you roll this symbol with a Minion that has 1 Dice Power, you re-roll the die to see if you get a number to multiply.

The printed examples are: "X2 10 = 20" (correct), "10 X2 = 10" (incorrect, the later X2 counts as zero), "X2 0 = 0" (correct) and "X2 X2 = 0" (incorrect).

Die of Awakening (Special Die)

The Die of Awakening is only used for Minions that return from Limbo. Instead of using the Assault Die to attack, any creature that has returned from Limbo now uses this die.

If an X3 is rolled FIRST by the attacking or defending Summoner, then the next number he will roll will be triplicated.

NOTE: X3 dice rolls later on are counted as zero (black frame).

Example: Suppose we have a Minion with 3 Dice Power and an X3 symbol is rolled first. Then the next number he will roll will be tripled and the third roll will be left as is.

(first roll)X3 (second roll)20 = 60 (third roll)20: 60 + 20 = 80.

When you roll this symbol with a Minion that has 1 Dice Power, you re-roll the die to see if you get a number to triplicate.

The printed examples are: "X3 20 = 60" (correct) and "20 X3 20 = 40" (incorrect, the later X3 counts as zero).

Sinister Die (Symbol Die)

The Sinister Die can be used instead of the Assault Die, or the Die of Awakening in a battle, but it can only be used once per turn by each Summoner and with 1 Minion. Even if his Minion has more than 1 Dice Power, he can roll it only once. Each symbol on this die correlates to a different effect.

  • Trident: Win the battle immediately.
  • Third Eye: Collect one of your Crystals and cancel the battle. Remember to collect one Virtuous Act (large white cube) for collecting one of your Crystals.
  • Black Rose: Destroy one rival Crystal and cancel the battle. Remember to collect one Evil Act (large black cube) for destroying one of your rival's Crystals.

Battle Example

Continuing from page 21. Below you can see how a simple battle advances. The Red Summoner have chosen a rival Minion that was opposite to his Blue Minion and both of them are Immaterial, so both Summoners can roll a die!

The Red Summoner has rolled a 10 with his Blue Minion. Then it is the Green Summoner's turn to Defend or even Counter Attack. He rolls the die and he gets the X2 Multiply symbol. Notice that in the image, both Minions have 1 Dice Power. The Green Summoner now can roll a second time, only because he got X2, so if he rolls a number it will be multiplied. He rolls a 10 so it becomes 20 and his Minion Counter Attacks and wins the battle! Since the Blue Minion had 1 Dice Power, it is not set in Injured State but automatically is sent to Limbo. The Green Summoner wins 1 Evil Act for destroying a rival Minion, 1 Crystal of his color (green) and finally 1 Virtuous Act for collecting one of his Crystals. So now the Green Summoner has 1 Crystal, 3 Virtuous and 1 Evil Act in his stash.

Carditions and Cubes

Let's assume that the Red Summoner had also a White Incantation in his possession, that he didn't play before attacking. Now he can do it, since he did not end his Seance Phase. The Incantation is Angelic Wings. It needs 1 Virtuous Act and it's also a Cardition, meaning, it can be combined with a Minion. As you remember, there is a golden rule in the game, where constant effects are limited to 5 times or 5 turns. In this case you can see how the Red Summoner combined his Green Minion with Angelic Wings so he could turn his Minion into an Immaterial for 5 turns. The Incantation is activated and placed under the green Minion. In each turn, the Red Summoner will remove one red cube from Angelic Wings, to know for how much longer he can use its effect. After removing all the cubes, he must place Angelic Wings in the Craft Pool.

Effects - Ownership

Card Effects

All Calibers are infinite effects (they can be used over and over) and also are activated as soon as the Minions are invoked on your field. But there are also card effects, in text form, on the lower part of the card. Those effects can be activated any time you want, depending on the card's text and of course your tactics. They can be instant (used only once) or constant, meaning they can be used 5 times or 5 turns (or sometimes both), depending on the card's text. They may have ADV and INF, which is a double effect activated at the same time. ADV (stands for Advantage) is activated at the same time as INF (stands for Inferiority), so you must follow both effects one after the other. The text effects of the cards always change the rules of the game, so read carefully how the text explains your moves. Last but not least are the effects that prompt you to choose one and give you the opportunity to weight the Duel's outcome and select between one, two or three different scenarios. Let's see some examples below to have a better picture.

The printed examples are grouped as follows (example card text is quoted where it is legible in the printed image):

  • Advantage and Inferiority: A classic example where you activate an effect and then must follow both ADV and INF directions. Example card (Pharao's Inquisitor): "When you invoke Pharao's Inquisitor, you activate his permanent ability. When your rival draws a card, you can draw one too (from your Duel Stack). ADV: Also when your opponent collects a Crystal, you collect one too. INF: Every 3 turns give to your rival a card from your Duel Stack."
  • Choose Effect: An example where you have to choose one of two or three effects. Example card (Pogrom): "Choose: 1) As long as Pogrom is on your field, your rival cannot enter the Future World. 2) ADV: For every battle Pogrom wins, raise his Dice Power by 1. INF: If Pentaphila is on the field, Pogrom joins the player who placed it."
  • Constant Effect: Here you must use your coloured cubes in order to remember the turns this card remains on your field. Example card: "For every turn it remains on your field, it gathers power. Discard it to the Craft Pool and for every turn it was on your field, count an opponent's card on the field and destroy it."
  • Instant Effect: Which states clearly that the effect can be used only once, but up to 2 Minions can be placed on this creature. Example card: "These enormous creatures carry an island on their back. Place up to 2 Ground Minions on this card to make them Amphibious."
  • Combination: One of many combinations, this card game offers, hard to master but also worth the try. Example card (Minotaur): "Combine Minotaur and Infinite Maze (even if your rival has it) and absorb the Dice power of each trapped Minion. When you manage to absorb 3, search your Duel Stack and take the Ploys Ad Hoc: Minotaur's Divine Armor."
  • Imaginary Objects: In this case you have to imagine that the depicted Minion carries a bomb and can destroy something using it. Example card (Sea Monk): "Use Sea Monk's turtles as 2 additional 'Bombs'. Any Minion having INF in its effect description cannot attack him."
  • Luck Factor: Some cards give you more random abilities, it is up to you if the effect will help you out. Example card: "Activate this card when your start attacking. When one of his Minions attacks, flip a coin and choose heads or tails. If you call it right this Minion attacks one of his own and the attacked Minion can't fight back. Your rival has the right not to attack but he can't draw a card in his next turn. If you call it wrong this card is destroyed."

Ownership

More than often you will stumble upon a crazy effect, or chain of effects, that will leave both you and your rivals with a headache. What happens when your opponent has activated a card and then you steal it from him? Who removes cubes? Who has the right to use it? If I awake a Minion from Limbo, can I take one of my rival's Minions? Here are few steps you should use in order to determine what is going on when some effects mess the gameplay.

  • When a rival card has its effect activated (has coloured cubes on it) and you happen to steal it, you remove the rival's cubes and place your own, restarting the effect of the card.
  • If you choose, or happen to send one of your Minions to Limbo, your opponent does not gain crystals.
  • Minions in Limbo can be awaken by all Summoners, if they have the appropriate cards/effects.
  • When controlling other Summoner's cards on his field (see Puppet Master, Oriental Beauty), use their effects placing cubes of his color. If you have rival cards on your field, use your coloured cubes for their effects.
  • In a 3-4 Summoners Duel, it could happen that all of them will play a card from their hand, at the same time. When confused which card effect wins, they should compare their card titles. The strongest card has its title starting with the letter Z, moving up to the weakest card title, that starts with an A.

Supplement

Damaged Parchments

When a Parchment is destroyed by a rival card effect, it is sent to Pyra. When it is deactivated, then it is placed sideways, on the Parchment Area. You can reactivate a Parchment with another card effect or use another substitute Parchment from your hand, always in your turn. In both occasions, the corresponding Minions must be placed faced down on the field, because they are also deactivated, so if they get hit in battle, they are sent straight to Limbo.

The printed diagram labels a Destroyed Parchment in Pyra and a Deactivated Parchment.

Awakening Minions

The awaken Minion is placed upside down, when it is returned back from Limbo. You are able to set Minions free by Unfolding the Mastery Stack first and then using one of the corresponding Vortex cards (or using Bounded Souls). Below the Summoner has used Folk Reign on a Combo Field, to set free an Integral Minion from Limbo. Now he can only use Vortexes on that Combo Field. Remember that all the card effects of an awaken Minion can be reused and also the Minion will now attack or defend with the Die of Awakening. All awaken Minions are placed on an empty space on your Duel Field, or in X State, if the other Minion has a different Natural Origin.

The printed diagram captions: "Remove one coloured cube from the Vortex card when you use it for awakening."

Tributes and Sacrifice Symbols

Minions can be invoked in the Active State or the Rejuvenation State (see Minion States below). Some Minions may require tributes, denoted by the white symbols on the top left side of a Minion card (see on page 9). These costs must be paid; else a minion cannot be invoked on your field.

  • Crossed Swords: The Crossed Swords mean, one Minion from your Duel Field, needs to be sent to Limbo. If you offer a Minion, then your opponent doesn't gain any crystals. 2 such symbols are 2 sacrificed Minions etc.
  • Double Card: The Double Card symbol means that the top card of your Duel Stack is removed and placed (set) in its respective 'void' pile (e.g. a Minion card revealed goes to Limbo but your rival does not gain any crystals). If you see two such symbols next to each other, you have to remove the top 2 cards from your Duel Stack and place them in their respective 'void' piles and so on.
  • Spiral: The Spiral means that the top card of the common Parchments Stack is placed in Pyra. (Note: Why sacrifice a Parchment on the Stack? Well, your opponent might want it!)

Moving Minions

Only one move can be made per Summoner's turn, during the Seance or Sentica Phase. A move is where two minions swap places on the Duel Field (image A) or when one Minion travels one space to the left or to the right (image B).

Minion States

  • Active State: When a Minion is upright, it is in Active State. The Minion can attack, defend and is healthy.
  • Injured State: When a Minion loses a battle and is not a common Minion, it turns 45 degrees to the right, loses one Dice Power and goes to Injured State. This state lasts for 1 round. If the Minion is attacked again and loses before the start of your next turn, it goes to Limbo. If the Minion survives until the start of your next turn, it goes back to Active State and regains the lost one Dice Power.
  • Rejuvenation State: If a Minion is invoked in Rejuvenation State (on its side), place up to 5 colour cubes on the Minion. Its effects do not work but the Minion can attack and defend (see page 22 for Natural Origins). At the end of each turn, remove one cube and add one Dice Power to the Minion by placing that cube on its Dice Power. During your turn, you can choose to put the Minion from this state into Active State. By moving it to Active State, remove all colour cubes from the Minion and leave only the cubes on its Dice Power, gained from the Rejuvenation State. If no more colour cubes are left on the Minion and it is still in the Rejuvenation State, switch it to Active State immediately.
  • X State: A Minion can be placed in an X State by being combined with another Minion of a different Natural Origin on the field. To do this, once both Minions have been invoked on the field, on different spaces; place the Minions one on top of the other in an X-like shape. These Minions can protect each other. So, if your opponent attacks one of your Minions, the other is able to defend in its place, if you wish. If the defending Minion loses the battle and gets injured, the two Minions by placing the non injured Minion on , leaving the Injured Minion where it was. If all 5 Duel Field spaces are , send the Injured Minion to Limbo. There should now be 5 Minions (and/or X-state Minions).

Gaining Crystals

You mainly gain crystals by destroying your opponent's Minions and sending them to Limbo. When you destroy a Minion (by throwing one of his Minions on top of another one with a Transporter, or winning a battle, or throwing a bomb on it so it is destroyed), gain one crystal of your colour for a Minion with Dice Power 1, two crystals for a Dice Power 2 Minion, or three crystals for a Minion with 3 Dice Power or more. Remember, you gain a large white 'Good' cube for collecting a crystal and if you destroy a minion at the same time, a large black 'Bad' cube!

All About Ploys Ad Hoc and Walls

These cards have big pictures and a '+' on the top right corner. This means that the card is a Cardition and can be combined with Minions to give them certain effects. These can be brought onto the field for free. Walls placed on a Minion can protect Minions from attacks except from Flying and Immaterial Minions. So, Minions protected by a Wall are protected from Ground, Amphibious and Sea Minion attacks. These cards can stay on the field for 5 turns OR be used up to 5 times. So, what you do in this case is simple. You place 5 cubes on the card of your color and each time your turn passes or you use the item, you remove one such cube. When no more coloured cubes are left on the card, it is placed in the Craft Pool. You can also see an example of a Cardition on page 25.

IMPORTANT: Walls and Ploys Ad Hoc cannot be moved after they are placed on a Duel Field space. You can however substitute a Minion behind a Wall with another one, or place a new one, if the other is sent to Limbo. Ploys Ad Hoc are sent to Craft Pool, when the combined Minion is sent to Limbo (Kyro's Quiver is an exception).

Ploys Ad Hoc Effects

  • Baneful Ram: Use it to destroy 1 Ploys Ad Hoc or a Ground every 2 turns.
  • Catapult: Use it and destroy 1 rival card per 2 turns except Parchments, Incantations and Immaterial Minions.
  • Celestial Torch: Give to your Minion up to 3 of the 7 different Calibers.
  • Floating Galleon: Place up to 3 of your Minions in the Galleon and turn them into "Flying" increasing their Dice Power by 1. Also, each one carries now a virtual Ghoul Bomb, so use them wisely. If Floating Galleon is destroyed, all Minions inside are also destroyed.
  • Kyro's Quiver: Combine it with an Archer and increase his Dice Power by 1, while he can attack twice per turn in the same direction. This card is never sent to Craft Pool, always return it to your hand.
  • Minotaur's Divine Armor: Combine it with Minotaur and turn him into a Grim Minion of 6 Dice Power. If you combine it with any other Minion, then it's protected by all the cards besides Incantations.
  • Royal Galleon of Thussa: Any Ground Minion on this ship becomes Amphibious. Protect up to 2 of your Minions, (regardless of State) by placing them under this card and draw a Mastery Card for each Minion on board. With Armies of Thussa Invoked on your field, you can draw 3 Mastery Cards and protect 3 Minions. If Royal Galleon is destroyed, all Minions inside are also destroyed.
  • Trojan Horse: Combine Trojan Horse and 2 White Minions and exclude them from the Duel. Now you can destroy, , all of your opponent's Minions . If Trojan Horse is destroyed, all Minions inside are also destroyed.

Wall Effects

  • Granite Wall: Protects your Minion from Bombs, Incantations and Archers.
  • Crystal Wall: Place it on a Crystal Battalion's servant and collect 2 extra Crystals for each Minion you destroy with that servant. Otherwise it works as a simple Wall.
  • Chinese Wall: Protect all your Minions with this Wall. Place it on an empty space of your duel field. Nothing else can be placed on this space while Chinese Wall is there.
  • Sand Wall: Protects your Minion from Flying Minions and Archers.
  • Wall of Reflection: It redirects the attack of your rival's Minion on another of his cards. If that card has an effect, then it's triggered against him. For every attack your rival performs on that Wall, he collects 1 Crystal.
  • Wooden Wall: Combine it with a Dow to turn that Minion into an Integral (3 Dice Power) and for each win collect 2 extra Crystals. Otherwise it works as a simple Wall.

Questions

Q: Is attacking mandatory or may I choose not to attack (e.g. because I like the effect of the minion and I don't want it to get destroyed)? A: You can choose to attack or not, is your choice. When your rival plays and attacks though, you cannot avoid it. Then you must defend and create a counterattack by rolling a die.

Q: When two Minions have both the same sum of Dice Power after a battle, what happens then? A: Nothing happens, it is a draw and no Minion is either Injured or sent to Limbo.

To move 1 of your Minions on your Duel Field in each turn is something you may, or may not do. It's up to you.

The Sinister Die is not mandatory either. You can choose to roll with it instead of the Assault or the Die of Awakening, but you must remember that if you want to re-roll with a Swordsman Minion, you will have to re-roll with the Sinister Die.

Permanent Effects on the cards text, may be used only if needed. You should read on a card phrases like: 'As long as this card is on your field...' or ending phrases like 'every 2 turns' to know if an effect is permanent.

Q: Can I set free Minions from Limbo that belong to my rival's Stack? A: Yes. Don't forget: The Minions are sent to the Common Space (Limbo), so all Summoners can draw from there when they use the appropriate card(s).

Q: Why do some Minions have the Aura symbol on the right top side? A: These Minions can roll dice in a battle against Immaterial Minions, no matter what Natural Origin they are. Also some cards in the game can only fight with Minions that have Aura (see Laitchkatt).

Q: There are cards (mainly Minions) which can be combined with other cards because of their effects. Are these Minions Carditions? A: No they are not. Carditions are cards which have the (+) symbol on the top right side.

Q: How do I use Tokens? A: You use the Tokens depending on the cards' effects (e.g. Sequester). They can be used to represent extra Minions, Incantations etc. when a card says to break up the card into two or put extra bits on the field from the card.

Q: Assuming I have collected all Evil and Virtuous Cubes/Acts and I draw a card which gives me for free 1 Evil or Virtuous Cube, in each turn, depending on my choice. What is the procedure? A: The effect of that card is temporarily negated because you have all the Cubes in your possession. You must first activate an Incantation, pay the necessary Acts and then the effect of that card can be triggered.

Q: If you have 5 Minions to attack with, do you roll the Sinister Die once only, or is it once per Minion? A: You roll it only once. Just choose which one of your Minions will use this Die. But if you roll this Die, then you are not allowed to roll the Assault Die with the same Minion. In other words you let your Minion exposed to your rival's attacks. Note: It doesn't matter how many Dice Power your Minion has. Your roll the Sinister Die only once!

Q: Can I use the Sinister Die when I am attacked by another Minion? A: Yes but remember, you have the right to use this Die only once per turn.

Q: Assuming one of my Minions is a Swordsman. So, I reroll with the Die if the first roll (sum) doesn't fit me. But which one of the Dice can I use? A: The Assault Die since your Minion is normally invoked on your field. The Die of Awakening since your Minion is returned from Limbo. The Sinister Die since you have chosen this Minion (yours) to roll the specific die. You always reroll with the die you have previously chosen.

Q: If I draw a Parchment, that is same, as the one that my opponent deactivated and it's still on my Parchment Area, then can I use it somehow? A: Yes, you can. Substitute the Parchment you drew with your Deactivated Parchment on the field. The deactivated Parchment goes now to Pyra. Now your Minions will be safe again. This case is extremely rare but still it is possible.

Q: What happens if my rival destroys or deactivates one of my Parchments, that I have combined in order to invoke the Ceremonial or the Integral Minions? A: You must first turn the equivalent Minions face-down. As you know, for the Ceremonials you combine 2 Parchments and for the Integral Minions you combine 3 Parchments. When your rival destroys or deactivates one of these Parchments, he messes your Parchments combinations. Example: If your rival destroys one of the 3 Parchments which activate the Integral Minions, then you leave the rest on your Parchments Area intact, until you find another Parchment and manage to activate the Integral Minions again.

Q: Rejuvenation State is like charging up a Minion? A: Yes and here you must use your Cubes to keep track.

Q: The X State and Carditions are totally different things. So, would it be possible to add a Cardition to a Minion, place it in X State and protect it with a Wall card? A: Yes and here you see the core of Eragra. This one is a deep strategy, at least in this esdition.

Q: The Common Minions die as soon as they get "hit" or "damaged" (e.g. by losing combat), right? A: Yes.

Q: Minions which are not Common need two "hits" to get destroyed. But they do heal at the beginning of the owners turn. Right? A: Yes.

Q: To destroy a non-Common Minion I either must be able to attack it twice in the same turn and win both times or to attack once during my turn and win and once more in my opponent's turn as a counterattack? A: Yes.

Q: How many Minions can I set free from Limbo? A: It depends on the effects of a card. For example if you activate a Vortex, then you can set free 1 Minion per turn from Limbo. You have to choose among the 3 Groups of Minions that the card states.

Q: When the cards of my Duel Stack end, what happens? A: In this case you move to the Future along with the rest Summoners. The natural way states that time flows slowly, but Cyberspace opens a hole in time and you move fast. So, when your cards of your Duel Stack end (normal speed), then you go to the Future. This is the 2nd way to enter the Future Duel!

Q: Often you are referring to "Bomb(s)" on the cards. Are these "Ghoul Bombs"? A: No, it means ANY bomb, even those that will be in future editions. That includes Ghoul Bombs aswell. If you don't see a specific name such as Ghoul Bomb, Super Bomb etc. then we mean the whole kind.

Q: How do I know my card belongs to the Crystal Battalion? A: There are 2 ways: a) We state it in the card's trext b) We may have written it on the top middle side of the card, there where you can see the Minion Classes.

Q: Why are there cards with the phrase "Write it down" in their effects? A: It is used in order to avoid cheating.

Q: Complete Card Formation. How many Minions can I have on my field? A: It depends (from 1-10). For example, if you combine all your Minions in X State, then you will have total 10 Minions on your field. But be careful: You can have only 5 White Minions in total.

Q: Assuming a Minion belongs to the Spellbound category, where it's a Minion and a Ground. If my rival kills it, then where do I place it - in Limbo since it is a Minion or in the Craft Pool since it is a Ground too? A: You place it in Limbo - It is a Minion. We say it's a Ground too in order to enhance it with more abilities. Example: You have the Gold Minion Lava. Lava can be combined with the Ground Volcano. The Minion Lava is a card you place on your Duel Field. The Ground Volcano is a card you place on one your Combo Fields. Take Lava and place it on Volcano and trigger normally their effects. What is the additional advantage? You just placed another Minion on the Combo Field. You can attack but your rival cannot except if he has specific cards with effect that help him to perform such an action.

Q: Based on the example you just gave with Lava and Volcano, another question comes up. Is there any specific number of such combinations must I have on the Combo Fields? A: No there is no limit.

Q: Let's assume a card has more than one effect. How do I apply the effects of a card when I cannot trigger a part of it? A: Example with 3 effects: 1) When you rival invokes a Minion, exclude from the Duel one of his Crystals. 2) Each time you send to Limbo a rival Dragon, restore one of the excluded Crystals and take it on your side. Now, lets say that you send to Limbo rival Minions (of several Classes) except from Dragons. What happens? You can trigger only the 1st effect, not the 2nd one. If a card has many effects but you cannot trigger some of them, then you simply trigger the ones you can.

Q: Speaking about the Caliber of Armigner. Does its effect mean that you can search your Duel Stack, every 2 turns for a "Ploys Ad Hoc" and then reshuffle your Stack also every 2 turns? A: Correct. But do not forget you can take a Ploys Ad Hoc from your Duel Stack or the Craft Pool.

Q: Can a Transporter be used to drop Minions on other Minions, like a bomb? A: Yes and this is one his most crucial effects.

Q: Do I collect Crystals from the above action? A: Yes. Don't forget the rule: When you send a rival Minion to Limbo, you collect the equivalent Crystals, according to its Dice Power.

Q: Regarding the Caliber of a Transporter Minion. Is there any defense against this special ability or can he freely kill up to 2 hostile Minions every 2 turns? A: It depends on your skills to find it. We help you up to this level: If you have an Incantation which can damage a Transporter, then feel free to activate it. Otherwise, the Transporter can freely destroy cards. Example: You can use the Ploys Ad Hoc Catapult, to destroy a Transporter.

Q: Can I use the Caliber/s of my Minion as soon as I will invoke it on the Duel Field, meaning instantly? A: Yes you can. You can use some of the Calibers once per 2 turns. So, when you invoke a Minion with such a Caliber (for example an Armigner or Transporter), then you can activate its Caliber immediately and you can reuse it in 2 turns again.

Duel Between 3 and 4 Summoners

Q: How do I set the Duel Field when more than 2 Summoners start dueling? A: Imagine a cross. This cross is the table. Each Summoner takes a side and sets his Stacks. The Common Space stays the same, all Summoners can draw cards from it.

Q: How do the card effects work here? A: Each of your card effects, affects all rival Summoners. Example: You activate the Black Incantation Death, in a Duel between 4 Summoners. From Death, only Immaterial and Opposer Minions can escape. Now imagine the 3 rival Duel Fields. On there you can see in total: 4 Common, 3 Ceremonial and 4 Integral Minions. By activating Death you can destroy all these Minions (Note: We do not consider the effects of those Minions. We say that, because a Minion may have an effect which allows it to escape from a Black Incantation and so on). So, from the Minions you destroyed, you collect a) 4 Common Minions = 4 Crystals, b) 3 Ceremonial = 6 Crystals and c) 4 Integral Minions = 12 Crystals. You have collected 22 Crystals in total!

Q: Are there any changes regarding the rules? A: No. You follow the same rules. The additional element is The Alliance. You can build a partnership with one of your rivals in each turn and use one of his Minions to attack another rival's Minions.

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Amphibiousattack + defendattack + defendattack + defendattack + defendattacknone
Immaterialnonenonenonenoneattack + defendnone
Groundsnonenonenonenonenonenone
  • Immediate Activation: An example when you can activate a card even from your hand. Using its effects to mess with your rival's plans. Example card (Moray Tergut): "Moray Tergut can be used even from your hand, if your opponent invokes a Minion which holds, wears or is made of something metallic (even partially). It strikes with an electric current that paralyzes that Minion for 3 turns and negates its effects. You can use Moray Serpent for up to 2 rival Minions."
  • Token Usage: Effects that in order to work, need a specific number of Tokens, to represent Minions, objects etc. Example card: "Destroy your rival's Common and Ceremonial Minions on the field. Metrist multiplies his entity by deducting himself from the destroyed Minions. Example: (2 Common + 1 Ceremonial) - 1 Metrist = 2 so you place 2 Common Minion Tokens on your field. If the deduction result exceeds 5, then Metrist is destroyed and the effect is cancelled."
  • separate
    any valid space
    full
    once
    on his field and his hand