FOR 3
PLAYERS TO A GAME, THE RULES ARE THE SAME EXCEPT:
A Turn Player,
at his turn, and before he plays any cards, will declare who his Turn
Opponent will be during his turn. The Turn Opponent has the choice of
passing on his action with the Turn Player to another Opponent UNLESS
THE TURN PLAYER SACRIFICES A CARD WHEN NAMING HIS OPPONENT (with no
draw back for the turn play).
The Player getting passed the action cannot further pass on the turn
and must face the Turn Player unless he casts a REBOUND which counters
the attempt to make him the Turn Opponent. The player originally chosen
as the Opponent now must face the Turn Player.
CARD TIPS:
1.BUCKLERs:
removed your next turn after being placed and that counts as the first
of your 3 turn-cards.
2.COUNTER ANY MYSTICs: cannot use it to pass on an attack unless
3-4 players in the game.
3.DUPLICITYs:
can be thrown at any time by anyone but the Turn Player. The card duplication
action is only for games of 3 players. The "Taking a Turn"
action, to steal the turn to yourself, must be cast at the beginning
of anyone's turn before or during their first casting of a card. If
you let them cast a card, ANY CARD, it goes back into their hand (except
for (a)INVINCIBLEs (b)GUARDIANs or (c)ATTACK cards unless PLAYER OPTION
in effect.) Even if you cannot effect the last card thrown you still
end the turn and become the new Turn Player. DUPLICITY may be countered. If cast on a Player trying to trade it works the same----card(s) back in hand and turn is yours unless countered.
4.TORCHes and FLOWEREDs: 4. TORCHes and FLOWEREDs: both can be countered. TORCHes can be cast both as a turn-card on your turn or in an attack by the Turn Opponent. If either is thrown as a turn-card, it would be your LAST turn-card action, nothing may follow it. You cannot trade in anything if you use either card as a turn-card. If a TORCH is cast on you, you immediately draw and replace the two lost cards which can be used immediately in defense if the attack continues. Yes, Non-Invincible ATTACK and GUARDIAN cards may be removed from hand by a TORCH
5.INTERRUPTs:
when cast to end an Opponent's turn and steal the turn back to you in
2-Player games, it will counter AND remove to the Used Pile the last
card thrown by him except for INVINCIBLEs
GUARDIANs or ATTACK
cards (unless PLAY OPTION in effect), INTERRUPTs are card killers!
Can be thrown on yourself after you declare yourself "open for
attack" and the Turn Opponent casts a MYSTIC.
That counters the MYSTIC into his Used
Pile and THE TURN IS OVER (unless countered) and it's the next Player's
turn! Usually only done to save yourself from a MYSTIC you cannot counter
in any other way (POWER COUNTERS can be used in the same way). Can be
cast at ANY time in ANY game. Only countered by a COUNTER ANY MYSTIC
or POWER COUNTER. They cannot be countered by SACRIFICE.
In games of 3 Players, Interrupts can be thrown by anyone at any Player
in action, and the last card in the targeted Player's action goes to
the Used Pile. Counterable by the targeted player's Counter or another
Player butting in with his Interrupt which is counterable also! If you use INTERRUPT against an Opponent trading cards, the cards go back in hand and turn is yours unless countered. This is the ONLY instance where the INTERRUPT does not kill a card.
6.REBOUNDs:
affects WOUNDINGs, REMOVALS and TORCHes. It is the ONLY card that can
counter someone passing an attack or passing on becoming an Opponent
in 3-4 player games. Rebounds do not counter each other.
7.
The word "Opponent" or "Player" on a card refers
to the Turn Opponent or Turn Player.
8.
Cards must apply to the situation. Examples: Don't try to place Sword
on an Archer. That is not a weapon for
the Archer. Do not try to use a REBOUND
to counter a Wounding or Removal
if the Opponent has nothing he can take from his Combatants.
9.
Countering Cards can themselves be countered for as many countering
actions as you can do.
10.
If you butt in on someone else's turn with a MYSTIC
you draw back to 7 after the interference is over.
11. INVINCIBLE
cards may not be removed from play when an Interrupt
or Duplicity is cast though the turn is
still stolen.