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Symphony of Aeons
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== Play == [[Image:SoAeons_field_example.png|200px|right]] The object of the game is to inflict enough damage to your opponent(s) Primordial card to destroy it. Before the game starts, each player puts their Primordial card on the table in front of them. All other cards placed by that player will be connected to this Primordial card. This set of connected cards is called the player's "Pattern." Players take turns. On a player's turn, they will do one and only one of the following: * Draw a card * Play a Chant or Invocation * Play a Binder * Shift power * Generate power ;Drawing a card: * Take the top card from your deck to your hand. ;Playing a Chant card or Invocation: * Select one of your cards on the Pattern with Power Dice and an unoccupied Power Exit. The Power Exit must be the same colour as one of the Power Entry arrows of the card you wish to play. * There must be enough room to place the card with a Power Entry adjacent to a matching Power Exit without overlapping any other card in the field. : Exception: when playing an Invocation that is identical to one already in the field, you must play the Invocation card to the same place. It will be placed on top of the existing Invocation card(s), and the Invocation's level will increase by one. I.E.: If two Fireball Invocations are already on the field, you would play another Fireball Invocation by adding it to the existing two, making it a level 3 Fireball Invocation. * Remove enough Power Dice from the card on the Pattern so that the sum is equal to or greater than the Cost of the card you wish to play. The Power Dice removed must be the same colour as the Power Exit arrow to be used. You may not spend part of a Power Die for this purpose; any excess is lost. (ie. if a card's Cost is '5', you could remove a '3' and '2', or remove a '6', but in the latter case you do not decrement nor replace the '6' with a '1'). * Place the new card in the Pattern so that a Power Entry arrow matching the Power Dice used is connected to a matching Power Exit of the card that spent the Power Dice. ;Playing a Binder: * A Binder can only be played on top of two Chants in the Pattern that share a long edge. The Binder will also describe prerequisites for one or both cards it can overlap. * Remove enough Power Dice from either of the Chants to pay for the Cost of the Binder. You may not remove part of a Power Die to pay for the Cost; any excess is lost. * Place the Binder card perpendicular and across the two Chant cards (see diagram) ;Shift Power: * You may move each Power Die in your Pattern to an adjacent card pointed at by a Power Exit of the same colour as the Power Die. Each Power Die may only move once; they cannot move two "steps." : To make sure you don't a Power Die more than once, put all the dice you intend to move on Power Exits, then finish by moving exit-ing Power Dice to their destination cards. * If a Power Die arrives at a card with a 'Drain' attribute, decrement the Power Die's value by that amount. If this reduces the Power Die to 0 or less, remove the Power Die from the field. :Some cards have counters that increase when Power Dice are drained. Increment the counter dice immediately when decrementing Power Dice so you don't lose track. If this will increase a counter die over '6', put the remainder on a new counter die in an unused storage spot. If there are no more storage spots for counter dice, the excess is wasted. ;Generate Power: * Place a new Power Die on your Primordial card, with a value up to your level.
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