Types of cards
Heart Cards - represent and track health
Gem Cards - for brewing spells (only 2 per spell)
Add-On Cards - increase the potency of spells
Plate Cards - defend against spells.
Starting the game
Start by separating the Heart Cards from the rest of the deck.
Shuffle the deck.
Deal 3 cards from the deck to each player.
Give each player 10 Heart cards.
Give each player 12 Timekeep tokens.
Give each player 5 Paralysis tokens.
Place the remaining cards in the center.
Set aside a space for the Heart Cards.
Set aside a space for your hand, which should be face up.
Set aside spaces for your raised plate cards, brewing, and ready spells.
The game starts with the player to the right of the dealer.
When it's your turn to play
If you have spells brewing or are paralyzed, remove one Timekeep token from each.
Paralysis negates the progress of brewing spells.
Discard a plate card if it has no more Timekeep tokens.
A spell is ready to use when you remove the last token from it.
After removing tokens, you can perform actions like brewing and casting spells, and activating a plate.
Draw a card from the Deck to end your turn after playing your actions.
You can't play actions or use the card you just drew until next turn.
Brewing a Spell
Gem Cards + Add-On Cards = Brewing a Spell
Brew a spell using 2 gem cards.
A spell can't be brewed the same turn the second gem card is drawn.
Calculate brewing time by adding time attributes from both gem cards.
If total time is 0 or negative, the spell is instantly brewed.
Use Time tokens to track brewing progress.
Each turn, remove one token. When none remain, the spell is ready.
Up to 3 add-on cards can be added to a spell.
Each spell uses 1 of 3 available brewing slots.
Example: Brew a spell with Lemonite + Ceralite, 2 Berries, and 1 Cyanide.
Casting a Spell
Select an opponent for your spell.
Cast spells only on your turn.
Determine spell effects:
Attack: Sum gems' and add-ons' attack values. Force opponent to flip corresponding number of hearts.
Paralysis: Sum paralysis values of all spell cards. Opponent skips equal number of turns.
Cardburn: Opponent shuffles hand, flips cards, and you discard equal number of cards.
Example: Lemonite + Ceralite spell with 2 Berries, 1 Cyanide inflicts 7 damage, 2 Cardburn, 1 Paralysis.
Defending against a Spell using Plate cards
A plate is created from a gem card and can protect against spells of the same type.
To defend from spells, a plate must be activated.
A plate is activated by raising and declaring the plate card.
After two turns, a plate expires and is discarded.
Heart Cards
(Health and Damaged Health)
Heart cards represent player's health.
Each player gets 10 heart cards.
Damage from spells equals total attack values of spell cards.
Players flip heart cards equal to damage received.
Players exit game when all their heart cards are flipped.
Rules
Follow us;
For tips and game dates!
@hexgems
queries@hexgems.shop