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Special Rules

Instructions on the cards supersede these game rules. When a player brings a card with a special power into play, he reads out the text.

Remember: The texts on the cards are worded in such a way that they apply to the situation when they are played, with the player speaking to his opponent: "I" referring to the player and "you" to his opponent.

Card instructions "ignoring" other cards take precedence over all cards - except cards with a PROTECTED icon (see "Shields and Icons" above). When a card is ignored, its values, icons and special power texts have no effect.

Cards reading "you may not..". take precedence over all remaining instructions on other cards.



This section explains special situations. It is not necessary to read it before you start playing the game.

  1. If an instruction disallows you to play cards of a certain type, you may not play a card of this type even if the special power text on such a card - once played - would counter the disallowing instruction.

  2. If you apply the instruction on one of your cards to an active card and this active card is influenced or discarded by your opponent, then you may apply the instruction to a different active card. The original player of a card always determines how the card is applied.

  3. If an instruction allows you to play any number of booster cards, you may also apply the general rule that allows you to play one support card during this phase. Similarly, if an instruction allows you to play any number of support cards, you may also play one booster card.

  4. If the cards instruct you to act, you must do so. If you are unable to satisfy the instruction completely, you must act as far as is possible. Some cards give you the option to act, or otherwise retreat or move one dragon. In these cases you must either fully satisfy the instruction or not at all.

  5. Also, if you are instructed to discard a number of fire or earth values, you may not discard additional cards that do not contribute to satisfying the instruction. If several cards instruct you to discard fire or earth values, you must satisfy each card independently.

  6. If you are allowed to discard cards of a certain total strength in one element (e.g. 8 Fire) to attract one dragon, only the printed values count. Special powers that influence the values, do not apply.

  7. If there is more than one instruction influencing the fire or earth values of other cards, first apply all increasing instructions in the order that maximizes the values, then apply the decreasing instructions in the order that minimizes the values.

  8. Some cards instruct you to disclose your hand. In this case, place all cards from your hand face-up in front of you. The cards remain there for your opponent to see, until they are used.

    Disclosed cards count as part of your hand. If your opponent is allowed to draw one card from your hand, he may select a disclosed one. Cards you receive after disclosing your hand are not disclosed and go into your hand

  9. Players should ensure that the decks are thoroughly shuffled, particularly that leadership cards and cards with PAIR and GANG icons are carefully separated. When a player shuffles his deck or discard pile, the opponent can demand that he may either cut or also shuffle these cards - without examining them.

  10. At all times during the game, your cards are either in your hand or on your side of the game board. The cards from the decks of the two players are never mixed.

    You may count the cards remaining in your draw deck and check all cards in your combat area. You may ask your opponent for the respective information, and also how many cards he holds in his hand.

    You may not check earlier played leadership cards below the top one, or the cards in your discard pile. Only the top card of these piles should be visible, and the cards below may not be counted.

  11. If a player plays cards instead of retreating, but thereafter finds himself unable to at least match the opponent's total power, the following ruling applies.

    If no cards have been drawn or revealed, then the game may be backtracked to the situation before the play of the character card. Otherwise, the player loses the entire game, the opponent winning the maximum score of four crystals.



Vulca Cards



Advanced Rules: Deck Building

Each of the available people sets is preassembled and ready to play. - Remember: All cards are marked in the lower left- hand corner with the first letter of the set in which they appear.

After you have gained playing experience with the preassembled decks, you may decide to build your own decks. Then you and your opponent should prepare one or more decks in line with the deckbuilding rules that are summarized on the leader cards:

  • Each deck (without the leader card) must contain exactly 30 cards.
  • All cards in the deck must be different.
  • The deck may contain any cards of its own people.
  • The total number of moons on all cards that are not of its own people may not exceed 10.

Note: Future cards may change the deckbuilding rules.

When you begin to play, both players select the leader of one of their prepared decks and reveal these simultaneously. If you play more than one game, start each new game in this way. Then the player who first reaches a total of at least five crystals is the final victor.

Important: Before each game, each player may request to count the number of cards in the opponent's deck to verify that it contains exactly 30 cards.

The loser may check the victor's deck for compliance with the deckbuilding rules as stated on the leader. If a violation is found, the victor does not score.


Hoax Cards


Optional Rule

Players may agree to the following rule. After the players have drawn their initial hand of six cards at the beginning of the game, each player may place any number of his cards face down on top of his draw deck.

Then the draw decks are reshuffled once again and the players refresh their hands to six cards by drawing from their draw decks.


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