Mercurial Rules
Mercurial Rules
CONTENTS
Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Player Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Play Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Play Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Player Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Action Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Take . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Taking a Skill Alteration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Taking a Spell into your Spell Combination . . . . . . . . . .7
Taking a Spell and recycling it into Acuity . . . . . . . . . . . 8
Taking Back Exhausted Alterations . . . . . . . . . . . . . . . . . 8
Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Starter Alterations (Grey-edge) . . . . . . . . . . . . . . . . . . . . . . 9
Class Alterations (Grey-edge with tint) . . . . . . . . . . . . . 9
Skill Alterations (Blue-edge) . . . . . . . . . . . . . . . . . . . . . . . . . 10
Artifact Alterations (Purple-edge) . . . . . . . . . . . . . . . . . . 10
Fine Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Replenish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
After an arduous trek through a dense forest, you finally emerge into a clearing and are greeted by Cast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
a breathtaking vista. From a cliff overlooking the otherworldly Aetherlight Plains, barely visible to Determining the Effect of your Spell Combination . . .13
you on the horizon is your destination: the thriving settlement of Concordia. It dawns on you; you Spell Combination Examples . . . . . . . . . . . . . . . . . . . . . . . . .14
and your caravan have just arrived at the heart of Valanyr, the new frontier that is as mysterious as Equilibrium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
it is ravishing. Reset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
According to the seasoned mages guiding your caravan, this land was once decimated by an Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
unknown cataclysm centuries ago. This unprecedented devastation is believed to have altered the Heroics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
land’s innate Elan, rendering it fertile but mercurial, subverting the laws of magic itself. Where the Prestige . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
elements of nature are normally stable and separate, here they are in constant flux. Arcanas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
You’ve seen fire inexplicably morph into lightning, and water harden into earth. This volatility Game End . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
means that the old ways of spellcasting are useless, but also that—for the first time in Solo Play: Prodigy Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
centuries—there are new and unknown spells to be discovered.
Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Standing by your side and taking in the view are other members of your caravan; not friends, but Game End . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
fellow mages who are also seeking new fortunes. You realize you haven't had the opportunity to Solo Play: Achievements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
speak to them and learn about their past. But whatever their tales may be, you are sure they’re
Icon Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
here for the same reason as you; to see what possibilities this strange new land may yield.
Spell Effect Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
And, perhaps, in their minds, they’re thinking the same thing you are… Classes Explained . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Arcanas Explained . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
That if even the laws of magic can remake themselves here, Artifact Alterations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
why can’t you do the same? Skill Alterations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Quick Setup & Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
COMPONENTS
4 Player aids
24 Elemental
dice
20 Prestige tokens
2 Mystrune
tokens
Prestige
56 Spell cards board
70 Acuity
crystals
50 Mana crystals
Spell
Fire Water Lightning Earth Aether Void effect
Required “Restore”
3
SETUP Place 1 Mana crystal and 1
7 Acuity crystal on each
Set out the Arcana boards and
9 Equilibrium board by placing
Setup for main area face-up Heroic card. them in the space above the
Heroic cards:
(3 player example) Above the Mana and
8 Acuity supply, set out the
For the Arcana boards, randomly
Prestige board and place the select a side to be face up.
8 Prestige tokens over the top half
of the board. Randomly choose 1 of the 2
Mystrune tokens and place it
in the slot on the right side of
the Equilibrium board. The
revealed face does not matter, and
7 players may refer to both
6 faces any time.
4
1
5
Alterations
Exhausted
Dice pool
Acquired
Objectives
B Dice, Mana, and Acuity: Stated below the Sigil is the number of Play Order
Elemental dice, Mana, and any Acuity you start with. Place the
dice beside the Class board to form your Dice pool. Place the The first player is the one who most recently performed a
Mana on the Mana slots (blue circles), and the Acuity on the heroic deed. Play will proceed clockwise. Depending on play order,
Acuity slots (grey circles). the second player onwards starts with extra Acuity crystals, which
First game: All players flip their Class boards and they take from the supply:
use the simplified “Initiate” Class instead. Besides 2nd player:
their Sigils and Aetherflow powers, all Initiate’s
3rd player:
starting resources and cards are identical.
4th player:
For their Artifact Alterations, Initiates
choose 1 of 4 Artifacts with this icon All players must then roll all the dice in their Dice pool to determine
on the bottom left side of the card. their starting Elements. You are now ready to begin!
5
PLAYER TURNS
Do not reroll your Elemental dice between turns!
Mercurial is a turn-based game, starting with the first player and
proceeding clockwise. During your turn, carry out the following After rolling your dice at the start of the game, do not reroll them
actions: between turns. You only reroll your dice as part of an effect
OR
CAST
CAST your Spell combination to acquire objectives (Heroics,
Arcanas, and Prestige) and then reset your play area and In this example, the 3 Alterations on the left have an Acuity on
resources (see page 12). top, so taking any of those cards also gains you the Acuity.
7
Spell limit: Besides being limited by dice, Mana, and Acuity, there is no
limit to the number of active Spells you can possess. Feel free to
accumulate as many as you wish to craft the strongest Spell
combination possible!
Empty slots: After taking a Spell card, an empty slot is left behind.
When you take a Spell, place it in This will be filled at the end of the turn through the Replenish step
your Spell combination area, then (see page 11).
allocate the requisite Elements using
your dice, Mana, and Acuity by placing
them over the Spell’s dice slots. “Hybrid” Spells: Certain Spells can be paid for with
a choice of either Fire or Water dice. For these
All allocated resources are locked onto the
Spells, you can pay with either Element, but all
Spell card and cannot be used again until
your allocated dice must have the same Element
they return to your Dice pool or Class board,
(either all Water or all Fire – they cannot be mixed.)
which only happens after you Cast.
8
PLAY Starter Alterations (Grey-edge)
Starter Alterations provide primary effects that all Classes have
Before playing an Alteration card from hand, you first decide whether access to.
to execute the Alteration's primary effect or secondary effect. You
then play the card by placing it face up in front of you and execute the Effect: Take an Effect: Discard
chosen effect. Alterations have a wide variety of effects such as Acuity, OR Play ‘?+1’ amount of
manipulating your unallocated dice to convert between Elements, or up to 2 more Acuity. Convert
allowing you more Take & Play actions. Skill Alterations may also be Alterations this ‘?’ number of
played and discarded with an Acuity to gain a Take Action. turn. Void to any other
Elements that
you already have
Alteration Card Anatomy (allocated or
A otherwise).
Primary effect
“And/or”
Symbol
Class Alterations (Grey-edge with tint)
Certain Classes start with Starter Alterations with improved effects.
Coloured edge Secondary Discard effect
(indicates Alteration type) effect (only for Skill These are instead called Class Alterations and have a coloured tint to
Alterations) their grey edges.
Elementalist’s Class Alteration Arcanist’s Class Alteration
For a detailed look at what each icon and operator does, Effect: Take 2 Effect: Discard
see page 23. ‘?+1’ amount of
Acuity AND
play up to 2 Acuity. Convert
more ‘?’ number of
When an Alteration is played and Alterations Aether and/or
placed face up in front of you, it is this turn. Void to any
other Elements
exhausted, and you cannot use that
that you already
Alteration again until it is returned have (allocated
to your hand with a Take action. or otherwise).
9
Skill Alterations (Blue-edge) A Artifact Alterations
Skill Alterations are acquired through the Artifact Alterations provide flexibility over your
Take action and can be played to exert turn actions. Some allow you to take extra
greater control over your Elemental dice. components, while others increase offer unique
B ways of manipulating your dice. Many Artifact
Their primary effects are often improved
Alterations require Acuity to be discarded before
by Sigils, which you collect when you
they can be used.
acquire Heroic cards (see page 18).
Secondary effect — Take Acuity: The secondary
effect of all Artifact Alterations is to take 1 Acuity.
Found on Heroic cards, Sigils mark the type of
heroic deed portrayed. When the Heroic is acquired, For a detailed look at what each Artifact Alteration does,
its Sigils improve the primary effects of certain Skill see page 26.
Alterations. For more info, please see page 18.
Fine Points
Secondary effect — Reroll dice A : The secondary effect
of all Skill Alterations is to reroll up to 2 of your separate All effects must be resolvable. When playing any Alteration for its
dice when played, and you may play 1 more Alteration primary effect, you must be able to activate all its effects in the order
this turn. as expressed to be able to play it. If any portion of the primary effect
cannot be executed, that Alteration cannot be played.
Using Skill Alterations this way allows you to "chain" rerolls during
your turn, where you repeatedly play them from hand to reroll your
dice. After doing so, you still retain 1 more play action, which you
may then use to play something else.
A
Discard effect — Gain a Take B
action B : As your play action,
you may “seal” a Skill Alteration Example: A This Alteration requires you to have at
by discarding it with 1 Acuity. If you do, gain least 2 active Spells and to discard 2 Acuity. If you
1 more Take action this turn. The discarded do not have at least 2 Active Spells and 2 Acuity to
Skill Alteration is flipped face down and discard, you cannot play this Alteration.
returned to the bottom of the Alteration B This Alteration converts up to 2 Fire and/or
deck, while the Acuity is returned to the Lightning to Void, and then allows you to take at least 2 Acuity
general supply. This discard effect is (more if you have the corresponding Sigil). If you do not have
unique to Skill Alterations. at least 1 Fire or Lightning to convert to Void, you cannot play
this Alteration.
Tip: When combined with effects that grant you more play
actions, it’s possible to seal multiple Skill Alterations in a single
turn, granting up to two more Take actions!
For a reference on Skill Alterations and their functions,
see page 27.
10
Alterations can only modify unallocated dice. Allocated dice will
remain unchanged and locked to their Spells until after you’ve cast.
REPLENISH
When you end your turn after choosing to Take & Play, replenish both
the Alteration and Spell card rows. To do this, first produce Acuity on
B
the Alteration card row if there is an empty slot on that row, then fill
all empty slots in the Alteration and Spell card rows.
C A
When using Alterations to convert
Elements, you may convert any amount
of specified Elements up to the number
If there are multiple empty card slots, then Acuity is placed on
listed in the operator, but you must
Alteration cards to the left of the rightmost empty card slot D .
convert at least 1. You cannot choose to
convert an amount of 0 and ignore the
conversion effect. As such, when the Convert Convert at
one or two least one
symbol ∞ is listed in the operator, it means
with no limit
any amount as long as it is 1 or more. D
Alterations check for allocated Elements. When an Alteration
checks for if you possess a certain Element, allocated dice are
included in that check.
Filling Empty Slots
B For both the Alteration and Spell card rows, fill all empty card slots by
shifting cards along the row, then reveal new cards from the
Alteration and Spell deck to fill the rightmost empty slots.
A
D
C
C B
12
Determining the Effect of your Spell Combination
To determine the effect of your Spell combination, follow these steps: Aethercharged Spells are A
empowered if you possess at least
a. Resolve Link Spells: If you have Link Spells, choose which normal one instance of an Aether Element.
Spells to link them to, and resolve the Link Spells’ effects. Aethercharged Spells are indicated by the
yellow banners at the top A , and a golden
alternate value in their spell effects B .
Spell Card Anatomy When you Cast while possessing an
Aether, all Aethercharged Spells use the
Element Banner golden alternate value when determining
(Indicates Spell’s their effects. Aethercharged Spells can
Element) Spell type icon overlap with other Spell types (e.g.
(Normal spells B
have no icon) Aethercharged Linked Spells).
Spell effect Dice slots IMPORTANT: The Aether Element does not need to
be allocated to be in effect. Having one Aether in your
Dice pool will trigger improved effects for all your
Aethercharged Spells.
13
d. Resolve Ruin and Restore: As Ruin and Restore cancel each other
Certain Spells give Ruin or Restore based on the amount out, if your combination has both, you must take the greater of the
of Acuity on your Class board. While Casting, if you spend two and subtract the other from it. If your Ruin and Restore are equal
any Acuity for Ruin and Restore, note that the spent Acuity will and cancel out each other for a net result of zero, you achieve
not count towards these Spells. Equilibrium (see page 15).
With the final value of the Ruin or Restore your Spell combination has,
Example: You have a Spell A that gives Restore equal to you may now check which objectives you qualify for and can claim
number of Acuity on your Class board, which is at 8 B . (see page 17).
While casting, if you choose to spend 3 Acuity to improve
your Spell combination’s Restore, the Spell will now consider
IMPORTANT: When Casting, all your Spells and Elements
you to have only 5 Acuity on your Class board, and will from your unallocated dice must be counted – you cannot
therefore contribute 5 Restore. choose to selectively omit Spells or unallocated dice.
14
Equilibrium
The mercurial nature of magic in
Valanyr manifests in the strangest ways.
One such manifestation is a spellcasting
phenomenon called Equilibrium.
Where traditional spellcrafting teaches that a
mage should always avoid mixing Ruin and
Restore, doing so in Valanyr in equal measure has
the potential of creating a unique property called
8 x2 Myst. Little is known about Myst, except that it
allows for the creation of new forms of magicks,
and its conjurer is briefly given an unknown
power that many have named the Mystrune.
+1
Equilibrium board
To achieve Equilibrium, your Spell combination needs to have
the exact same number of Ruin and Restore. When this
happens, each point of Ruin and Restore combine to form one
unit of Myst. Based on the amount of Myst generated, your
Spell combination gains the effect as written on the
+4 ( ( Equilibrium board:
Example 2: You have 1 Link Spell, 2 normal Spells,
1 Enchantment Spell, and 3 Acuity spent for 1 Restore. A B C
(The top and bottom left Spells were acquired with an Acuity
discount and Mana discount respectively.)
• Resolve Link Spells: The Link Spell is applied to the first
normal Spell, which grants 2 Ruin for every Spell in your D
combination. By itself it grants 8 Ruin, so applying the Link
Spell’s x2 effect doubles it to 16 Ruin.
• Calculate Ruin and Restore: These components add up to
16 Ruin and 5 Restore.
• Resolve Enchantment Spells: This Enchantment converts
all Restore to Ruin, resulting in 21 Ruin and 0 Restore.
A Amount of Myst required
• Resolve Ruin and Restore: There’s nothing to cancel out, so
B The resulting effect of your Spell combination, where you
you’re still left with 21 Ruin.
may choose between the Ruin or Restore.
C These bonuses are gained after Casting, which includes the
Mystrune D and other potential bonuses like Acuity or
Prestige.
15
Mystrune
When you Cast and achieve Equilibrium, you gain the
Mystrune from the Equilibrium board and place it on your
Class board. If the Mystrune is already being held by another
player, you instead take the Mystrune from that player.
When acquired, the Mystrune can be used during your
turn as a free action — it does not consume a Take or Play
action. The Mystrune offers two effects to choose from, with
each one listed on the front and back faces of the Mystrune
token. 8 + 3 + 12 + 1
Mystrune: Vyl’nari Mystrune: Tes’kora
12 + 12 12
Front Example: With the above Spells and Elements, you Cast a
Spell combination that grants 12 Restore and 12 Ruin.
Convert any 1 dice to Convert any 1 dice to Equilibrium is achieved, and you gain 1 Myst for each point of
Fire or Lightning. Water or Earth. Restore and Ruin, giving you 12 Myst.
Back
While Casting, While Casting, Based on the Equilibrium board, your Spell Combination can
gain +3 Restore. gain +2 Ruin. now assume the effect of 24 Ruin or 34 Restore, and you
collect the Mystrune, 2 Acuity, and 1 Prestige.
You keep the Mystrune until you choose to use it, or until
another player takes it from you. Keep a lookout for other
players trying to achieve Equilibrium, for you may lose
your Mystrune before being able to use it!
After using the Mystrune, return it to the Equilibrium board.
If you use the Mystrune while Casting and achieve Equilibrium
again, you retain the Mystrune instead of returning it to the
Equilibrium Board.
16
Reset OBJECTIVES
After you have cast your Spell combination and claim all the
objectives you qualify for, your turn ends and you must reset your Heroics
play area: Sigil
Once you have the Ruin or Restore
value of your Spell combination, choose
B a Heroic card to acquire. Your Spell
combination must meet the Ruin A or
Restore B requirement as shown on
the Heroic card.
B
When you take a Heroic card, you
A
first take all Mana and Acuity on the
card and add it to your Class board. Victory Points
A
D C
17
Prestige
Sigils
For every 3 Ruin or 4 Restore remaining after you
How will you be remembered? Sigils acquire a Heroic card, you collect 1 Prestige token. This
mark the type of heroism you’ll be info is indicated on the Prestige board A . Place any
known for in song and legend. acquired Prestige beside your collected Heroic cards.
If you wish to, you may also Cast to collect
Prestige tokens without acquiring a Heroic card.
Prestige limit:There is no limit to the number of
Prestige tokens any player can have. If the general A
supply of Prestige tokens is exhausted, simply track
A any extra amounts acquired through other means.
Most Heroic cards have one or two Sigils. Each Class board will Arcanas
also have a Sigil that the player using that Class starts the game Arcana boards are bonus objectives that
with A . can be collected if your Spell combination
There are 4 Sigils, each representing a category of heroic deeds fulfills their requirements. Once acquired,
that the Heroic card falls under: they are kept for the rest of the game.
When the game ends, they grant 2 VP plus
bonus VPs based on the Spells you’ve Cast
Beastslayer: Deeds that involve the slaying of
and collected throughout the game A .
aggressive and dangerous beasts. A
When acquired, place the Arcana board
beside your acquired Heroic cards.
Saviour: Deeds that involve saving the lives of your
fellow adventurers and settlers.
IMPORTANT: You can acquire only 1 Arcana board per Cast.
18
GAME END Scoring example in a 3 player game
The end of the game is triggered when any one player has VPs from Heroics: 44 VPs from Prestige tokens: 3
collected a number of Heroic cards, based on player count: VPs from Arcana: 4 VPs from Sigils: 10
• 2 Players: 5 Heroics For a more epic game between skilled Final VP Score: 61
• 3 Players: 4 Heroics players, you can increase the required
• 4 Players: 3 Heroics number of Heroic cards by 1!
When this occurs, all other players with any Spell cards active must
Cast them (in turn order) and acquire whatever objectives they can,
and the game ends.
Final Scoring
All players add up the following to determine their final scores:
Sigil count
3 0
Arcanas: Score a base of 2 VP for each of your Arcana
boards, then score bonus VPs as listed on your Arcana
boards while referring to your used Spell cards.
3 4
Prestige: Score VPs as listed on your Prestige tokens.
Sigils: Referring to your Heroic cards, your Class board, (Used Spell pile that
and your Skill Alteration cards, score 1 VP for every pair contains 5 Water, 3
of identical Sigils that appear on the components. For Fire, 2 Lightning, and
every set of 3 or more identical Sigils, score 1 VP per 2 Earth Spells. Arcana
Sigil for that entire set instead. grants 1 bonus VP for
every 2 Water Spells.)
The player with the highest VP score wins!
19
S O L O P L AY Setup
PRODIGY
MODE 5
3 Shuffle the Skill Alteration cards (with blue edge) Player Setup
face down to form the Alteration deck.
Similar to the steps listed on “Player Setup”
For the Alteration and Spell decks; draw and place section on page 5, you’ll choose a Class to play
4 out only 3 cards to the left, resulting in the three and collect components as stated on the Class
leftmost spaces remaining empty. Set aside space board as your starting resources. However, for
for one more column of cards; this will be used for Prodigy Mode you’ll start with
discard piles later in the game. 2 less Mana but 6 more Acuity.
Set out the Mana and Acuity crystals, the Arcanas You must then roll your dice to determine your
5 starting Elements. You are now ready to begin!
(random side), Equilibrium board, and the Mystrune
as normal.
20
Gameplay Heroic Rewards
As reward for acquiring them, the initial 6 Heroics grant either
Rules of play in Prodigy mode remain the same as the standard mode 1 Elemental die and 2 Acuity A or 2 Mana and 2 Acuity B .
of play, with the following modifications:
C
B Whenever you acquire any of these Heroics, refill the
A empty slot with a new card from the Heroic deck as
normal. Instead of the usual 1 Mana and 2 Acuity,
place 3 Acuity on the newly revealed Heroic cards.
C
B
Here’s an example of how the row of Heroic cards may look as
When you end your turn after choosing to Take & Play, perform the the game progresses:
Replenish step as normal to fill empty slots on the Alteration and
Spell card rows to bring them back to their current size, but do not
produce Acuity on the Alteration card row.
Adept: Achieve a score of 70+ VPs. Power Overwhelming: Acquire all dice and Mana from Heroics.
Expert: Achieve a score of 80+ VPs. Lifebringer: Craft a Spell combination that grants 48 or more
Restore.
Master: Achieve a score of 95+ VPs.
Deathbringer: Craft a Spell combination that inflicts 36 or
Arcana Whisperer: Acquire all 3 Arcanas. more Ruin.
Twin Legends: Score 10VP+ across two Sigil types. Craglord: Craft a Spell combination that consists of 4 Earth
Prodigy: Acquire at least 3 of each Sigil type. Spells.
Polyelemental: Craft a Spell combination that consists of a Fire, Absolute Control: Start a turn with at least 1 unallocated dice of
Water, Lightning, Earth, and a hybrid Spell (Fire & Water). every Element, then end that turn with all dice (including
allocated) having the same Element.
Pacifist: Complete the game without casting a Spell
combination that inflicts Ruin. Spoilt for Choice: Craft a Spell combination that qualifies for 2
Arcanas (although you can still only take one while Casting).
Destroyer: Complete the game without casting a Spell
combination that grants Restore. Manafont: Gain 8 Acuity in a single turn.
23
CLASSES EXPLAINED A
B D C
B C D Chaosmancer
A Starts with the Pathfinder Sigil, 7 dice, 4 Mana, and no Acuity.
Arcanist
A Starts with the Runebreaker Sigil, 5 dice, 6 Mana, and 1 Acuity. B Starts with the 2 stated Starter Alterations and 1 Artifact
Alteration chosen at random.
B Starts with the 1 stated Starter Alteration, 1 stated Class
Alteration, and 1 Artifact Alteration chosen at random. C Aetherflow: Convert any number of Aether to Water.
C Class Power: The Arcanist has the effect of always having an D Class Power: Whenever the Chaosmancer uses a Skill Alteration
Aether Element active, but does not have an Aetherflow power. for their secondary effect, they may reroll up to 4 dice (instead of 2).
B C D
B C Elementalist
A Starts with the Beastslayer Sigil, 6 dice, 5 Mana, and no Acuity.
Enchanter
B Starts with the 1 stated Starter Alteration, 1 stated Class
A Starts with the Saviour Sigil, 6 dice, 5 Mana, and 1 Acuity.
Alteration, and 1 Artifact Alteration chosen at random.
B Starts with the 2 stated Starter Alterations and 3 Artifact
C Aetherflow: Convert any number of Aether to Earth.
Alterations chosen at random.
D Class Alteration: Take 2 Acuity AND play 2 more Alterations this
C Aetherflow: Convert any number of Aether to Lightning.
turn.
24
ARCANAS EXPLAINED All Arcanas give 2 base VP, plus bonus VP that’s counted at
the end of game based on the Spell cards in your score pile.
Requirement: Your Spell combination has Fire, Lightning, and Earth Requirement: Your Spell combination has Water, Lightning, and Earth
Spells. Spells.
Reward: 1 VP for every 2 Fire Spells cast. Reward: 1 VP for every 2 Water Spells cast.
Requirement: Your Spell combination has 4 or more Spells. Requirement: Your Spell combination either inflicts at least 27 Ruin
Reward: 1 VP for every 4 Spells cast. or grants at least 38 Restore.
Reward: 2 VP for every 3 Spells cast that have 4 or more dice slots.
Requirement: Your Spell combination has at least 3 Spells that are Requirement: Your Spell combination achieves Equilibrium and
improved by Aether, and you have the Aether Element. results in at least 12 Myst.
Reward: 1 VP for every 2 Spells cast that can be improved by Aether. Reward: 1 VP for every 3 Spells cast that are not improved by Aether.
25
ARTIFACT ALTERATIONS All Artifact Alterations may be played for their
secondary effect instead, which is to take 1 Acuity.
Runic Catalyst Aeonic Prism Manafont Glove Eldritch Codex Timewarp Lantern
You must have active Convert an Aether to an Discard 3 Acuity. Convert any 1 die to You must have at least
Spells. Take Acuity Element that you already Take 5 Acuity. Void. 2 active Spells. Discard
equal to number of have. All other players 3 Acuity. Take a Spell.
active Spells you have. may take 1 Acuity. (Dice/Mana/Acuity
must be allocated for
the Spell as per
normal)
Effect 1 Requirement
Convert Earth to Discard 3 Acuity.
Effect Effect 1 Fire. The amount
Convert Lightning Convert any you can convert is
to Water and/or amount of Aether 1 + number of
Earth. The amount to Void. Pathfinder Sigils
you can convert is you have.
1 + number of Effect 1
Saviour Sigils you Convert any
have. amount of Fire to
Effect 2 Water and/or
Effect 2 Take Acuity. The Earth.
Take 2 Acuity. amount you take
is 1 + number of
Runebreaker
Sigils you have.
Effect 2
CHOOSE: Take Acuity. The
Requirement
amount you take
Effect 1 Possess any
is 2 + number of
Convert any number number of Water.
Beastslayer Sigils
of Earth to Water.
you have.
Effect 1 Effect 1
If you have at least 2 Convert up to 2 Convert up to ‘?’ of
Runebreaker Sigils, Fire and/or any dice to Void,
you may perform Lightning to Void. where ‘?’ is your
the conversion in
number of Water.
reverse (Water to
(You may also
Earth).
convert the Water if
you choose to.)
OR
Effect 2
Flip a die to its Effect 2 Effect 2
opposite face. Take Acuity. The Take Acuity. The
amount you take amount you take All Skill Alterations may also
is 2 + number of is 2 + number of be played for their discard
Saviour Sigils you Runebreaker effect, which is to discard the
have. Sigils you have. card and 1 Acuity to gain
1 more Take action this turn.
27
QUICK SETUP (STANDARD) TURN SUMMARY
4 During your turn,
choose either: & OR
6
TAKE PLAY CAST
TAKE 1 of any of the following:
5 a new Skill Alteration card into your hand.
a Spell card into your Spell combination,
a Spell to be recycled to gain 1 Acuity,
or all exhausted Alterations back to your hand.
2
3 PLAY 1 Alteration card from hand to activate its effects.
When your turn ends, Replenish the Alteration and Spell card rows.
OR
1 CAST your Spell combination to acquire objectives (Heroics, Arcanas,
and Prestige) and then reset your play area and resources.
When you Cast, add up the effects of all your Spell cards, dice,
applicable Class powers, and any Acuity spent to add Ruin or Restore.
1 Shuffle the decks for the Choose and acquire a Heroic card that you qualify for and collect
Heroic, Skill Alteration, and Spell Prestige for every 3 Ruin or 4 Restore leftover. You can also collect
cards and set them out. an Arcana you qualify for.
After Casting, reset your play area:
2 From all 3 decks , draw 6 cards and place them Reroll your dice and discard all allocated Acuity.
face up to the left of each respective deck. Return all allocated Mana to your Class board.
Place the Mana and Acuity discount tokens below the 2 Take back all exhausted Alterations to hand.
3 Place your acquired Heroic, your cast Spells, any Prestige and
leftmost Spell cards.
Arcanas aside in a space reserved for acquired objectives.
4 Set out the Mana crystals, Acuity crystals, and Prestige Board with
tokens. Place a Mana and an Acuity on each face-up Heroic card. VICTORY SUMMARY
For each player in the game, place 1 Acuity on a revealed Skill The game ends when a player acquires Heroics based on player count:
5
Alteration starting from the left. 2 Players: 5 Heroics For a more epic game between skilled
3 Players: 4 Heroics players, you can increase the the max
6 Set out the Arcanas (random side up), Equilibrium board and a 4 Players: 3 Heroics number of Heroics by 1!
Mystrune token (chosen at random).
All other players then take turns casting their Spell combination, and
Each player chooses a Class to play the game ends. Counting VPs:
and sets them out, taking the dice, Add all VPs on Heroics, Prestige, and Arcanas.
Mana, Acuity, and Alterations as Gain 2 base VP for every Arcana you have, then add their bonus VPs.
stated on the Class boards. Gain 1 VP for every set of two identical Sigils, and 1 VP per Sigil for
every set of three or more identical Sigils.
After choosing the starting player, all other players take Acuity based The player with the highest VP score wins!
on their turn order:
2nd player: All players must then roll all their dice in
3rd player: their Dice pool to determine their starting
4th player: Elements. You are now ready to begin!
Rulebook Translations
For alternate language translations of this rulebook,
please scan the QR code on the left or visit this link:
https://hyperlixir.com/rulebooks/mercurial