Magic: The Gathering – Arena of the Planeswalkers: Shadows over Innistrad
Magic: The Gathering – Arena of the Planeswalkers: Shadows over Innistrad Rulebook
Table of Contents
Table of Contents
- The Planeswalkers
- Game Contents
- The First Time You Play
- What's New?
- Get Ready to Play
- Army Cards and Spell Cards
- Playing the Two-Player Game
- 1. Place your Planeswalker in a starting zone.
- 2. Place your Planeswalker army cards in front of you.
- 3. You and your opponent shuffle your own spell card decks, and each of you draws a hand of three cards.
- On Your Turn
- Action 1: Draw a Spell Card
- More on Using Spell Cards
- Action 2: Choose an Army Card
- Action 3: Move Any Number of Figures on Your Chosen Army Card
- Action 4: Attack with One or More Figures on Your Chosen Army Card (Optional)
- Action 5: Move the Turn Marker on the Turn Track to the Next Number
- Ending the Game
- Scoring
- Glyphs
- Road Spaces
- Cryptoliths
- Adjacent to a cryptolith
- Attacking a cryptolith
- Destroying a cryptolith
- Scaling up a cryptolith
- Moving onto a cryptolith
- Scaling down a cryptolith
- Moving off of a cryptolith
- Flying onto a cryptolith
- Moving from cryptolith to cryptolith
- Engagement on cryptoliths
- Attacking or defending while on the top space of a cryptolith
- Cryptolith points
- Weirded Ground Spaces
- Terms and Clarifications
- Playing the Multiplayer Game
- The Battlefields
The Planeswalkers
Jace Beleren — Jace, the mind mage, was sent to Innistrad to find Sorin Markov. The vampire is nowhere to be found, and Jace has discovered that the vampire's ancestral home has been destroyed. Pulled by his insatiable curiosity, Jace begins to work on unraveling the mystery, and a trail of clues will lead him to find that sinister machinations are at work across the land.
Sorin Markov — The ancient and powerful vampire Sorin Markov calls Innistrad home. However, he is a pariah among his own kind, for he created Avacyn, the archangel tasked with protecting humankind on the plane. Sorin didn't do this out of benevolence, but rather to keep the vampires from depleting the flock.
Nahiri — The Lithomancer, Nahiri, is a kor from the plane of Zendikar. Six thousand years ago, Nahiri, with the aid of the Planeswalkers Sorin Markov and Ugin, the Spirit Dragon, used her powers over stone to imprison the world-devouring Eldrazi within her home plane. When the Eldrazi threatened to break free, she sought Sorin. But instead of helping her, he sealed her away in the Helvault. Several millennia later, Nahiri was freed and now she seeks vengeance against her former ally.
Arlinn Kord — Arlinn is a werewolf from Innistrad with a gift unique among her kind—she can control her transformation. Though she once tried to suppress the "curse" by becoming an archmage for the Avacynian Church, she has since embraced her wolf form. Now she fights for survival in the face of a new inquisition.
Game Contents
- 5 Planeswalker figures
- 4 hero figures
- 15 squad figures
- 4 dual-sided cardboard terrain boards
- 2 glyphs
- 20 damage markers
- 20-sided die
- 8 combat dice
- 13 army cards
- 48 spell cards
- turn marker
- 8 counters
- 6 1-hex sand tiles
- 3 cryptoliths
- 3 cryptolith 2-hex sand tiles
The First Time You Play
Remove your game parts from their wrappings. Discard the extra materials. Pop out the eight counters and the turn marker.
Press the three cryptoliths together as shown. Press each cryptolith onto its 2-hex sand tile.
What's New?
Welcome to Shadows over Innistrad
Magic: The Gathering Arena of the Planeswalkers—Shadows over Innistrad contains exciting features for both new and experienced players of Arena of the Planeswalkers. Shadows over Innistrad can be played as a stand-alone game, or as an expansion to the Arena of the Planeswalkers base game. For rules concerning the Arena of the Planeswalkers base game, please consult that game's guide. If you are using Shadows over Innistrad as a stand-alone game, you will only need this guide.
What's new in Shadows over Innistrad?
Multicolored Planeswalkers: A multicolored Planeswalker can build an army and a spell deck using cards that match any of that Planeswalker's mana symbols. Multicolored Planeswalkers are identifiable by the gold borders on their army cards. For example, Sorin is both a white Planeswalker and a black Planeswalker, so he can build a spell deck and army using any combination of white and/or black spells and creatures.
Transformation abilities: Arlinn Kord, Goldnight Outcast and the Kessig Rangers army squad have the ability to transform into different figures, giving them different abilities and stats. To transform a figure, replace it on the battlefield with the new figure and flip over the army card. When you transform a figure, any effects on that figure's army card (such as damage markers, enchantments, and counters) carry over to the new army card. Transforming a figure does not count as movement or as leaving an engagement. When you transform the Kessig Rangers or the Kessig Ravagers, you must transform both of them at the same time. Figures with the Transform ability can only enter the battlefield if their army card has a cost on it. For example, if you field Arlinn Kord in your army, you must start the game by placing Arlinn Kord, Goldnight Outcast.
Dual-sided terrain boards: The included terrain boards are dual-sided, so they allow for even more diverse scenarios and battles. The Battlefields section on page 16 of this game guide will show you which side of the terrain boards to use for each battlefield scenario.
Weirded ground spaces: These new board spaces have a chance to affect figures that enter them. For more information on these spaces, check out the Battlefields section on page 16.
Road spaces: These new board spaces give figures additional movement on their turn if all of their base movement takes place on road spaces. For more information on road spaces, see Road Spaces on page 12.
Cryptoliths: These structures can be scaled for a height advantage in combat and can also grant figures bonuses and special abilities. For more information on cryptoliths, see the Cryptoliths and Battlefields sections on pages 12 and 17.
Glyphs: Information on the two glyphs included in Shadows over Innistrad, Recall and Healing, can be found on page 11.
Get Ready to Play
OBJECT: Be the first player or team to achieve your victory condition.
1. Set Up Your Battlefield
Refer to The Battlefields on pages 16-23 for descriptions of the battlefields and instructions for building them. Select a battlefield to play based on the number of people playing. Place the turn marker on space 1 of the turn track. (Each battlefield's turn track can be found in the battlefield description.)
2. Gather Your Figures, Army Cards, and Spell Cards
Each player chooses a Planeswalker (you can roll the 20-sided die to determine who chooses first). Each player then takes that Planeswalker's army card, 12 spell cards that match the color or colors of the Planeswalker, two additional army cards that match the color or colors of the Planeswalker, and the figures that match those army cards. For example, if you chose Jace, you would take the three blue army cards, the 12 blue spell cards, and the three blue creatures. However, the other Planeswalkers in this game are multicolored.
For example, Sorin can use any combination of white and black spell cards as long as he doesn't have more than 12 spell cards in his deck and as long as the total cost of the 12 cards does not exceed 200. He can also build an army using white and/or black creatures as long as the total cost of the army is not higher than the scenario dictates.
While multicolored Planeswalkers can mix and match, to get you started, we have provided recommended spell and army card combinations for the multicolored Planeswalkers.
NAHIRI — Creatures: Avacynian Inquisitors, Bloodline Nobles. Spells: Spare from Evil, Skillful Lunge, Silverstrike, Fell the Mighty, Not Forgotten, Stone Will, Dual Shot, Burn from Within, Burn at the Stake, Nahiri's Machinations, Dissension in the Ranks, Rolling Temblor.
SORIN — Creatures: Skirsdag Cultists, Avacyn, On Bloodied Wings. Spells: Ghostly Possession, Chaplain's Blessing, Tenacity, Angel's Mercy, Hope Against Hope, Survive the Night, Creeping Dread, Barter in Blood, Behold the Beyond, Harrowing Journey, Corpse Lunge, Ever After.
ARLINN — Creatures: Kessig Rangers/Kessig Ravagers, Mad Prophet. Spells: Equestrian Skill, Moonlight Hunt, Predatory Strike, Natural End, Rabid Bite, Sheltering Word, Malevolent Whispers, Rush of Adrenaline, Senseless Rage, Infernal Plunge, Harness the Storm, Stensia Masquerade.
Army Cards and Spell Cards
The game features army cards and spell cards. Before you start to play, you should familiarize yourself with the cards.
Spell Cards
- Type — Tells you whether this spell card is a sorcery or an enchantment.
- Spell cost — The value of the spell card.
- Abilities — The special things that the card does.
- Set symbol — Shows what set this card belongs to.
- Card color/mana symbol — The border of the card indicates what color the spell card is. Planeswalkers can cast only spell cards that match their color (or, in the case of multi-colored Planeswalkers, any of their colors.)
Army Cards
Planeswalker army card and squad army card
- Card color/mana symbol — The border of the card indicates what color the army card is. Planeswalkers can summon only non-Planeswalker army cards that have the same mana symbol and/or color. A gold border indicates a Planeswalker is multi-colored and can summon army cards that have any of the mana symbols shown on the Planeswalker's army card.
- Life — The amount of damage it takes to destroy the figure(s).
- Move — The maximum number of spaces the figure(s) can move.
- Range — The maximum number of spaces away that the figure(s) can attack.
- Power — The number of dice you roll to attack.
- Toughness — The number of dice you roll to defend.
- Sight point — The green dot shows the area from where you determine line of sight.
- Hit zone — The dark gray area shows what part of the figure can be attacked. Used when checking line of sight.
- Size/height — The size of the Planeswalker, hero, or squad, and the number of levels high.
- Abilities — The abilities of the army card.
- Cost — The value of the army card.
- PPF cost — Price per figure cost. This value is used with scenarios that include scoring. This cost is only on squad cards.
- Type — Tells you whether the army card is a squad creature, a hero creature, or a Planeswalker. It also tells the type of creature or the name of the Planeswalker.
- Unique army card — When selecting cards to put in your army, you cannot select two of the same unique army card.
- Set symbol — Shows which set this card belongs to.
Playing the Two-Player Game
1. Place your Planeswalker in a starting zone.
Each player rolls the 20-sided die. The high roller may choose to go first and place first, or let his or her opponent go first and place first. When placing, you must place your Planeswalker in a starting zone. You cannot place your Planeswalker in a starting zone occupied by your opponent. Both players place their Planeswalkers and then the first turn begins.
2. Place your Planeswalker army cards in front of you.
You and your opponent both place your Planeswalker army cards in front of you face up. You then both place all non-Planeswalker army cards and figures off to one side face up. This location is called your reserve.
3. You and your opponent shuffle your own spell card decks, and each of you draws a hand of three cards.
The player who takes the first turn will not draw a card that turn. The remaining cards are placed to the side, facedown, and become your draw pile, which is called your library.
On Your Turn
On most turns, you'll perform five actions, in this order:
- Action 1. Draw a spell card
- Action 2. Choose an army card to play as that turn
- Action 3. Move any number of figures on your army card
- Action 4. Attack with one or more figures on your army card (optional)
- Action 5. Move the turn marker on the turn track to the next number
Let's look more closely at the turn actions.
Action 1: Draw a Spell Card
If your Planeswalker is on the battlefield, draw a spell card from your library. On your turn, you may play up to three spell cards. You cannot play spell cards on another player's turn. You may play spell cards before Action 3 and after Action 4.
There are two main types of spell cards: sorceries and enchantments. Sorcery cards are played once and then discarded, while enchantments have long-lasting effects.
Sorcery cards: When a sorcery spell card is played, do whatever it says and then place it in your discard pile, which is called your graveyard.
Enchantment — Aura cards: Enchantments are attached to army cards when played. Enchant cards are placed face up on the called-out army card. For example, an enchant unique squad spell card is placed on any unique squad army card.
Some enchant cards are hidden enchantments. Hidden enchant cards are placed facedown on the called-out army card. Hidden enchant cards can only be played on your army cards. For example, a hidden enchant Planeswalker card is placed on your Planeswalker army card facedown. Hidden enchant cards tell you when to flip them over and what happens when you flip them over.
If an army card already has a facedown hidden enchant card on it and you want to place another one, place the additional card under the already played card.
More on Using Spell Cards
Spell card hand limit — At the end of your turn, if you hold more than seven spell cards in your hand, discard cards to reduce your hand to seven.
If you draw your last card — If you draw your last spell card from your library, do not reshuffle your graveyard to create a new library. When you are supposed to draw a card and your library is empty, you do not draw a card.
Hidden enchant card order — If you have more than one hidden enchant card that would trigger at the same time, they trigger in order with the topmost card going first.
Destroyed Planeswalker — If your Planeswalker is destroyed, you cannot play or draw spell cards. Hidden enchant cards on other army cards can still be triggered.
Action 2: Choose an Army Card
Choose any one of your army cards to use on your turn.
Note: You can only use activated abilities from the army card you choose. For example, you can only use Arlinn's Transform ability on a turn in which you choose Arlinn.
Summoning with Your Planeswalker
If you choose your Planeswalker, before Action 3 of your Planeswalker's turn, your Planeswalker may summon up to two squads and/or heroes from your reserve to the battlefield. Summoned figures must be placed on empty spaces within five clear sight spaces of your Planeswalker. If you summon a squad, you must summon all members of the squad at once.
Action 3: Move Any Number of Figures on Your Chosen Army Card
Now you can move any or all of the figures on the army card you have chosen. Follow these rules for moving figures.
Check the move number. You can move a figure in any direction up to the move number on its army card. For example, the Bloodline Nobles have a move number of 6, so they can each move 1, 2, 3, 4, 5, or 6 spaces. (Uneven terrain and water may limit their movement, as you'll see.) Example 1 shows basic movement.
Example 1: Basic movement — On this turn, you choose to move each Bloodline Noble its full six spaces.
Order of movement for squads. Move squad figures in any order, one at a time.
Passing and landing on other figures. You can move through a space with a friendly figure on it, unless the figure is engaged (see the rules for engaging figures on pages 8-9). You can't move through a space with an opponent's figure on it, or end your move on a space with any other figure.
Moving up. When you move to a higher level, count the side of each higher level as one space, as well as the space you land on (see Example 2). (Note: glyphs do not add height to any spaces on which they are placed.)
Example 2: Moving up — Count four spaces for your Kessig Ranger to move up onto this ledge.
Height limit. A figure cannot move up a number of levels equal to or higher than its height number all at once (see Example 3).
Example 3: Height limit for moving up — Jace cannot move up to the space marked with an X because it would take five moves to reach the top. Jace's height number is 4.
Moving down. When you move to a lower level, you don't need to count sides on the way down (see Example 4). But there may be a penalty if you move to a much lower level. See Falling, below.
Example 4: Moving down — To move Jace down from this ledge, you don't need to count the sides of the tiles.
Falling. When a figure moves down to a much lower level, it may take damage. A fall is defined as a move in which a figure moves downward a distance that is greater than or equal to that figure's height. In such a case, roll one combat die. If you roll a crossed weapons symbol, the figure takes one damage. (See Using the Life Number, page 10.)
Falling rules do not apply if a figure falls onto a water space. A figure can fall onto a water space from any level. Falling does not stop a figure's movement, but may cause it to take damage (see Example 5).
Example 5: Falling — When you move Jace down from the four-level-high cliff, roll one combat die for the fall because the cliff's height (4) is equal to Jace's. You don't roll a crossed weapons symbol, so Jace does not take one damage.
Moving onto water. When you move onto a water space from any other space (even from another water space), you must end your move there (see Example 6).
Example 6: Moving onto water — When you move Jace onto a water space, he must stop there.
Moving from water to land. When moving out of water, add one to move out of the water space (see Example 7).
Example 7: Moving from water to land — When you move Jace from a water space to a land space, you must count that as two spaces because the water is considered a level lower than the land. You then move Jace three additional spaces for a total distance of five.
Keeping the base on the space. When you end a figure's move, be sure its base lies flat and that it is on one space only. No part of its base may overlap another space.
Becoming engaged. A figure becomes engaged when it moves adjacent to an opponent's figure. An exception is when one figure's base is on a level equal to or higher than the height of the other figure. In this case, they are not adjacent and therefore are not engaged (see Example 8).
Example 8: Figures are not adjacent — Arlinn is not adjacent to the Lantern Geist because the Lantern Geist is on a ledge that is four levels high, which is equal to Arlinn's height of 4.
Leaving an engagement. Your figure may move around an opponent's figure that it is engaged with. However, as soon as your figure moves away (onto a space that's not adjacent), the opponent's figure may take a "leaving-engagement attack" at your figure. To do this, the player who controls the opponent's figure rolls one combat die to attack. You do not roll any dice to defend your figure. If a crossed weapons symbol is rolled, your figure takes one damage. Place one damage marker on its army card if it is a Planeswalker or a unique hero (see Using the Life Number, page 10). Place the damage marker on the base of the figure if it is a squad figure or a common hero.
Multiple engagements. Your figure may become engaged with more than one figure at the same time. As you leave each engagement, your opponent may roll one die. For each crossed weapons symbol rolled, your figure takes one damage (see Example 9).
Example 9: Multiple engagements — When you move Arlinn away from the two opposing Lantern Geists, your opponent may roll one die for each Lantern Geist. Two crossed weapons symbols are rolled, inflicting two damage. You place two damage markers on Arlinn's army card.
Action 4: Attack with One or More Figures on Your Chosen Army Card (Optional)
Now it's time for you to attack with your Planeswalker, hero, or squad.
Who Can Attack?
Any figures belonging to your chosen army card that are within range of a figure and have a clear line of sight to that figure (if necessary) can attack that figure. There are things other than figures that can be attacked, for example, cryptoliths. See page 12. If no figure on your army card meets these two conditions, then no attack is possible.
Before attacking with a figure, check the range and line of sight as follows:
Range. A figure you choose to attack must be within the attacking figure's range. For example, with a range of 6, Jace can attack any figure within six spaces of Jace. A figure with a range of 1 can attack a figure only from an adjacent space. When checking the range, don't count extra spaces for any difference in levels.
Engaged figures. If one of your figures is engaged with one or more other figures, your figure may attack only those figures. A figure does not need line of sight to attack a figure that it is engaged with or adjacent to.
Attacking around other figures. You may attack figures even if other figures are between your figure and the figure you are attacking, but you must have a clear line of sight to attack.
Line of sight. To attack a figure, your attacking figure must be able to "see" it from its location. Unlike range, the line of sight is an imaginary straight line between your attacking figure's sight point and the defending figure's hit zone; it has nothing to do with the spaces on the battlefield. If the defending figure is behind a cryptolith so that your figure can't "see" it, for example, then no attack is possible. The only exception to this rule is if a figure is engaged with or adjacent to another figure. A figure does not need line of sight to attack a figure that it is engaged with or adjacent to.
To determine if there is a clear line of sight, check the sight point (the green dot on your figure's army card) and the hit zone (the dark gray area on the defending figure's army card). Then get behind your figure and look to see if its sight point can "see" any part of the defending figure's hit zone. If so, there is a clear line of sight. If players cannot agree that there is a clear line of sight, they can roll the 20-sided die and let the high roller win the dispute.
Adjusting figures. Players may touch or move only their own figures, and may do so only on their turns. For example, a player cannot move his or her figure out of the line of sight during an opponent's turn.
Example 10: Range and line of sight — You want your Necro-Alchemist to attack Arlinn. First, count the spaces from the Necro-Alchemist to Arlinn. Arlinn is five spaces away, so she is just within the Necro-Alchemist's range. Then check for a clear line of sight from the Necro-Alchemist's sight point to Arlinn's hit zone. A Kessig Ranger is in the way, but the Necro-Alchemist can still see part of Arlinn's hit zone, so the Necro-Alchemist can attack.
How to Attack
The figures on your chosen army card attack one at a time, in any order. Each figure can attack only once, but each figure can attack the same figure or a different figure. Some figures have abilities that allow them to attack more than once.
Before you attack, consider height advantage, abilities, spell cards, and glyphs (if any), as explained below.
Height advantage: If the base of one figure is higher than the base of the other figure (no matter their actual size or height), the higher figure has height advantage, and rolls one extra die for either attack or defense. When determining height advantage, remember that glyphs do not add height to the spaces they are on. Also, remember that water spaces are lower than land spaces.
Abilities: Check your figure's army card for its abilities. Many figures have abilities that help them move, attack, defend, and more.
Spell cards: Sorceries played before Action 3 can modify your attack along with any enchantment cards attached to army cards.
To carry out the attack, follow these steps:
- Announce which figure is the attacker and which figure is the defender.
- Check the power number on your attacker's army card, adding any extra dice for height advantage, abilities, spell cards, or glyphs. Then roll that number of attack dice. After you roll, the defender rolls the number of toughness dice on his or her defender's army card, adding any extra dice for height advantage, abilities, spell cards, or glyphs.
- Every crossed weapons symbol the attacker rolls counts as one hit. For every crossed weapons symbol (hit) the attacker rolls, the defender must roll at least one shield to block it. Important: for attack rolls, the attacker counts only crossed weapons symbols. For defense rolls, the defender counts only shields.
- If the attacker rolls a number of crossed weapons symbols (hits) that is equal to or fewer than the number of shields rolled by the defender, the attack is unsuccessful.
- If the attacker rolls more crossed weapons symbols (hits) than the defender rolls shields, the attack is successful. For each unblocked crossed weapons symbol (hit) the attacker rolls, the defender is dealt one damage. For each damage dealt, a damage marker is placed on the base of the figure (if it is a squad creature or common hero creature) or on the army card (if it is a unique hero creature or Planeswalker).
Using the Life Number
When a figure has as many damage markers as the life number on its army card, it is destroyed. (A figure with only one life is destroyed by one damage.) The player who owns the destroyed figure places it in his or her figure graveyard. When all figures on an army card have been destroyed, the army card is placed in the owner's army card graveyard. When your army card is placed in your army card graveyard, any enchantments attached to it must be placed in their owner's graveyard. Figures and army cards in a graveyard cannot be targeted or affected by spells or abilities unless noted otherwise. If a figure on an army card is brought back onto the battlefield by a spell or ability, the army card is also brought back into play and can once again be targeted by spells or abilities.
Example 11: An attack — One of your Lantern Geists attacks Arlinn, Goldnight Outcast. You roll two attack dice. Arlinn has a height advantage, so your opponent adds one die to Arlinn's defense number and rolls four defense dice. You roll two crossed weapons symbols. Your opponent rolls no shields.
Example 12: Outcome of an attack — Arlinn is dealt two damage. Place two damage markers on Arlinn's army card. Arlinn has four damage from a previous attack. She now has six damage markers, and is destroyed.
Action 5: Move the Turn Marker on the Turn Track to the Next Number
At the end of your turn, move the turn marker to the next number on the turn track. The player to your left takes the next turn.
Ending the Game
The battlefield scenario sets the victory conditions for each game. However, if the game hasn't ended by the time you've played a certain number of turns, the player with the most points wins.
Scoring
In cases where scoring is necessary, each player scores points for each figure still on the battlefield. Total the PPF cost (price per figure cost) for all figures remaining to determine a player's score.
Glyphs
Depending on the battlefield you are playing, you may place glyphs on top of battlefield spaces either ability-side up or Planeswalker symbol-side up. Glyphs are stationary unless otherwise stated in a scenario. When a figure you control moves onto a glyph with the Planeswalker symbol side up, stop there and turn the glyph ability-side up. The abilities on the glyph then take effect immediately. When a figure you control lands on a glyph with the ability side up, it must stop.
Some glyphs grant temporary abilities, while others grant longer-lasting ones. For each glyph your figure moves onto, follow the rules below.
Temporary Glyph
The ability of a temporary glyph takes effect only once. When a figure you control moves onto this glyph, follow its rules, then remove it from the game.
Glyph of Recall — Take any spell from your graveyard and return it to your hand.
Permanent Glyph
The glyph shown below is permanent. The ability of a permanent glyph is in effect for as long as a figure is standing on it.
Glyph of Healing — At the start of this figure's controller's turn, remove one damage marker from this figure.
Road Spaces
Road spaces allow your figures to travel farther on a turn than they could otherwise. While moving on road spaces, count each space as a normal space. However, if your figure's entire move consists of road spaces, including the starting space, you may add an additional three spaces to your figure's move. The three additional spaces must also be on road spaces.
Example 13: Moving on road spaces — Jace moved five spaces, all on road spaces, so he can move three more road spaces for a total of eight spaces.
Cryptoliths
The cryptoliths are magical ruins that are placed throughout the battlefield, depending on the battlefield scenario. They each have a toughness of 4 and a life of 3. They each have a height of 9.
Adjacent to a cryptolith
All rules apply when determining if a figure is adjacent to a cryptolith.
Example 14: Adjacent to a cryptolith — The Bloodline Noble is adjacent to this cryptolith.
Example 15: Not adjacent to a cryptolith — Jace is not adjacent to this cryptolith because it is equal to or higher than Jace's height.
Attacking a cryptolith
Cryptoliths can be attacked and destroyed. When checking for line of sight, the entire cryptolith is a hit zone.
Note: A figure cannot attack a cryptolith while it is on the top space of that cryptolith.
Example 16: Attacking a cryptolith — The Bloodline Noble can attack the cryptolith because it is in range of the cryptolith.
Destroying a cryptolith
When the cryptolith is dealt damage, place the damage markers on the cryptolith.
When the third damage marker is placed on a cryptolith, it is destroyed. Remove the cryptolith from the game.
Any figure on top of the cryptolith when the cryptolith is destroyed is placed on the space the cryptolith previously occupied. Check to see if the figure will take falling damage.
Scaling up a cryptolith
If you are standing on a space that is adjacent to a cryptolith, you may choose to scale it to get to the top space. When you scale a cryptolith, you count four spaces to get to the top (see Example 17).
Example 17: Scaling a cryptolith — To climb to the top space of the cryptolith, the Bloodline Noble counts four spaces.
Moving onto a cryptolith
If you are standing on a space that is adjacent to a cryptolith and the top space of the cryptolith is not over the height of your figure, you may move onto it by counting the levels as you would normally.
Example 18: Moving onto a cryptolith — Count three spaces for the Bloodline Noble to move up onto the top space of the cryptolith.
Scaling down a cryptolith
If you choose to scale down a cryptolith, it counts as four spaces to scale down from the top space to a space adjacent to the cryptolith.
Example 19: Scaling down a cryptolith — The Bloodline Noble counts four spaces to scale down the cryptolith.
Moving off of a cryptolith
Instead of scaling, a figure can move off of the top space of the cryptolith using normal movement rules.
Example 20: Moving off of a cryptolith — The Bloodline Noble moves off of the cryptolith.
Example 21: Falling off of a cryptolith — The Bloodline Noble moves off of the cryptolith to a much lower space and must check for falling damage. A crossed weapon symbol is rolled, so the Bloodline Noble takes one damage and continues his move. See Falling on page 7.
Flying onto a cryptolith
Unless otherwise stated in the battlefield scenario, figures can fly onto the top space of a cryptolith.
Example 22: Flying onto a cryptolith — Avacyn moves six spaces, using her flying ability, to reach the top of the cryptolith.
Moving from cryptolith to cryptolith
If the top spaces of two cryptoliths are next to each other, you can move to the adjacent cryptolith using normal movement rules.
Example 23: Moving from cryptolith to cryptolith — Jace counts two spaces to move from one cryptolith to an adjacent cryptolith because that cryptolith is one level higher.
Engagement on cryptoliths
All rules for being adjacent or engaged apply to a figure on the top space of a cryptolith.
Example 24: Engagement on cryptoliths — The Necro-Alchemist is not adjacent to, and therefore not engaged with, the Mad Prophet, because the Necro-Alchemist is on a space equal to or higher than the height of the Mad Prophet.
Example 25: Engagement on cryptoliths — The Necro-Alchemist is adjacent to and engaged with the Mad Prophet.
Attacking or defending while on the top space of a cryptolith
All height advantage rules apply for attacking and defending while on the top space of a cryptolith.
Cryptolith points
A figure occupying the top space of a cryptolith may use a cryptolith point as a sight point instead of his or her sight point. It is equivalent to leaning over the edge of the cryptolith to see an opponent's figure.
To use a cryptolith point, choose one of the four cryptolith points. Then look at your opponent using the cryptolith point as a sight point to attack an opponent's figure with a ranged attack.
Example 26: Attacking from a cryptolith — Jace can attack Arlinn using one of the cryptolith points instead of his sight point.
Figures with abilities that reference clear sight spaces may also use the cryptolith points in addition to their sight point, to determine whom their abilities affect.
For more information on cryptoliths, check out The Battlefields section on page 16.
Weirded Ground Spaces
Weirded ground spaces have different effects based on the battlefield scenarios.
Unless otherwise specified in the battlefield scenario, treat weirded ground spaces like any space.
Weirded ground spaces count as empty spaces.
For more information on weirded ground spaces, check out the Battlefields section on page 16.
Terms and Clarifications
Abilities — All figures have abilities on their army card that keep the game exciting, challenging, and unpredictable. Always be aware of the abilities your figures possess; they can make a big difference in your game.
Figures — All creatures and Planeswalkers are figures.
Empty Spaces — Empty spaces are spaces that are empty. For example, spaces that contain cryptoliths, figures, or glyphs are not empty.
Clear Sight Spaces — Arlinn Kord, Goldnight Outcast's ability Archmage's Assault mentions "clear sight." To determine clear sight, use Arlinn's sight point. If she can see any part of a figure you don't control (not just the hit zone) within the 7 spaces, they may be targeted by Archmage's Assault.
Counters — If a spell or ability requires you to place a counter on an army card, place the appropriate counter on the army card. The counters are: Power +1 (crossed weapons), Toughness +1 (shield), and Charge Counter (sun).
Simultaneous Damage — If an ability or a spell card deals simultaneous damage, the player whose turn it is chooses the order. For example, Rolling Temblor deals two damage to a red Planeswalker you control and one damage to each other Planeswalker within four clear sight spaces of it. The player whose turn it is chooses the order in which all Planeswalkers are dealt the damage. All damage is targeted damage.
Playing the Multiplayer Game
In the multiplayer game, each player rolls the 20-sided die. (Roll again if there is a tie.) The high roller goes first and places first. When placing, you must place your Planeswalker in a starting zone. Play passes to the left. All players place their Planeswalkers, and then the first turn begins. You cannot place your Planeswalker in a starting zone that is occupied by an opponent. The player who goes first in a multiplayer game draws a spell card on his or her first turn.
All other rules are the same as for the two-player game.
Team Rules
If you're playing a team game, teammates should sit next to each other on one side of the table, facing their opponents. Each team rolls the 20-sided die to see which team goes first. The high-rolling team goes first and places first. In some scenarios, teammates can share starting zones. The player who goes first and places first is always the player sitting farthest to the left. The player who goes first draws a spell card on his or her first turn. Play passes to the left.
Teammates take separate turns and can discuss strategy, offer suggestions, look at teammate's spell cards, and so on.
Friendly figures are both figures you control and figures your teammates control.
Numbered teammates. Teammates are always numbered 1 and 2. If two teammates have hidden enchantments that would trigger at the same time, they are triggered in player-number order, starting with 1.
Using Multiple Game Sets and/or Expansion Sets
Combining two or more game sets or collecting expansion sets gives you lots of new options. You can create a supersized battlefield and play with any number of players. You can even boost the point value of your armies to match the bigger battlefield. But along with that extra excitement comes a few special rules:
Building Your Premade Army: Players may know exactly which armies they want, based on the game scenario, the cost values, their favorite figures, or other factors. The scenarios will call out the total army points to build to. All scenarios in this game set have a total build of 500 points per army.
When building an army, you must include one and only one Planeswalker. After you select your Planeswalker, select which army cards you want to include in your army. Each army card in your army must be of a color matching your selected Planeswalker, or be a colorless or artifact army card. The total of all army cards, including your Planeswalker card, cannot exceed the total build number for the scenario you are playing.
Unique Army Cards: If you're combining two sets of army cards, make sure that no player has more than one of the same unique army card in their army. (For example, your army can't include two Bloodline Nobles squads.) However, you and an opponent can both have the same unique army cards, such as one Bloodline Nobles squad, in both of your armies.
Common Army Cards: You can include two or more of the same common army card. The symbol for common cards is the common symbol.
Building Your Spell Deck: Once you have selected which Planeswalker you would like to include in your army, you will then need to build your spell deck. Each spell deck must contain 12 cards. The total cost of the 12 cards cannot exceed 200 (unless an ability breaks this rule). Each card in your spell deck must be of a color matching your selected Planeswalker. You cannot have multiple copies of the same card in your spell deck.
Marking Your Figures: If you are playing with multiple sets or expansion sets, you may want to use a permanent marker to initial the underside of your figures' bases to remember who owns which figure.
The Battlefields
Choose a battlefield shown on pages 18-23 according to how many players you have.
Here are the different pieces you will use to build your battlefields:
- 4 Shandalar sand, water, and road/weirded ground terrain boards
- 3 cryptoliths
- 3 cryptolith 2-hex sand tiles
- 6 1-hex sand tiles
- Turn marker
The Cryptoliths
The cryptoliths of Innistrad are used in battlefields. They are always placed on their 2-hex sand tile bases.
The Tiles
The hex-shaped tiles come in two sizes. You'll link them and stack them as shown.
To link: Slide the notches into the grooves as shown.
To stack: Fit one tile on top of another as shown.
The Glyphs
In the battlefield diagrams, glyphs are represented by their key letters. When you build a battlefield that includes glyphs, follow the glyph key below to see which ones to use.
Glyphs Key
- Planeswalker symbol-side up: ?
- Ability-side up: H = Glyph of Healing; R = Glyph of Recall
Battlefield 1: Converge on the Cryptoliths
For 2 players. Required sets: Shadows over Innistrad
On Innistrad, twisted, pointed stones have risen throughout the land. Dubbed "cryptoliths," these mysterious stones have attracted the attention of those trying to unravel a deeper mystery, and also those who have come to worship what they believe the stones portend. The cryptoliths hold a deep power. As you face off against another Planeswalker over the cryptoliths' fate, that power can tip the scales of battle.
Goal: One player will play as the defender and the other player will play as the attacker. The defender wins if at least one cryptolith is still standing on the battlefield by the end of turn 30. The attacker wins when he or she destroys all three cryptoliths.
Setup: Place the glyphs ability-side up where shown. Each player brings a 500-cost premade army. Both players roll the 20-sided die. High roller chooses to play as the defender or the attacker. Defender places first and goes first.
The defender starts on the red space. The attacker starts on the yellow space.
Special Rules for Converge on the Cryptoliths:
Weirded Ground Spaces and Cryptoliths
Weirded ground spaces have different effects that change how the players interact with the battlefield. Cryptoliths provide different boosts to the players. The weirded ground spaces and cryptoliths interact with each other to give these effects and boosts.
When the three cryptoliths are active (not destroyed), any figures the defender controls get +1 power and +1 toughness while on a weirded ground space. Figures the attacker controls will get -1 power and -1 toughness while on a weirded ground space; once one cryptolith has been destroyed, this effect is nullified. When a second cryptolith is destroyed, the boosts swap: any figures the attacker controls get +1 power and +1 toughness while on a weirded ground space, while figures the defender controls will get -1 power and -1 toughness while on a weirded ground space.
A double-space figure needs to be on two weirded ground spaces to get its boost or negative effects.
Nighttime
This battlefield takes place at night. All figures with a range of 4 or higher now have a range of no greater than 4, including range modifiers. Figures on top of cryptoliths are returned to their normal range and may receive any range bonuses.
Due to the darkness of the night, you must attack the cryptoliths from an adjacent space. Also, Planeswalkers cannot summon figures to the top spaces of the cryptoliths.
Victory: At the end of turn 30, if at least one cryptolith is still standing, the defender wins. The attacker wins if he or she destroys all three cryptoliths.
Turn marker track: start on 1, then move at the end of each player's turn; 30 turns.
Battlefield 2: Skirmish in the Moorlands
For 4 players – 2 teams of 2 players. Required sets: Shadows over Innistrad
The mist-shrouded Moorlands is no place to travel alone, which is why you have an ally. Together, you pick your way through the treacherous landscape, careful to avoid bogs and patches of earth that have been corrupted by some unknown force. It's eerily quiet, and the only sound you can hear is your own soft footsteps. Then, without warning, the mist lifts, and you and your ally are suddenly staring across the moors at another pair of Planeswalkers. As they ready their spells for combat, you have no choice but to do the same.
Goal: Working as a team, destroy all figures on the battlefield from one opposing player's army.
Setup: Place cryptoliths and sand tiles where shown. Each player brings a 500-cost premade army.
One team starts on the orange spaces. The other team starts on the yellow spaces.
Special Rules for Skirmish in the Moorlands:
Planeswalkers cannot summon figures on top of the cryptoliths or on a space adjacent to an opponent's Planeswalker.
No combat is allowed during the first round of turns. However, players can play spells, including spells that allow players to move and attack.
Weirded Ground
Entering a weirded ground space
Whenever a figure enters a weirded ground space, you must immediately roll the 20-sided die.
- 1 — The figure is dealt one damage and is stuck; it cannot continue moving.
- 2-14 — The figure is stuck; it cannot continue moving.
- 15-20 — The figure is not stuck; it can continue moving if it has moves left. Also, you do not have to roll for leaving a weirded ground space if you are continuing your move.
Leaving a weirded ground space
If a figure leaves a weirded ground space, you must immediately roll the 20-sided die.
- 1 — The figure is dealt one damage and is stuck; it cannot leave the space.
- 2-5 — The figure is stuck; it cannot leave the space.
- 6-20 — The figure is not stuck; it can leave the space.
A double-space figure needs to be on two weirded ground spaces to be affected by weirded ground space rolls.
No figures can move through occupied weirded ground spaces.
Victory: The first team that destroys all figures on the battlefield from one opposing player's army wins. If the battle reaches the end of turn 60, then the battle is over and the team with the most cost points on the battlefield wins (see Scoring on page 11).
Turn marker track: start on 1, then move at the end of each player's turn; 60 turns.
Battlefield 3: Ambush!
For 3 players – 1 player vs. a team of 2 players. Required sets: Shadows over Innistrad
A Planeswalker's life isn't an easy one. Danger lurks around every corner, so it's better to travel in pairs. You and an allied Planeswalker must sprint the remaining steps to safety, but the path is never that simple.
Goal: Two players are working together on a team. They win if they get 500 cost points of army figures off the right side of the board by the end of turn 39. The other player is the ambush player; he or she wins if he or she destroys 501 or more cost points of opponents' army figures, or prevents the team from succeeding.
Setup: Place the glyphs ability-side up where shown. Each player brings a 500-cost premade army. Two players are on the reinforcing team. The other player is the ambush player. The reinforcing team starts on the orange spaces. The ambush player starts on the purple space.
Turn order: The ambush player goes first and play passes to the left.
Special Rules for Ambush!:
Due to a magical disturbance surrounding this ancient battlefield, no flying is allowed. Also, Planeswalkers can only summon to adjacent spaces instead of spaces that are up to 5 clear sight spaces away.
There are three exit spaces marked by the arrows. If a figure moves onto one of these three spaces, immediately place the figure off to the side of the gameboard. This figure is considered out of play. If the figure is on the reinforcing team, its cost counts towards the team's goal of a total of 500 cost points leaving the right side of the board. If a figure from the reinforcing team is summoned or placed on an exit space, it is also immediately removed and counts towards the team's goal of a total of 500 cost points.
Victory: The reinforcing team wins if they get 500 or more cost points from their army off the right side of the board by the end of turn 39. The ambush player wins if he or she destroys 501 or more cost points of opponents' army figures or prevents the team from succeeding.
Turn marker track: start on 1, then move at the end of each player's turn; 39 turns.